Undead Origins

Voadam

Legend
Basic D&D

Basic Compilation
Undead: Any victim who dies from having his or her blood drained by a giant vampire bat must save vs. Spells or become an undead creature 24 hours after death. (If D&D EXPERT rules are used this may be a vampire.) (Basic Set Moldvay)
Whenever an energy-draining undead slays a victim, the victim later rises as an undead of the same type, under the control of the slayer. (D&D Master Set (BECMI ed.) (Basic))
Undead are evil creatures whose forms were created through dark magic. (Expert Set Cook)
The undead are creatures that were once alive but now owe their existence to powerful supernatural or magical forces upon their spirits or bodies. (Rules Cyclopedia)
A 1st level character hit by an energy drain attack is killed and often returns as an undead under the control of the slayer. If not specified, this occurs 24-72 hours after death. (Rules Cyclopedia)
Any victims who die from having their blood drained by a giant vampire bat must make a saving throw vs. spells or become an undead creature 24 hours after death. (Rules Cyclopedia)
The undead are beings who owe their existence to the action of powerful forces on the bodies and spirits of dead creatures. (AC9 Creature Catalogue)
Any 1st level character struck by an energy drain attack is killed; the victim later rises as an undead of the same type, under the control of the slayer. In this case, the armour class and Hit Dice 01. the victim become those of the standard undead form, hut the hit points are one half of those possessed in life. (Note that such a victim does not rise immediately, hut usually after a period of 24-72 hours, or as given in each monster description). (AC9 Creature Catalogue)
Some societies fear the spirits of the dead will come back to haunt them, and practice elaborate rituals designed to prevent this. (Champions of Mystara: Heroes of the Princess Ark (Basic))
Ether weirds have the unique property of draining energy from both the living and the magically-created undead. (GAZ4 The Kingdom of Ierendi (Basic))
Centuries of Makai chiefs and shamans have been buried in the cliff caves along the southwestern coast. Some cave entrances are below sea level, some open on the cliff walls, and some are accessible only by tunnels down from the cliff tops. Many contain native wealth and items of sorcerous and spiritual power. All are protected by traps, spirit barriers, and the curse of the living dead. (GAZ4 The Kingdom of Ierendi (Basic))
Elves are not usually candidates for becoming undead beings, except for those who are made into zombies and skeletons. Even the Bad Magic points rarely produce undead creatures. (GAZ5 The Elves of Alfheim (Basic))
Crown of Corruption artifact. (GAZ13 The Shadow Elves (Basic))
Very powerful fairies may learn the secrets of animating dead, but this art has been forever and absolutely forbidden by the Fairy Court. (PC1 Creature Crucible: Tall Tales of the Wee Folk (Basic))
Finally, there are renegades among dragons who deliberately choose to serve one of the Spheres of Power during their existence on the Prime Plane. They can no longer conduct the Ceremony of Sublimation from the moment they become renegades. Spells (possibly clerical) may be granted by their patron Immortal in the chosen sphere. Renegades either become mavericks if they retain followers, undead creatures if followers of Entropy (such as the Night Dragon in the series, "The Voyage of the Princess Ark"), or are destroyed at the end of their lives in the Known World. (Dragon 168)
Undead are abominations that should not normally exist, except that sometimes intense emotions or evil magic interfere with order in the Prime plane. Some undead maintain links with Limbo. (Dragon 180)
Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead. (Dragon 180)
Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths. (Dragon 180)
A victim killed by [a giant vampire bat's] blood drain becomes undead (possibly a vampire) after 24 hours (save vs spells). (B/X Essentials: Monsters)
Two energy planes exist—the Positive Energy Plane (from which the animating spark of life hails) and the Negative Energy Plane (from which the sinister taint of undeath hails). (FX1 Fifty Fiends)
Constructs, deathless, undead, and (conjured) elementals are usually created, and therefore usually understand the language of their creator. (FX1 Fifty Fiends)
A victim killed by blood drain [from a vampire bat] becomes undead (possibly a vampire) after 24 hours (save versus spells). (Old-School Essentials Classic Fantasy: Monsters)
A victim killed by blood drain [from a giant vampire bat] becomes undead (possibly a vampire) after 24 hours (save versus spells). (Old-School Essentials Classic Fantasy: Rules Tome)
Alternative spells exist that create more unusual undead, summon stranger fiends, and perform nastier rituals, However, those are rare and unusual, and may be found only in the most potent and well-guarded Grimoires. (OD&DITIES 04)
Any intelligent, humanoid creature - Human, Demi-Human, Goblinoid, even monsters - can be transformed into an intelligent Undead on Herol. (OD&DITIES 10)
Create Magical Monsters spell. (D&D Master Set (BECMI ed.) (Basic))
Create Magical Monsters spell. (Rules Cyclopedia)
Unquiet Guardian spell. (OD&DITIES 10)
Mystwood Knife magic item. (13 Weird One-Shots)
Third Circle Necromancer power. (GAZ3 The Principalities of Glantri)
Aether Eel: ?
Aether Eel, Ethereal White Serpent: ?
Agarat: ?
Agathu: See Witch Wight, Agathu.
Ahua, Jaime Honey-Creeper: See Lich Neutral Lich Equivalent, Jaime Honey-Creeper Ahua.
Alexander: See Haunt, King Alexander
Ally Ghostly: See Ghostly Ally.
Altis Kurudai: See Noble Corpse, Altis Kurudai.
Ancient Archon's Ghost: See Ghost Ancient Archon's.
Ancient Ghost Archon's: See Ghost Ancient Archon's.
Ancient Shriveled Vampire, Revelius Onar: See Vampire, Man, Master, Shriveled Ancient Vampire, Vampire Lord, Revelius Onar.
Ancient Vampire: See Vampire Ancient.
Ancient Vampire Shriveled, Revelius Onar: See Vampire, Man, Master, Shriveled Ancient Vampire, Vampire Lord, Revelius Onar.
Andrew: See Ghost Butler, Polite Floating Skeleton in a Tidy Gray Suit, Andrew.
Anfisa: See Mummy, Desiccated Corpse, Lady Anfisa.
Angry Spirit of Someone Murdered and Buried Without the Proper Rites: See Spirit Angry of Someone Murdered and Buried Without the Proper Rites.
Animal Mummy: See Mummy Animal.
Animated Arrangement of Blood-Stained Bones Rimed in Filthy Ice: See Skeleton, Animated Arrangement of Blood-Stained Bones Rimed in Filthy Ice.
Animated Dead, Walking Dead: ?
Animated Undead: See Undead Animated.
Anzi Skarlet: See Vampire, Assistant, Athletic Woman With Gray Skin Red Eyes and Black Hair, Vampire Mage, Woman, Skarlet Anzi.
Apparition: See Phantom Apparition.
Apparition Ghostly: See Ghostly Apparition.
Aquatic Mutant, Rifka the Silt Queen: See Undead Mutant With Crocodile Claws Fish Tail and Mussels Armoring Her Limbs, Aquatic Mutant, Human Figure, Wife, Rifka the Silt Queen.
Aranak: See Golden Skull of a Dead Saint, Saint Aranak.
Archon's Ancient Ghost: See Ghost Ancient Archon's.
Archon's Ghost Ancient: See Ghost Ancient Archon's.
Archon's Ghost Previous: See Ghost Previous Archon's.
Archon's Previous Ghost: See Ghost Previous Archon's.
Argent Swordfish Skeleton: See Skeleton Swordfish Argent.
Argenta: See Haunt Ghost, Lady Argenta.
Armol: See Spectre, Armol.
Assistant, Skarlet Anzi: See Vampire, Assistant, Athletic Woman With Gray Skin Red Eyes and Black Hair, Vampire Mage, Woman, Skarlet Anzi.
Athletic Woman With Gray Skin Red Eyes and Black Hair, Skarlet Anzi: See Vampire, Assistant, Athletic Woman With Gray Skin Red Eyes and Black Hair, Vampire Mage, Woman, Skarlet Anzi.
Aura Jatheed: See Vampire, Gray Woman, Rival Vampire Lord, Vampire Lord, Aura Jatheed.
Azoth: See Zombie, Azoth.
Baboon Animal Mummy: See Mummy Animal Baboon.
Bananach: Semi-transparent specters of witches that haunt battlefields or other areas of great violence. (The Craft of the Wise: The Pagan Witch Tradition)
Banshee: ?
Baron of Calitar: See Velya Triton Cleric 14, Caxctiou, Baron of Calitar.
Barrow Wight: See Wight Barrow.
Beautiful Corpse, Sojin Kurudai: See Revenant, Beautiful Corpse, Undead Hero, Sojin Kurudai.
Beautiful Woman With Snaking Green Hair, Sofya: See Rusalka, Beautiful Woman With Snaking Green Hair, Beautiful Young Woman With Burning Green Eyes, River Demon, Servant, Sofya.
Beautiful Woman With Burning Green Eyes Young, Sofya: See Rusalka, Beautiful Woman With Snaking Green Hair, Beautiful Young Woman With Burning Green Eyes, River Demon, Servant, Sofya.
Beautiful Woman Young With Burning Green Eyes, Sofya: See Rusalka, Beautiful Woman With Snaking Green Hair, Beautiful Young Woman With Burning Green Eyes, River Demon, Servant, Sofya.
Beautiful Young Woman With Burning Green Eyes, Sofya: See Rusalka, Beautiful Woman With Snaking Green Hair, Beautiful Young Woman With Burning Green Eyes, River Demon, Servant, Sofya.
Behemoth Undead: See Undead Behemoth.
Beholder Undead: See Undead Beholder.
Beetle Animal Mummy: See Mummy Animal Beetle.
Bertram: See Zombie, Brother Bertram.
Bestial Beast: Bestial beasts are the spectral presences of centaurs who were particularly evil during their life. (CC1 Creature Compendium)
Black Hovering Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Black Hovering Skull Human Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Black Human Skull Hovering Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Black Human Skull Wreathed in Bright Blue Flames Hovering, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Black Lama of Angorit: See Vampire Nosferatu Chambahara Wizard-Priest 16, Ranjit Virishana, Prince of Surabad, Black Lama of Angorit.
Black Shining Horse With a White Skull Head: See Horse Black Shining With a White Skull Head.
Black Skeleton: See Skeleton Black.
Black Skull Hovering Human Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Black Skull Human Hovering Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Black Skull Wreathed in Bright Blue Flames Hovering Human, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Black Skull Wreathed in Bright Blue Flames Human Hovering, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Bloated Corpse Covered in Throbbing Pustules Gray: See Volatile Corpse, Bloated Gray Corpse Covered in Throbbing Pustules.
Bloated Corpse Gray Covered in Throbbing Pustules: See Volatile Corpse, Bloated Gray Corpse Covered in Throbbing Pustules.
Bloated Gray Corpse Covered in Throbbing Pustules: See Volatile Corpse, Bloated Gray Corpse Covered in Throbbing Pustules.
Blood-Stained Bones Rimed in Filthy Ice Animated Arrangement of: See Skeleton, Animated Arrangement of Blood-Stained Bones Rimed in Filthy Ice.
Blysker: See Vampire Dwarf-Vampire, Blysker, Redtooth.
Bog Zombie: See Zombie Bog.
Bones Blood-Stained Rimed in Filthy Ice Animated Arrangement of: See Skeleton, Animated Arrangement of Blood-Stained Bones Rimed in Filthy Ice.
Bones Curling Silver: See Skeleton Swordfish Argent, Curling Silver Bones, Large Silver Skeleton of a Swordfish.
Bones Rimed in Filthy Ice Blood-Stained Animated Arrangement of: See Skeleton, Animated Arrangement of Blood-Stained Bones Rimed in Filthy Ice.
Bones Silver Curling: See Skeleton Swordfish Argent, Curling Silver Bones, Large Silver Skeleton of a Swordfish.
Boris: See Vodnik, Man-Shaped Mass With Bloated Blood-Red Limbs of Mud and Strangling Grasses, Pond Demon, Servant, Boris.
Boris Gorevitch-Woszlany: See Vampire Nosferatu M18, Sir Boris Gorevitch-Woszlany.
Bound Shade: See Shade Bound.
Brannart McGregor: See Lich M33, Prince Brannart McGregor.
Brother Bertram: See Zombie, Brother Bertram.
Burnt Corpse: See Zombie Solar, Burnt Corpse, Corpse, Corpse Covered in Charcoal and Flame.
Butler Ghost: See Ghost Butler.
Cadaverous Monk Zombie: See Zombie Cadaverous Monk.
Camel-Sized Snail: See Pickled Snail War, Camel-Sized Snail.
Captain Skarlet Vane: See Ghost, Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass, Captain Skarlet Vane.
Cassius Jonas the Brute: See Ghost, Cassius Jonas the Brute.
Cat Animal Mummy: See Mummy Animal Cat.
Caxctiou: See Velya Triton Cleric 14, Caxctiou, Baron of Calitar.
Chaotic Undead: See Undead Chaotic.
Charred Corpse, Duchess Forza, Lady of the Obsidian Keep: See Charred Corpse, Sorcerer Queen, Duchess Forza, Lady of the Obsidian Keep.
Charred Corpse, Sorcerer Queen, Duchess Forza, Lady of the Obsidian Keep: ?
Chief of Orcus Rex: See Vampire Nosferatu Orc 29/SH12, Thar, King of the Broken Lands, Chief of Orcus Rex, Supreme Commander of the Legion.
Chotogor: At death, the deceased’s spirit either could not find its way to the afterworld, or refused reincarnation, preferring instead to haunt the world of the living. This spirit returns to re-inhabit its former body and rise as a chötgör, (CC1 Creature Compendium)
The soul of any victim [of a chotogor] left unburied will rise as a chötgör after a number of days equal to its hit dice (provided the corpse remains uneaten). Even a body given a proper burial has a 1-in-3 chance of rising as a chötgör unless dispel evil is cast upon it before it rises. (CC1 Creature Compendium)
Chyde: See Haunt Ghost, Sir Chyde.
Chyme, Father: See Ghost, Softly Glowing Figure, Father Chyme.
Cigar-Chomping Grizzled Merc, Cleaner Necro: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Necro.
Cigar-Chomping Grizzled Merc, Cleaner Sever: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Sever.
Cigar-Chomping Grizzled Merc, Cleaner Torch: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Torch.
Cigar-Chomping Merc Grizzled, Cleaner Necro: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Necro.
Cigar-Chomping Merc Grizzled, Cleaner Sever: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Sever.
Cigar-Chomping Merc Grizzled, Cleaner Torch: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Torch.
Claude d'Ambreville: See Vampire F10, Sire Claude d'Ambreville.
Cleaner Necro: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Necro.
Cleaner Sever: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Sever.
Cleaner Torch: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Torch.
Coral Crone, Dead Coral Crone, Undead Coral Crone: ?
Coral Crone Dead: See Coral Crone, Dead Coral Crone, Undead Coral Crone.
Coral Crone Undead: See Coral Crone, Dead Coral Crone, Undead Coral Crone.
Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths: ?
Corpse: See Zombie Mycotic, Corpse, Person With Orange Fungal Growths in a Haze of Spores.
Corpse: See Zombie Solar, Burnt Corpse, Corpse, Corpse Covered in Charcoal and Flame.
Corpse Beautiful, Sojin Kurudai: See Revenant, Beautiful Corpse, Undead Hero, Sojin Kurudai.
Corpse Bloated Gray Covered in Throbbing Pustules: See Volatile Corpse, Bloated Gray Corpse Covered in Throbbing Pustules.
Corpse Burnt: See Zombie Solar, Burnt Corpse, Corpse, Corpse Covered in Charcoal and Flame.
Corpse Charred, Duchess Forza, Lady of the Obsidian Keep: See Charred Corpse, Sorcerer Queen, Duchess Forza, Lady of the Obsidian Keep.
Corpse Covered in Charcoal and Flame: See Zombie Solar, Burnt Corpse, Corpse, Corpse Covered in Charcoal and Flame.
Corpse Covered in Charcoal and Flame: See Zombie Solar, Corpse Covered in Charcoal and Flame.
Corpse Covered in Gnarled Coral Growths Legless Vicious: See Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths.
Corpse Covered in Gnarled Coral Growths Vicious Legless: See Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths.
Corpse Covered in Throbbing Pustules Bloated Gray: See Volatile Corpse, Bloated Gray Corpse Covered in Throbbing Pustules.
Corpse Covered in Throbbing Pustules Gray Bloated: See Volatile Corpse, Bloated Gray Corpse Covered in Throbbing Pustules.
Corpse Desiccated, Lady Anfisa: See Mummy, Desiccated Corpse, Lady Anfisa.
Corpse Drake: ?
Corpse Drake, Dragon Skeleton With a Malevolent Spirit Powered by the Living Creatures Trapped in its Ribcage, Massive Creature: ?
Corpse Eater Pack-Hunting Undead: See Undead Corpse Eater Pack-Hunting.
Corpse Eater Undead Pack-Hunting: See Undead Corpse Eater Pack-Hunting.
Corpse Gray Bloated Covered in Throbbing Pustules: See Volatile Corpse, Bloated Gray Corpse Covered in Throbbing Pustules.
Corpse Handsome: See Noble Corpse, Handsome Corpse, Undead Noble, Undead Relative.
Corpse Legless Covered in Gnarled Coral Growths Vicious: See Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths.
Corpse Legless Vicious Covered in Gnarled Coral Growths: See Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths.
Corpse Noble: See Noble Corpse.
Corpse Shambling: See Knight Revenant, Dead Noble Warrior, Shambling Corpse, Undead Warrior.
Corpse Soldier: See Mummy Warrior, Corpse Soldier.
Corpse Vicious Covered in Gnarled Coral Growths Legless: See Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths.
Corpse Vicious Legless Covered in Gnarled Coral Growths: See Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths.
Corpse Volatile: See Volatile Corpse.
Corpse Woman, Varrani Hagar: See Mummy Princess, Corpse Woman, True Mistress, Varrani Hagar.
Corspe-Turtle Gestalt Giant: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Corspe-Turtle Giant Gestalt: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Corpses Human Mass of Massive Turtle-Shaped: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Corpses Human Mass of Turtle-Shaped Massive: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Corpses Human Massive Mass of Turtle-Shaped: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Corpses Human Massive Turtle-Shaped Mass of: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Corpses Human Turtle-Shaped Mass of Massive: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Corpses Human Turtle-Shaped Massive Mass of: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Crab Kettle Pickled: See Pickled Crab Kettle.
Crab Kettle-Sized: See Pickled Crab Kettle, Kettle-Sized Crab.
Crawling Corpse: Crawling corpses result when an Animate Dead spell affects a body which is seriously incomplete, such as one which has been dismembered or partially eaten. For those bodies which can move normally, of course, this is not a problem; someone who has been decapitated still makes a pretty good zombie. However, some of these corpses cannot even walk normally. Those which have to pull themselves around with their forelimbs become Crawling Corpses. (GL0 The Haunted Tower)
Creature Deadly, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Creature Fragile Undead: See Vampire Feral, Dark Figure, Fragile Undead Creature, Humanoid With Gray Skin and Red Eyes.
Creature Incorporeal: See Ghost, Incorporeal Creature.
Creature Massive: See Corpse Drake, Dragon Skeleton With a Malevolent Spirit Powered by the Living Creatures Trapped in its Ribcage, Massive Creature.
Creature Skeletal, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Creature Undead Fragile: See Vampire Feral, Dark Figure, Fragile Undead Creature, Humanoid With Gray Skin and Red Eyes.
Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Crimson Skeleton Dragon With Ragged Golden Wings and a Single Ruby Eye, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Crimson Spectre, Red Ghost, Red Skeleton: ?
Critter Mycotic: See Undead Mouse, Mycotic Critter.
Crocodile Animal Mummy: See Mummy Animal Crocodile.
Crone Coral: See Coral Crone.
Curling Bones Silver: See Skeleton Swordfish Argent, Curling Silver Bones, Large Silver Skeleton of a Swordfish.
Curling Silver Bones: See Skeleton Swordfish Argent, Curling Silver Bones, Large Silver Skeleton of a Swordfish.
d'Ambreville, Claude: See Vampire F10, Sire Claude d'Ambreville.
Dark Figure: See Vampire Feral, Dark Figure, Fragile Undead Creature, Humanoid With Gray Skin and Red Eyes.
Dark-Hood, Rorphyr: ?
Datchenka, Natacha: See Vampire Nosferatu M12, Lady Natacha Datchenka.
Dead Coral Crone: See Coral Crone, Dead Coral Crone, Undead Coral Crone.
Dead Noble Warrior: See Knight Revenant, Dead Noble Warrior, Shambling Corpse, Undead Warrior.
Dead Saint Golden Skull of a: See Golden Skull of a Dead Saint.
Dead Warrior Noble: See Knight Revenant, Dead Noble Warrior, Shambling Corpse, Undead Warrior.
Dead Witch-Lord, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Deadly Creature, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Death Leech: ?
Decaying Mummy: See Mummy Warrior, Decaying Mummy.
Deep Sea Ghoul: See Ghoul Deep Sea.
Demora: See Zombie, Demora.
Demetrius: See Spirit, Demetrius.
Demi-Ghoul: ?
Demon Pond, Boris: See Vodnik, Man-Shaped Mass With Bloated Blood-Red Limbs of Mud and Strangling Grasses, Pond Demon, Servant, Boris.
Demon River, Servant, Sofya: See Rusalka, Beautiful Woman With Snaking Green Hair, Beautiful Young Woman With Burning Green Eyes, River Demon, Servant, Sofya.
Desert Zombie: See Zombie Desert.
Desiccated Corpse, Lady Anfisa: See Mummy, Desiccated Corpse, Lady Anfisa.
Desiccated Hand Human Rotting: See Severed Hand, Human Hand Desiccated Rotting.
Desiccated Human Hand Rotting: See Severed Hand, Human Hand Desiccated Rotting.
Desiccated Rotting Human Hand: See Severed Hand, Human Hand Desiccated Rotting.
Desiccated Rotting Hand Human: See Severed Hand, Human Hand Desiccated Rotting.
Desiccated Wolfhound With Empty Eyesockets and Exposed Fangs: See Mummy Hound, Desiccated Wolfhound With Empty Eyesockets and Exposed Fangs, Mummified Hound.
Devilfish Vampire: See Vampire Devilfish.
Devilfish Zombie: See Zombie Devilfish.
Dire Wolf Zombie: See Zombie Dire Wolf.
Doctor Skeleton, Dr. Mahkoi: See Skeleton, Skeleton Doctor, Skeleton Surgeon, Skilled Surgeon, Dr. Mahkoi.
Dormant Undead: See Undead Dormant.
Dr. Mahkoi: See Skeleton, Skeleton Doctor, Skeleton Surgeon, Skilled Surgeon, Dr. Mahkoi.
Dragon Crimson Skeleton With Ragged Golden Wings and a Single Ruby Eye, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Dragon Night: See Night Dragon.
Dragon Skeleton Crimson With Ragged Golden Wings and a Single Ruby Eye, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Dragon Skeleton With a Malevolent Spirit Powered by the Living Creatures Trapped in its Ribcage: See Corpse Drake, Dragon Skeleton With a Malevolent Spirit Powered by the Living Creatures Trapped in its Ribcage, Massive Creature.
Dragon Star, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Dragon Star Red Dwarf Wyrmling, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Dragon Undead: See Undead Dragon.
Dragon Young, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Drake Corpse: See Corpse Drake.
Draugr: Draugen (sing.=“draugr”) are the animated corpses of once great warriors driven in their afterlife by jealousy and contempt for the living, as well as a burning greed that never lets them rest. (CC1 Creature Compendium)
Druj: See Spirit Druj.
Duchess Forza: See Charred Corpse, Sorcerer Queen, Duchess Forza, Lady of the Obsidian Keep.
Duergar Zombie: See Zombie Duergar.
Durgan: See Zombie, Durgan.
Dwarf-Vampire: See Vampire Dwarf-Vampire.
Dwarf-Zombie Minion: See Zombie Dwarf-Zombie Minion.
Eagle Thresher: See Thresher Eagle.
Eel Aether: See Aether Eel.
Elbrolac: Hither and Yon were commissioned a century ago by one Elbrolac, a cold, ruthless assassin for hire operating from the free city of Port Jansor. Elbrolac, known also as Jansor's Scourge, slew no less than three score minor nobles and well known politicians during his short but pestilent career. In what some posit a bid to incite war with neighbouring Nadoria, Elbrolac was hired to commit a wave of politically motivated slayings in which he wielded Hither and Yon with a deadly efficiency that culminated in the bold murder of Port Jansor's popular Lord Mayor. (OD&DITIES 09)
The assassination incited unanticipated outrage, and Elbrolac, who sought to flee Port Jansor, was foiled through the renewed vigour of the local constabulary and his betrayal by other underworld figures who believed that Jansor's Scourge had finally gone too far. Within a week of the Lord Mayor's death, Elbrolac was rooted out and summarily sentenced to death. (OD&DITIES 09)
The Silent Square within Port Jansor's Founding District is so named for Elbrolac's execution, for while he was set on a pyre fueled by Elemental flame, he uttered not a sound of protest, spite, or agony whilst he burned, instead fixing his gaze firmly upon a rising sun of full, radiant glory. Elbrolac's ashes were left to wash away in the rain, and his fearsome blades were sequestered in the City Treasury. (OD&DITIES 09)
Elder Ghoul: See Ghoul Elder.
Elder Ghoul Fish: See Ghoul Elder Fish.
Elegrain: See Spirit, Elegrain.
Elf Zombie: See Zombie Elf.
Elf-Spectre: See Spectre Elf, Elf-Spectre.
Errant Soul: It is an undead that rose from the remains of a being who was once powerful through the use of cinnabryl. The original being aged beyond its natural life span, then died when it ran out of cinnabryl or when the cinnabar poison subsided from its body. The chances of an errant soul forming are equal to 1% per century of the being's final age at the time of his death. For example, a 350-year-old creature dying of one of these two causes has a 3% chance of becoming an errant soul. This presumes the original body is intact and left in a crypt or another secure area where it becomes a dry, mummified husk. The errant soul rises on the 10th day after the being's death. (Dragon 174)
Ethereal Serpent White: See Aether Eel, Ethereal White Serpent.
Ethereal White Serpent: See Aether Eel, Ethereal White Serpent.
Exiled Mage Creation Zombie: See Zombie Exiled Mage Creation.
Father Chyme: See Ghost, Softly Glowing Figure, Father Chyme.
Feral Vampire: See Vampire Feral.
Ferazar: See Zombie, Ferazar.
Fetch: An undead duplicate of a person to warn of their death. (The Craft of the Wise: The Pagan Witch Tradition)
It is, in fact, their ghost from the moment of their death sent back as an omen. (The Craft of the Wise: The Pagan Witch Tradition)
Fighter Undead: See Undead Fighter.
Figure: See Knight Revenant, Figure, Gaunt Figure, Undead Warrior.
Figure: See Skeleton, Figure.
Figure: See Zombie Solar, Figure, Flaming Figure.
Figure Dark: See Vampire Feral, Dark Figure, Fragile Undead Creature, Humanoid With Gray Skin and Red Eyes.
Figure Flaming: See Zombie Solar, Figure, Flaming Figure.
Figure Gaunt: See Knight Revenant, Figure, Gaunt Figure, Undead Warrior.
Figure Gaunt, Lord-Captain Garsa: See Knight Revenant, Gaunt Figure, Undead Warrior, Lord-Captain Garsa.
Figure Gaunt, Sir Razizi: See Knight Revenant, Gaunt Figure, Undead Warrior, Sir Razizi.
Figure Gaunt, Sir Tanavi: See Knight Revenant, Gaunt Figure, Undead Warrior, Sir Tanavi.
Figure Glowing Softly: See Ghost, Softly Glowing Figure.
Figure Glowing Softly, Father Chyme: See Ghost, Softly Glowing Figure, Father Chyme.
Figure Human, Rifka the Silt Queen: See Undead Mutant With Crocodile Claws Fish Tail and Mussels Armoring Her Limbs, Aquatic Mutant, Human Figure, Wife, Rifka the Silt Queen.
Figure in Black Armor Pale: See Ghastly Soldier, Pale Figure in Black Armor.
Figure Pale in Black Armor: See Ghastly Soldier, Pale Figure in Black Armor.
Figure Softly Glowing: See Ghost, Softly Glowing Figure.
Figure Softly Glowing, Father Chyme: See Ghost, Softly Glowing Figure, Father Chyme.
Fire-Breathing Reptile Skeletal: See Skeletal Fire-Breathing Reptile.
Fish Elder Ghoul: See Ghoul Elder Fish.
Fish Ghoul: See Ghoul Fish.
Fish Undead: See Undead Fish.
Flailing Spirit: See Spirit Flailing.
Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous: ?
Flameskull, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Flaming Figure: See Zombie Solar, Figure, Flaming Figure.
Floating Polite Skeleton in a Tidy Gray Suit, Andrew: See Ghost Butler, Polite Floating Skeleton in a Tidy Gray Suit, Andrew.
Floating Skeleton: See Skeleton Floating.
Floating Skeleton in a Tidy Gray Suit Polite, Andrew: See Ghost Butler, Polite Floating Skeleton in a Tidy Gray Suit, Andrew.
Floating Skeleton Polite in a Tidy Gray Suit, Andrew: See Ghost Butler, Polite Floating Skeleton in a Tidy Gray Suit, Andrew.
Folk Spore: See Spore Folk.
Former Ghost Master's: See Ghost Former Master's.
Former Master's Ghost: See Ghost Former Master's.
Forza: See Charred Corpse, Sorcerer Queen, Duchess Forza, Lady of the Obsidian Keep.
Fragile Creature Undead: See Vampire Feral, Dark Figure, Fragile Undead Creature, Humanoid With Gray Skin and Red Eyes.
Fragile Undead Creature: See Vampire Feral, Dark Figure, Fragile Undead Creature, Humanoid With Gray Skin and Red Eyes.
Fungus-Zombie: See Zombie Mycotic, Fungus-Zombie, Person With Orange Fungal Growths in a Haze of Spores.
Gargantua Undead: See Undead Gargantua.
Gargantuan Skeleton: See Skeleton Gargantuan.
Gargantuan Zombie: See Zombie Gargantuan.
Gargantuan Ghoul: See Ghoul Gargantuan.
Gargantuan Wight: See Wight Gargantuan.
Gargantuan Wraith: See Wraith Gargantuan.
Gargantuan Mummy: See Mummy Gargantuan.
Gargantuan Spectre: See Gargantuan Spectre.
Garsa: See Knight Revenant, Gaunt Figure, Undead Warrior, Lord-Captain Garsa.
Gaunt Figure: See Knight Revenant, Figure, Gaunt Figure, Undead Warrior.
Gaunt Figure, Lord-Captain Garsa: See Knight Revenant, Gaunt Figure, Undead Warrior, Lord-Captain Garsa.
Gaunt Figure, Sir Razizi: See Knight Revenant, Gaunt Figure, Undead Warrior, Sir Razizi.
Gaunt Figure, Sir Tanavi: See Knight Revenant, Gaunt Figure, Undead Warrior, Sir Tanavi.
Gedai Kurudai: See Noble Corpse, Gedai Kurudai.
Gestalt Corspe-Turtle Giant: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Gestalt Giant Corspe-Turtle: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Ghastly Soldier: ?
Ghastly Soldier, Pale Figure in Black Armor: ?
Ghost: ?
Ghost: See Haunt Ghost.
Ghost, Captain Skarlet Vane: See Ghost, Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass, Captain Skarlet Vane.
Ghost, Cassius Jonas the Brute: ?
Ghost, Father Chyme: See Ghost, Softly Glowing Figure, Father Chyme.
Ghost, Housekeeper, Sveta: ?
Ghost, Incorporeal Creature: ?
Ghost, Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass, Captain Skarlet Vane: ?
Ghost, Lady Voh: 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?” (Star Dragon Rage)
Ghost, Queen Sigrun: ?
Ghost, Sister Nora: ?
Ghost, Softly Glowing Figure: ?
Ghost, Softly Glowing Figure, Father Chyme: ?
Ghost, Sveta: See Ghost, Housekeeper, Sveta.
Ghost, Warrior Ghost: ?
Ghost Ancient Archon's: ?
Ghost Archon's Ancient: See Ghost Ancient Archon's.
Ghost Archon's Previous: See Ghost Previous Archon's.
Ghost Butler, Andrew: See Ghost Butler, Polite Floating Skeleton in a Tidy Gray Suit, Andrew.
Ghost Butler, Polite Floating Skeleton in a Tidy Gray Suit, Andrew: ?
Ghost Former Master's: ?
Ghost Howling: ?
Ghost Holy: ?
Ghost Incorporeal Pirate Captain With Red Hair and a Magic Cutlass, Captain Skarlet Vane: See Ghost, Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass, Captain Skarlet Vane.
Ghost Knight's Old: See Ghost Old Knight's.
Ghost Master's Former: See Ghost Former Master's.
Ghost of a Miner Who Died in a Cave-In: ?
Ghost Old Knight's: ?
Ghost Old Sorcerer's: ?
Ghost Pale: ?
Ghost Pirate Captain Incorporeal With Red Hair and a Magic Cutlass, Captain Skarlet Vane: See Ghost, Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass, Captain Skarlet Vane.
Ghost Pirate Captain With Red Hair and a Magic Cutlass Incorporeal, Captain Skarlet Vane: See Ghost, Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass, Captain Skarlet Vane.
Ghost Previous Archon's: ?
Ghost Red: See Crimson Spectre, Red Ghost, Red Skeleton.
Ghost Sad: ?
Ghost Sorcerer's Old: See Ghost Old Sorcerer's.
Ghost Strangling: Anyone strangled by a strangling ghost will rise as a strangling ghost within 1d6 days. (DNH3 - The City of Talos (Complete Edition))
Ghost Warrior: See Ghost, Warrior Ghost.
Ghost Weeping: ?
Ghostly Ally: ?
Ghostly Apparition: An evil Druid was penalized for her crimes against nature, a rival goddess binding her to the roots of a great tree on a remote island. Cursed to remain bound to the tree for all eternity, the spirit's hatred and evil heart slowly corrupted the island's creatures, vegetation and water supply. Victims of her corruption now roam the island as ghostly apparitions, bent on driving intruders mad. They cannot be harmed but are ever-present, continually seeking new prey to haunt and torment.(Dungeon Module X1.5 Dead Men Tell New Tales)
Ghostly Knight: ?
Ghostly Monk: ?
Ghostly Visage: ?
Ghoul: Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead. (Dragon 180)
These creatures exist in the Prime plane due to entropic magic. (Dragon 180)
Ghouls - lesser followers of Govenai, these creatures are reanimated by a weaker variant of the Vivicant Brand, developed by Govenai’s Priests, which must be placed on their chests before death. (OD&DITIES 10)
Vampires - the most favoured followers of the Immortal Govenai, Herolian Vampires are former NPCs who received the Vivicant Brand in life; once killed - either in the course of their lives, or via suicide - the Brand activated, returning them to Unlife as Vampires. The majority of Herol’s Vampires possess high-level Clerical or Magical abilities, in addition to their Vampiric powers - which do not include the ability to turn their victims into lesser Vampires, unless the Vampire himself has the Branding skill; those who do can use that skill on Charmed slaves before killing them, transforming them into Ghouls or lesser Vampires, if desired. (OD&DITIES 10)
Create Lesser Undead (Ghouls and Wights) spell. (OD&DITIES 04)
The Miracle of Resurrection. (Wormskin Issue 4)
Ghoul, Melgaster: ?
Ghoul Deep Sea: ?
Ghoul Demi: See Demi-Ghoul.
Ghoul Elder: ?
Ghoul Elder Fish: ?
Ghoul Fish: Once scavengers and hunters, they have been turned into ghouls by the devilfish. (PC3 Creature Crucible: The Sea People (Basic))
Ghoul Gargantuan: ?
Ghoul River, Sodden Ghoul: ?
Ghoul Sodden: See Ghoul River, Sodden Ghoul.
Ghoul Vapour: These creatures form in areas of strife where the vapours are heavy. (AC9 Creature Catalogue)
Giant Corspe-Turtle Gestalt: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Giant Gestalt Corspe-Turtle: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Gloam: Gloams are undead entities formed from the corpses of a multitude of crows, ravens, or magpies. (Wormskin Issue 3)
Glowing Softly Figure: See Ghost, Softly Glowing Figure.
Glowing Softly Figure, Father Chyme: See Ghost, Softly Glowing Figure, Father Chyme.
Golden Skull of a Dead Saint, Saint Aranak: ?
Gorend: Gorends are horrid undead constructs, made from the fleshy tissue of unfortunate elves. (OD&DITIES 10)
Gorevitch-Woszlany, Boris: See Vampire Nosferatu M18, Sir Boris Gorevitch-Woszlany.
Gorevitch-Woszlany, Morphail: See Vampire Nosferatu M28, Prince Morphail Gorevitch-Woszlany, Wizard-Prince of Boldavia.
Gorevitch-Woszlany, Tatyana: See Vampire M12, Lady Tatyana Gorevitch-Woszlany.
Govenai: See Vampire, Govenai.
Gray Bloated Corpse Covered in Throbbing Pustules: See Volatile Corpse, Bloated Gray Corpse Covered in Throbbing Pustules.
Gray Corpse Bloated Covered in Throbbing Pustules: See Volatile Corpse, Bloated Gray Corpse Covered in Throbbing Pustules.
Gray Corpse Covered in Throbbing Pustules Bloated: See Volatile Corpse, Bloated Gray Corpse Covered in Throbbing Pustules.
Gray Philosopher, Grey Philosopher: A grey philosopher is the undead spirit of a chaotic cleric who died with some important philosophical deliberations unresolved in his or her mind. (AC9 Creature Catalogue)
A gray philosopher is the undead spirit of a chaotic cleric who died with some important philosophical deliberations unresolved in his or her mind. (DMR2 Creature Catalogue)
Gray Philosopher Malice, Grey Philosopher Malice: Over the centuries, the evil notions of the philosopher take on a substance and will of their own. These animated thoughts, known as malices, appear as small, luminous, translucent whisps with vaguely human faces, gaping maws and spindly, clawed hands. (AC9 Creature Catalogue)
A grey philosopher typically creates 2-8 malices for each century of its deliberations. (AC9 Creature Catalogue)
Over the centuries, the evil notions of the philosopher take on substance and gain a will of their own. These animated thoughts are known as malices. (DMR2 Creature Catalogue)
Gray Woman, Aura Jatheed: See Vampire, Gray Woman, Rival Vampire Lord, Vampire Lord, Aura Jatheed.
Great Evil Spirit of the Tree: An evil Druid was penalized for her crimes against nature, a rival goddess binding her to the roots of a great tree on a remote island. Cursed to remain bound to the tree for all eternity, the spirit's hatred and evil heart slowly corrupted the island's creatures, vegetation and water supply. (Dungeon Module X1.5 Dead Men Tell New Tales)
Greater Night Dragon: See Night Dragon Greater.
Greater Wyrd: See Wyrd Greater.
Green Orb of Light: See Will-o-Wisp, Green Orb of Light, Hovering Orb of Green Eldritch Light.
Grey Philosopher: See Gray Philosopher, Grey Philosopher.
Grey Philosopher Malice: See Gray Philosopher Malice, Grey Philosopher Malice.
Grim: ?
Grizzled Cigar-Chomping Merc, Cleaner Necro: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Necro.
Grizzled Cigar-Chomping Merc, Cleaner Sever: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Sever.
Grizzled Cigar-Chomping Merc, Cleaner Torch: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Torch.
Grizzled Merc Cigar-Chomping, Cleaner Necro: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Necro.
Grizzled Merc Cigar-Chomping, Cleaner Sever: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Sever.
Grizzled Merc Cigar-Chomping, Cleaner Torch: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Torch.
Hagar, Varrani: See Mummy Princess, Corpse Woman, True Mistress, Varrani Hagar.
Haint: ?
Hairless Huge Kitten Zombie Red With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Hairless Huge Zombie Kitten Red With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Hairless Huge Red Kitten Zombie With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Hairless Huge Red Zombie Kitten With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Hairless Kitten Zombie Huge Red With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Hairless Kitten Zombie Red Huge With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Hairless Red Huge Kitten Zombie With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Hairless Red Huge Zombie Kitten With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Hairless Red Kitten Zombie Huge With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Hairless Red Zombie Kitten Huge With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Hairless Zombie Kitten Huge Red With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Hairless Zombie Kitten Red Huge With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Hand Human Desiccated Rotting: See Severed Hand, Human Hand Desiccated Rotting.
Hand Human Rotting Desiccated: See Severed Hand, Human Hand Desiccated Rotting.
Hand Severed: See Severed Hand.
Handsome Corpse: See Noble Corpse, Handsome Corpse, Undead Noble, Undead Relative.
Hasaburminal: See Lich M 31, Hasaburminal, Hashaburminal, Hashburminal.
Hashaburminal: See Lich M 31, Hasaburminal, Hashaburminal, Hashburminal.
Hashburminal: See Lich M 31, Hasaburminal, Hashaburminal, Hashburminal.
Haunt: A haunt is an undead soul of some creature (usually human) unable to rest. Haunts are most often encountered near the spots where their mortal bodies died—often a bog, old forest, or dungeon. (D&D Companion Set (BECMI Ed.) (Basic))
A haunt is an undead soul of some creature (usually human) unable to rest. (Rules Cyclopedia)
A haunt is a ghost-like spirit of a dead character or creature. There is some reason why the spirit cannot rest, usually a message to be delivered to those who enter the haunted area. (B1-9 In Search of Adventure (Basic))
Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths. (Dragon 180)
Haunt, King Alexander: ?
Haunt, Queen Zenobia: ?
Haunt Banshee: It is rumored that a banshee is the soul of an evil female elf, atoning for its misdeeds in life. (D&D Companion Set (BECMI Ed.) (Basic))
It is rumored that a banshee is the soul of an evil female elf, atoning for its misdeeds in life. (Rules Cyclopedia)
Fairies who become involved in necromancy, it is believed, are reincarnated not as fairies, but as incorporeal undead spirits (especially banshees). (PC1 Creature Crucible: Tall Tales of the Wee Folk (Basic))
Haunt Ghost: Some ghosts appear in forms related to their death. A drowned human might appear soaked in water, soaking all things around it; the ghost of a person who died of fire might appear cloaked in ethereal flames.
A Neutral ghost is a human soul who has become trapped, unable to rest, either because the body remains unburied, or because the being was greatly betrayed, harmed, or cursed. (D&D Companion Set (BECMI Ed.) (Basic))
A Neutral ghost is a human soul who has become trapped, unable to rest, either because the body remains unburied, or because the being was greatly betrayed, harmed, or cursed. (Rules Cyclopedia)
If the body decayed beyond any possible recovery, was damaged to a point it couldn't conceivably live, or was already disposed of (cremated, buried deep in the ground, etc.), then the soul is in danger of becoming a ghost. Make a Wisdom Check based on the original character's score. If it succeeds, the soul immediately returns to Limbo. If not, it becomes a ghost trapped in the Prime plane. (Dragon 180)
If the mummy is destroyed before it achieves its goal, the curse prevents the soul from then earning eternal rest. It must then attempt to return to the Prime plane, again, and seek revenge on those who destroyed its corpse. It returns as a ghost that can cast curses of insanity. Only a wish or a remove curse spell cast by a 20th-level spell-caster can cure a mummy's curse. (Dragon 180)
“You just had to go pick the house that was haunted by that family of murder victims, right?” (Blasphemy Leek)
Haunt Ghost, Jondar: ?
Haunt Ghost, Sir Chyde: ?
Haunt Ghost, Velon: ?
Haunt Ghost Red: See Crimson Spectre, Red Ghost, Red Skeleton.
Haunt Lesser: Like the greater haunts (banshees, ghosts and poltergeist, the lesser haunt is the ghost-like spirit of some dead character or creature which is unable to rest for some reason (the need to pass on some message, or to fulfill a broken oath, for example), and is bound to a particular location. This is often the place where their mortal bodies perished - often a gloomy bog, tangled forest, or abandoned dungeon. (AC9 Creature Catalogue)
Like the greater haunts (banshees, ghosts and poltergeist, described under Haunt in the D&D® Rules Cyclopedia), the lesser haunt is the ghost-like spirit of some dead character or creature which is unable to rest for some reason (the need to pass on some message or to fulfill a broken oath, for example). (DMR2 Creature Catalogue)
Haunt Ghost, Lady Argenta: ?
Haunt Ghost, The Silver Warrior, Lady Argenta's Knight: ?
Haunt M10, Lady Myra McDuff: Years ago, a large orcish tribe from the Wendarian Reaches overran her barony. After the orcish king forced her to marry him and bear his child, he assassinated her. After the garrison from Fort Nordling drove the orcs back to the mountains, Myra returned to the tower as a ghost and tricked the Viceroy into believing she was still alive. (GAZ3 The Principalities of Glantri)
Haunt Poltergeist: Although treated as an undead form, the poltergeist is in truth the extension of a Minion of Chaos. (Dragon 180)
A Minion of Chaos can also create poltergeists. Each poltergeist it creates temporarily reduces the Minion's hit points by 10%, rounded up (or by 5 hp, whichever is greater). If the poltergeist is destroyed in the Prime plane, those hit points are recovered. (Dragon 180)
Haunting Spirit: ?
Henry Ithel: ?
Hero Undead, Sojin Kurudai: See Revenant, Beautiful Corpse, Undead Hero, Sojin Kurudai.
Holy Ghost: See Ghost Holy.
Holy Lich: See Lich Holy.
Horse Black Shining With a White Skull Head: ?
Horse Shining Black With a White Skull Head: See Horse Black Shining With a White Skull Head.
Horse With a White Skull Head Black Shining: See Horse Black Shining With a White Skull Head.
Horse With a White Skull Head Shining Black: See Horse Black Shining With a White Skull Head.
Hosadus: ?
Hound Mummified: See Mummy Hound, Desiccated Wolfhound With Empty Eyesockets and Exposed Fangs, Mummified Hound.
Hound Mummy: See Mummy Hound.
Hound Spectral: See Spectral Hound.
Housekeeper, Sveta: See Ghost, Housekeeper, Sveta.
Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Hovering Black Skull Human Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Hovering Human Skull Black Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Hovering Human Skull Wreathed in Bright Blue Flames Black, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Hovering Orb of Green Eldritch Light: See Will-o-Wisp, Green Orb of Light, Hovering Orb of Green Eldritch Light.
Hovering Skull Human Black Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Hovering Skull Human Wreathed in Bright Blue Flames Black, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Howling Ghost: See Ghost Howling.
Huge Hairless Kitten Zombie Red With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Huge Hairless Red Kitten Zombie With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Huge Hairless Red Zombie Kitten With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Huge Hairless Zombie Kitten Red With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Huge Kitten Zombie Hairless Red With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Huge Kitten Zombie Red Hairless With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Huge Red Hairless Kitten Zombie With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Huge Red Hairless Zombie Kitten With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Huge Red Kitten Zombie Hairless With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Huge Red Zombie Kitten Hairless With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Huge Zombie Kitten Hairless Red With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Huge Zombie Kitten Red Hairless With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Human Corpses Mass of Massive Turtle-Shaped: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Human Corpses Mass of Turtle-Shaped Massive: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Human Corpses Massive Mass of Turtle-Shaped: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Human Corpses Massive Turtle-Shaped Mass of: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Human Corpses Turtle-Shaped Mass of Massive: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Human Corpses Turtle-Shaped Massive Mass of: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Human Figure, Rifka the Silt Queen: See Undead Mutant With Crocodile Claws Fish Tail and Mussels Armoring Her Limbs, Aquatic Mutant, Human Figure, Wife, Rifka the Silt Queen.
Human Hand Desiccated Rotting: See Severed Hand, Human Hand Desiccated Rotting.
Human Hand Rotting Desiccated: See Severed Hand, Human Hand Desiccated Rotting.
Human Skull Black Hovering Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Human Skull Hovering Black Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Human Skull Wreathed in Bright Blue Flames Black Hovering, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Human Skull Wreathed in Bright Blue Flames Hovering Black, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Humanoid With Gray Skin and Red Eyes: See Vampire Feral, Dark Figure, Fragile Undead Creature, Humanoid With Gray Skin and Red Eyes.
Hungry Shadow: See Shade, Hungry Shadow.
Hunter Spectral: See Spectral Hunter.
Hush: See Knight Revenant, Undead Warrior, Sir Hush.
Husk Monk: ?
Hutaatep: See Undead Gnoll Cleric 28, Hutaatep.
Hyrrmor: See Zombie, Hyrrmor.
Icy Skeleton: See Skeleton, Icy Skeleton.
Incorporeal Creature: See Ghost, Incorporeal Creature.
Incorporeal Ghost Pirate Captain With Red Hair and a Magic Cutlass, Captain Skarlet Vane: See Ghost, Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass, Captain Skarlet Vane.
Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass, Captain Skarlet Vane: See Ghost, Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass, Captain Skarlet Vane.
Incorporeal Pirate Captain With Red Hair and a Magic Cutlass Ghost, Captain Skarlet Vane: See Ghost, Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass, Captain Skarlet Vane.
Incorporeal Spirit Undead: See Incorporeal Undead Spirit.
Incorporeal Undead Spirit: Fairies who become involved in necromancy, it is believed, are reincarnated not as fairies, but as incorporeal undead spirits (especially banshees). (PC1 Creature Crucible: Tall Tales of the Wee Folk (Basic))
Ithel, Henry: See Henry Ithel.
Ivanov, Youri: See Vampire M10, Lord Youri Ivanov.
Jackal Animal Mummy: See Mummy Animal Jackal.
Jameson the Defender: See Specter, Sir Jameson the Defender.
Jaime Honey-Creeper Ahua: See Lich Neutral Lich Equivalent, Jaime Honey-Creeper Ahua.
Jatheed Aura: See Vampire, Gray Woman, Rival Vampire Lord, Vampire Lord, Aura Jatheed.
Jenek Marro: See Lich Holy, Jenek Marro.
Jenglot: It is believed that jenglots become undead through a process similar to that of liches, enacted by the grant of an evil deity to whom the jenglot (in his previous demihuman form) petitioned for immortality. (CC1 Creature Compendium)
Jonas, Cassius: See Ghost, Cassius Jonas the Brute.
Jondar: See Haunt Ghost, Jondar.
Jorg the Defiler: See Wight, Jorg the Defiler.
Kettle Crab Pickled: See Pickled Crab Kettle.
Kettle-Sized Crab: See Pickled Crab Kettle, Kettle-Sized Crab.
King Alexander: See Haunt, King Alexander
King of the Broken Lands: See Vampire Nosferatu Orc 29/SH12, Thar, King of the Broken Lands, Chief of Orcus Rex, Supreme Commander of the Legion.
Kisser: Kissers crawl out of old crypts and graves tainted by a fetid fungus of unearthly origins. (Black Pudding #2)
Kitten Zombie Hairless Huge Red With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Kitten Zombie Hairless Red Huge With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Kitten Zombie Huge Hairless Red With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Kitten Zombie Huge Red Hairless With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Kitten Zombie Red Hairless Huge With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Kitten Zombie Red Huge Hairless With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Kna Zombie: See Zombie Kna.
Knight Revenant: A creature that falls to zero HP [from Virgo's Antimatter Eye] instantly animates as a Knight Revenant under Virgo’s control. (Star Dragon Rage)
Knight Revenant, Dead Noble Warrior, Shambling Corpse, Undead Warrior: ?
Knight Revenant, Figure, Gaunt Figure, Undead Warrior: ?
Knight Revenant, Gaunt Figure, Undead Warrior, Lord-Captain Garsa: ?
Knight Revenant, Gaunt Figure, Undead Warrior, Sir Razizi: ?
Knight Revenant, Gaunt Figure, Undead Warrior, Sir Tanavi: ?
Knight Revenant, Lord-Captain Garsa: See Knight Revenant, Gaunt Figure, Undead Warrior, Lord-Captain Garsa.
Knight Revenant, Sir Hush: See Knight Revenant, Undead Warrior, Sir Hush.
Knight Revenant, Sir Razizi: See Knight Revenant, Gaunt Figure, Undead Warrior, Sir Razizi.
Knight Revenant, Sir Tanavi: See Knight Revenant, Gaunt Figure, Undead Warrior, Sir Tanavi.
Knight Revenant, Undead Warrior, Sir Hush: ?
Knight Undead: See Undead Knight.
Knight's Ghost Old: See Ghost Old Knight's.
Knight's Old Ghost: See Ghost Old Knight's.
Kurudai, Altis: See Noble Corpse, Altis Kurudai.
Kurudai, Gedai: See Noble Corpse, Gedai Kurudai.
Kurudai, Mujin: See Noble Corpse, Mujin Kurudai.
Kurudai, Sojin: See Revenant, Beautiful Corpse, Undead Hero, Sojin Kurudai.
Kurudai, Vorta: See Noble Corpse, Vorta Kurudai.
Lady Anfisa: See Mummy, Desiccated Corpse, Lady Anfisa.
Lady Argenta: See Haunt Ghost, Lady Argenta.
Lady Argenta's Knight: See Haunt Ghost, The Silver Warrior, Lady Argenta's Knight.
Lady Natacha Datchenka: See Vampire Nosferatu M12, Lady Natacha Datchenka.
Lady of the Obsidian Keep: See Charred Corpse, Sorcerer Queen, Duchess Forza, Lady of the Obsidian Keep.
Lady Szasza Markovitch: See Vampire Nosferatu M12, Lady Szasza Markovitch.
Lady Tatyana Gorevitch-Woszlany: See Vampire M12, Lady Tatyana Gorevitch-Woszlany.
Lady Voh: See Ghost, Lady Voh.
Large Mass of Skeletons: See Skeletons Large Mass of.
Large Silver Skeleton of a Swordfish: See Skeleton Swordfish Argent, Curling Silver Bones, Large Silver Skeleton of a Swordfish.
Large Skeleton of a Swordfish Silver: See Skeleton Swordfish Argent, Curling Silver Bones, Large Silver Skeleton of a Swordfish.
Large Skeleton Silver of a Swordfish: See Skeleton Swordfish Argent, Curling Silver Bones, Large Silver Skeleton of a Swordfish.
Laszlo Wutyla: See Vampire Nosferatu M9, Lord Laszlo Wutyla.
Legless Corpse Covered in Gnarled Coral Growths Vicious: See Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths.
Legless Corpse Vicious Covered in Gnarled Coral Growths: See Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths.
Legless Covered in Gnarled Coral Growths Corpse Vicious: See Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths.
Legless Covered in Gnarled Coral Growths Vicious Corpse: See Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths.
Legless Skeleton: See Skeleton Legless.
Legless Skeleton: See Skeleton, Legless Skeleton.
Legless Vicious Corpse Covered in Gnarled Coral Growths: See Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths.
Legless Vicious Covered in Gnarled Coral Growths Corpse: See Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths.
Lesser Haunt: See Haunt Lesser.
Lesser Night Dragon: See Night Dragon Lesser.
Lich: A lich is a powerful undead monster of magical origin. It looks like a skeleton wearing fine garments, and was once an evil and chaotic magic-user or cleric of level 21 or greater (often 27-36). (D&D Master Set (BECMI ed.) (Basic))
A lich is a powerful undead monster of magical origin. It looks like a skeleton wearing fine garments, and was once an evil and chaotic magic-user or cleric of level 21 or greater (often 27-36). (Rules Cyclopedia)
Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead. (Dragon 180)
Magic is required to create a lich, allowing the soul of the lich-to-be to travel to Limbo where it must accomplish a quest. The object of the quest is usually to gain some form of evil magic or a spell that will bind the soul back to its body and suspend its decay. Depending on the time the lich's soul takes to meet its goals, the body may reach an advanced stage of decay. There have been cases of liches that accomplished their quests quickly enough to prevent major deterioration of their bodies, but as long as a few bones are left, a lich may yet succeed in its scheme. If nothing is left of the body, the lich cannot further its quest and is trapped in Limbo. (Dragon 180)
Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed. (CC1 Creature Compendium)
Liches - Lichdom is achieved in the same manner on Herol as it is on Mystara; only high-level Magi can use this method. (OD&DITIES 10)
Lichcraft spell. (OD&DITIES 04)
Fifth Circle Necromancer power. (GAZ3 The Principalities of Glantri)
Lich Holy, Jenek Marro: 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. (Battle for Carrion Vale)
Lich M 31, Hasaburminal, Hashaburminal, Hashburminal: When the elves were creating Alfheim, The Empire of Nithia sent an expedition to find out what was going on. The leader of the expedition was Prince Hashaburminal, a noted wizard with necromantic leanings. (GAZ5 The Elves of Alfheim (Basic))
His expedition was caught in the backwash of the magic and was literally buried. Hasaburminal used his magic to barely preserve his life, as a lich. (GAZ5 The Elves of Alfheim (Basic))
Lich M33, Prince Brannart McGregor: He attained the status of lichdom years ago when overusing the powers of the Radiance. (GAZ3 The Principalities of Glantri)
Lich Nephil: Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed. (CC1 Creature Compendium)
Lich Neutral Lich Equivalent, Jaime Honey-Creeper Ahua: An undead whose body is preserved by combination of sorcery, ancient rituals, and Immortal artifacts. (GAZ4 The Kingdom of Ierendi (Basic))
Lizardman Undead: See Undead Lizardman.
Lizardman Zombie: See Zombie Lizardman.
Longmane, Ursus: See Vampire Magic-User 5, Lord Ursus Longmane.
Lord Laszlo Wutyla: See Vampire Nosferatu M9, Lord Laszlo Wutyla.
Lord Piotr-Grygory Timenko: See Vampire M9, Lord Piotr-Grygory Timenko.
Lord Shade: See Shade Lord.
Lord Ursus Longmane: See Vampire Magic-User 5, Lord Ursus Longmane.
Lord Vampire, Aura Jatheed: See Vampire, Gray Woman, Rival Vampire Lord, Vampire Lord, Aura Jatheed.
Lord Vampire, Revelius Onar: See Vampire, Man, Master, Shriveled Ancient Vampire, Vampire Lord, Revelius Onar.
Lord Youri Ivanov: See Vampire M10, Lord Youri Ivanov.
Lord-Captain Garsa: See Knight Revenant, Gaunt Figure, Undead Warrior, Lord-Captain Garsa.
Lover Treacherous, Rudo: See Vampire, Treacherous Lover, Rudo.
Lover Treacherous, Sasha: See Vampire, Treacherous Lover, Sasha.
Mage Vampire, Woman, Skarlet Anzi: See Vampire, Assistant, Athletic Woman With Gray Skin Red Eyes and Black Hair, Vampire Mage, Woman, Skarlet Anzi.
Mage-Mummy: See Mummy Mage, Mage-Mummy.
Mahkoi: See Skeleton, Skeleton Doctor, Skeleton Surgeon, Skilled Surgeon, Dr. Mahkoi.
Malice: See Gray Philosopher, Grey Philosopher.
Man, Revelius Onar: See Vampire, Man, Master, Shriveled Ancient Vampire, Vampire Lord, Revelius Onar.
Man-Shaped Mass With Bloated Blood-Red Limbs of Mud and Strangling Grasses, Boris: See Vodnik, Man-Shaped Mass With Bloated Blood-Red Limbs of Mud and Strangling Grasses, Pond Demon, Servant, Boris.
Markovitch, Szasza: See Vampire Nosferatu M12, Lady Szasza Markovitch.
Marro, Jenek: See Lich Holy, Jenek Marro.
Mass Man-Shaped With Bloated Blood-Red Limbs of Mud and Strangling Grasses, Boris: See Vodnik, Man-Shaped Mass With Bloated Blood-Red Limbs of Mud and Strangling Grasses, Pond Demon, Servant, Boris.
Mass of Human Corpses Massive Turtle-Shaped: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Mass of Human Corpses Turtle-Shaped Massive: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Mass of Skeletons Large: See Skeletons Large Mass of.
Mass With Bloated Blood-Red Limbs of Mud and Strangling Grasses Man-Shaped, Boris: See Vodnik, Man-Shaped Mass With Bloated Blood-Red Limbs of Mud and Strangling Grasses, Pond Demon, Servant, Boris.
Massive Creature: See Corpse Drake, Dragon Skeleton With a Malevolent Spirit Powered by the Living Creatures Trapped in its Ribcage, Massive Creature.
Massive Mass of Human Corpses Turtle-Shaped: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Massive Turtle-Shaped Mass of Human Corpses: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Master, Revelius Onar: See Vampire, Man, Master, Shriveled Ancient Vampire, Vampire Lord, Revelius Onar.
Master of Chaos: A Minion of Chaos may become a Master of Chaos if it destroys a Master in combat. (Dragon 180)
Master's Former Ghost: See Ghost Former Master's.
Master's Ghost Former: See Ghost Former Master's.
Matthew: See Mummy, Sir Matthew.
McGregor, Brannart: See Lich M33, Prince Brannart McGregor.
Melgaster: See Ghoul, Melgaster.
Merc Cigar-Chomping Grizzled, Cleaner Necro: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Necro.
Merc Cigar-Chomping Grizzled, Cleaner Sever: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Sever.
Merc Cigar-Chomping Grizzled, Cleaner Torch: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Torch.
Merc Grizzled Cigar-Chomping, Cleaner Necro: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Necro.
Merc Grizzled Cigar-Chomping, Cleaner Sever: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Sever.
Merc Grizzled Cigar-Chomping, Cleaner Torch: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Torch.
Mercenary, Cleaner Necro: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Necro.
Mercenary, Cleaner Sever: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Sever.
Mercenary, Cleaner Torch: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Torch.
Mercenary Vampire, Cleaner Necro: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Necro.
Mercenary Vampire, Cleaner Sever: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Sever.
Mercenary Vampire, Cleaner Torch: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Torch.
Mesmer: ?
Mikhail: See Vampire T16, Sir Mikhail.
Minion of Chaos: These chaotic denizens of Limbo were lost souls once. (Dragon 180)
Minotaur Zombie: See Zombie Minotaur.
Mistress True, Varrani Hagar: See Mummy Princess, Corpse Woman, True Mistress, Varrani Hagar.
Mold-Covered Pygmy-Wight: See Wight Pygmy Mold-Covered.
Mongoose Animal Mummy: See Mummy Animal Mongoose.
Monk Cadaverous: See Zombie Cadaverous Monk.
Monk Ghostly: See Ghostly Monk.
Monk Husk: See Husk Monk.
Moronic Phantom: ?
Morphail Gorevitch-Woszlany: See Vampire Nosferatu M28, Prince Morphail Gorevitch-Woszlany, Wizard-Prince of Boldavia.
Mujin Kurudai: See Noble Corpse, Mujin Kurudai.
Mummified Hound: See Mummy Hound, Desiccated Wolfhound With Empty Eyesockets and Exposed Fangs, Mummified Hound.
Mummified Reptile: ?
Mummified Warrior: See Mummy Warrior, Mummified Warrior.
Mummy: If a cleric becomes a mummy (through a process known only to the ancient high priests of certain religions), the undead mummy may use clerical spells to the full extent possessed in life and may control other undead as well (see Lieges and Pawns). (D&D Master Set (BECMI ed.) (Basic))
Mummies are undead monsters; the carefully-prepared and bandage-swathed remains of long-dead nobles and guardians—who lurk near deserted ruins and tombs. Mummies are often created as guardians for these tombs; they are charged with the task of killing anyone who breaks into the tomb, even if they must follow the trespassers to the very ends of the earth. (Rules Cyclopedia)
She managed to recover parts of her late husband, which she reanimated in the form of a mummy. (GAZ10 The Orcs of Thar (Basic))
Mummifiers, Chalhuanaca & Son: Priests and nobles are traditionally mummified after their death. This is one of the best known places where mummification is performed. (GAZ10 The Orcs of Thar (Basic))
The Chalhuanacas are a family of goblins who have been practicing mummification for generations, using obscure shamanistic rituals. The Chalhuanacas also run a butcher stand at the market where they sell discarded organs as gourmet food, or spell casting components to wiccas and priests. (GAZ10 The Orcs of Thar (Basic))
Is it commonly thought that mummification ensures life after death. Mummies are placed in family crypts under the city; these places are taboo. Mummies are rumored to animate and stalk their profaners until they get revenge by way of horrifying curses. (GAZ10 The Orcs of Thar (Basic))
The mummified remains of orcish high priests. (GAZ10 The Orcs of Thar (Basic))
Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead. (Dragon 180)
A mummy is the result of a curse cast by someone who is already dead and desires revenge on the mummy-to- be. The caster of the curse refused eternal rest and remained in Limbo in order to take its revenge. (Dragon 180)
The curse has the power to send a soul eater (see AC9 Creature Catalogue) after its victim's soul soon after the latter's arrival in Limbo. The soul eater will stalk the victim until the latter can locate and destroy the caster of the curse. If the soul eater effectively defeats the soul, it will drag it back to the victim's mummified corpse, to which it will be bound. (Dragon 180)
Mummies - like Wraiths and Spectres, most ancient Mummies owe their existence to a variation of the Unquiet Guardian spell, and were created during the era of the Lost Empires; however, the mummification process is also known to occur when powerful worshippers of Entropic Immortals (other than Govenai) die a natural death; the power residing within them both corrupts and preserves them in a withered, desiccated husk. Those who achieve the state in this fashion retain much of their magic, in the manner of Liches. (OD&DITIES 10)
Create Greater Undead (Wraiths and Mummies) spell. (OD&DITIES 04)
Unquiet Guardian spell. (OD&DITIES 10)
Mummy, Desiccated Corpse, Lady Anfisa: ?
Mummy, Lady Anfisa: See Mummy, Desiccated Corpse, Lady Anfisa.
Mummy, Sir Matthew: When the spell was cast by the Mad Mage during the War of Sword and Wand, he was caught outside. The ground beneath him became a huge bog. Sir Matthew was unable to reach solid ground and was sucked beneath the bog’s surface. The evil of the fens mixed with his angry spirit, which was frustrated at not dying nobly in battle, and he rose from the bog as a mummy. (The Haunted Tower (Basic))
Mummy Animal: Some animal mummies are created to provide companionship to the deceased in the afterlife, while others are mummified in honor of deities or notable figures. (CC1 Creature Compendium)
Mummy Animal Baboon: ?
Mummy Animal Beetle: ?
Mummy Animal Cat: ?
Mummy Animal Crocodile: ?
Mummy Animal Jackal: ?
Mummy Animal Mongoose: ?
Mummy Animal Serpent: ?
Mummy Decaying: See Mummy Warrior, Decaying Mummy.
Mummy Gargantuan: ?
Mummy Hound, Desiccated Wolfhound With Empty Eyesockets and Exposed Fangs, Mummified Hound: ?
Mummy Mage, Mage-Mummy: The forces of darkness have somehow corrupted him so fully he is now a Mummy. (Dungeon Module X1.5 Dead Men Tell New Tales)
Mummy Ogre: ?
Mummy Princess, Corpse Woman, True Mistress, Varrani Hagar: ?
Mummy Princess, Varrani Hagar: See Mummy Princess, Corpse Woman, True Mistress, Varrani Hagar.
Mummy Warrior, Mummified Warrior: ?
Mummy Warrior, Corpse Soldier: ?
Mummy Warrior, Decaying Mummy: ?
Mummified King: ?
Mutant Aquatic, Rifka the Silt Queen: See Undead Mutant With Crocodile Claws Fish Tail and Mussels Armoring Her Limbs, Aquatic Mutant, Human Figure, Wife, Rifka the Silt Queen.
Mutant Undead With Crocodile Claws Fish Tail and Mussels Armoring Her Limbs: See Undead Mutant With Crocodile Claws Fish Tail and Mussels Armoring Her Limbs.
Mutant With Crocodile Claws Fish Tail and Mussels Armoring Her Limbs Undead: See Undead Mutant With Crocodile Claws Fish Tail and Mussels Armoring Her Limbs.
Mycotic Critter: See Undead Mouse, Mycotic Critter.
Mycotic Zombie: See Zombie Mycotic.
Natacha Datchenka: See Vampire Nosferatu M12, Lady Natacha Datchenka.
Nephil Lich: See Lich Nephil.
Night Dragon: Night Dragons are chaotic dragons that have become the undead servants of Immortals in the Sphere of Entropy. (Champions of Mystara: Heroes of the Princess Ark (Basic))
Night Dragons are particularly chaotic dragons that have become the undead servants of Immortals in the Sphere of Entropy. (Dragon 163)
Finally, there are renegades among dragons who deliberately choose to serve one of the Spheres of Power during their existence on the Prime Plane. They can no longer conduct the Ceremony of Sublimation from the moment they become renegades. Spells (possibly clerical) may be granted by their patron Immortal in the chosen sphere. Renegades either become mavericks if they retain followers, undead creatures if followers of Entropy (such as the Night Dragon in the series, "The Voyage of the Princess Ark"), or are destroyed at the end of their lives in the Known World. (Dragon 168)
Night Dragon Greater: ?
Night Dragon Greater, Synn: ?
Night Dragon Lesser: ?
Night Lord: See Vampire Night Lord.
Night Lord Vampire: See Vampire Night Lord.
Nightcrawler: See Nightshade Nightcrawler.
Nightshade: They are all extremely rare, usually created or summoned for a specific purpose by a more powerful being. (D&D Master Set (BECMI ed.) (Basic))
They are all extremely rare, usually created or summoned for a specific purpose by a more powerful being. (Rules Cyclopedia)
Very rare on Mystara, these undead are constructs built by fiends to further some grand, evil scheme. Fiends use the souls of shades as the basic element to build nightshades. (Dragon 180)
Nightshade Nightcrawler: ?
Nightshade Nightwalker: ?
Nightshade Nightwing: ?
Nightwalker: See Nightshade Nightwalker.
Nightwing: See Nightshade Nightwing.
Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death. (13 Weird One-Shots)
Noble Corpse, Altis Kurudai: The Kurudai were blessed with so much vigor that they remain active in death. (13 Weird One-Shots)
Noble Corpse, Gedai Kurudai: The Kurudai were blessed with so much vigor that they remain active in death. (13 Weird One-Shots)
Noble Corpse, Handsome Corpse, Undead Noble, Undead Relative: ?
Noble Corpse, Mujin Kurudai: The Kurudai were blessed with so much vigor that they remain active in death. (13 Weird One-Shots)
Noble Corpse, Vorta Kurudai: The Kurudai were blessed with so much vigor that they remain active in death. (13 Weird One-Shots)
Noble Dead Warrior: See Knight Revenant, Dead Noble Warrior, Shambling Corpse, Undead Warrior.
Noble Undead: See Noble Corpse, Handsome Corpse, Undead Noble, Undead Relative.
Noble Warrior Dead: See Knight Revenant, Dead Noble Warrior, Shambling Corpse, Undead Warrior.
Non-Corporeal Undead: See Undead Non-Corporeal
Nora: See Ghost, Sister Nora.
Normal Wyrd: See Wyrd Normal.
Nosferatu: See Vampire Nosferatu.
Neutral Lich Equivalent: See Lich Neutral Lich Equivalent.
Obsidian Skeleton: See Skeleton Obsidian.
Odic: See Spirit Odic.
Ogre Mummy: See Mummy Ogre.
Ogre Vampire: See Vampire Ogre.
Ogre Wight: See Wight Ogre.
Ogre Zombie: See Zombie Ogre.
Omar the Lout: See Zombie, Omar the Lout.
Old Ghost Knight's: See Ghost Old Knight's.
Old Knight's Ghost: See Ghost Old Knight's.
Old Ghost Sorcerer's: See Ghost Old Sorcerer's.
Old Sorcerer's Ghost: See Ghost Old Sorcerer's.
Olmger: See Zombie, Olmger.
Onar, Revelius: See Vampire, Man, Master, Shriveled Ancient Vampire, Vampire Lord, Revelius Onar.
Orb Green of Light: See Will-o-Wisp, Green Orb of Light, Hovering Orb of Green Eldritch Light.
Orb Hovering of Green Eldritch Light: See Will-o-Wisp, Green Orb of Light, Hovering Orb of Green Eldritch Light.
Orb of Green Eldritch Light Hovering: See Will-o-Wisp, Green Orb of Light, Hovering Orb of Green Eldritch Light.
Orb of Light Green: See Will-o-Wisp, Green Orb of Light, Hovering Orb of Green Eldritch Light.
Pack-Hunting Corpse Eater Undead: See Undead Corpse Eater Pack-Hunting.
Pack-Hunting Undead Corpse Eater: See Undead Corpse Eater Pack-Hunting.
Pale Figure in Black Armor: See Ghastly Soldier, Pale Figure in Black Armor.
Pale Ghost: See Ghost Pale.
Partial Skeleton: See Skeleton Partial.
Patriarch Vampire Devilfish: See Vampire Devilfish Patriarch.
Pawn Undead: See Undead Pawn.
Penangedusa: 1-in-6 drained [by a penangedusa] will rise as a penangedusa or wraith in 1d6 turns. (Black Pudding #1)
Person in a Haze of Spores With Orange Fungal Growths: See Zombie Mycotic, Corpse, Person With Orange Fungal Growths in a Haze of Spores.
Person Undead: See Undead Person.
Person With Orange Fungal Growths in a Haze of Spores: See Zombie Mycotic, Corpse, Person With Orange Fungal Growths in a Haze of Spores.
Person With Orange Fungal Growths in a Haze of Spores: See Zombie Mycotic, Fungus-Zombie, Person With Orange Fungal Growths in a Haze of Spores.
Person With Orange Fungal Growths in a Haze of Spores: See Zombie Mycotic, Person With Orange Fungal Growths in a Haze of Spores.
Phantom: ?
Phantom Apparition: Any human or demi-human slain by an apparition will become one in one week; the only way to avoid this fate is to cast a dispel evil spell on the body before casting a raise dead (all within the week's time). If a raise dead is cast without the dispel evil, the character will revive, apparently none the worse for the experience —but will begin to fade a week later, turning into an apparition. (D&D Companion Set (BECMI Ed.) (Basic))
Any human or demihuman slain by an apparition will become one in one week; the only way to avoid this fate is to cast a dispel evil spell on the body before casting a raise dead (all within the week's time). If a raise dead is cast without the dispel evil, the character will revive, apparently none the worse for the experience—but will begin to fade a week later, turning into an apparition. (Rules Cyclopedia)
Although treated as an undead, the apparition is the reflection in the Prime plane of a Master of Chaos. (Dragon 180)
For the same cost as a making poltergeist, a Master of Chaos can also create an apparition in the Prime plane. (Dragon 180)
Phantom Moronic: See Moronic Phantom.
Phantom Shade: The shade is the undead servant of a fiend. It is the corrupted soul of someone who was captured in Limbo and taken away to the fiend's plane. (Dragon 180)
Phantom Vision: The vision is an amalgam of the souls of warriors who died on a battlefield and found a way to return to the site. Their emotions were so intense at the time of their death that they couldn't leave the place. (Dragon 180)
Philosopher Gray: See Gray Philosopher, Grey Philosopher.
Phygorax: ?
Pickled Crab Kettle: ?
Pickled Crab Kettle, Kettle-Sized Crab: ?
Pickled Kettle Crab: See Pickled Crab Kettle.
Pickled Pirate: ?
Pickled Pirate, Zombie in Nautical Dress: ?
Pickled Snail War: ?
Pickled War Snail: See Pickled Snail War.
Pickled Snail War, Camel-Sized Snail: ?
Piotr-Grygory Timenko: See Vampire M9, Lord Piotr-Grygory Timenko.
Pirate Captain Ghost Incorporeal With Red Hair and a Magic Cutlass, Captain Skarlet Vane: See Ghost, Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass, Captain Skarlet Vane.
Pirate Captain Incorporeal Ghost With Red Hair and a Magic Cutlass, Captain Skarlet Vane: See Ghost, Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass, Captain Skarlet Vane.
Pirate Captain With Red Hair and a Magic Cutlass Ghost Incorporeal, Captain Skarlet Vane: See Ghost, Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass, Captain Skarlet Vane.
Pirate Captain With Red Hair and a Magic Cutlass Incorporeal Ghost, Captain Skarlet Vane: See Ghost, Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass, Captain Skarlet Vane.
Pirate Pickled: See Pickled Pirate.
Plant Undead: See Spore Folk, Undead Plant.
Polite Floating Skeleton in a Tidy Gray Suit, Andrew: See Ghost Butler, Polite Floating Skeleton in a Tidy Gray Suit, Andrew.
Polite Skeleton Floating in a Tidy Gray Suit, Andrew: See Ghost Butler, Polite Floating Skeleton in a Tidy Gray Suit, Andrew.
Polite Skeleton in a Tidy Gray Suit Floating, Andrew: See Ghost Butler, Polite Floating Skeleton in a Tidy Gray Suit, Andrew.
Pond Demon, Boris: See Vodnik, Man-Shaped Mass With Bloated Blood-Red Limbs of Mud and Strangling Grasses, Pond Demon, Servant, Boris.
Possession, Sword Spirit: Possessions, also known as sword spirits, are undead creatures which haunt specific, precious objects, especially if the objects have led to the deaths of those seeking them. Possessions can be found haunting suits of armour, weapons, staves, or any other sort of object, and will always seek to cause the maximum amount of misery and discomfort to those with whom they come into contact. (AC9 Creature Catalogue)
Powerful Wight: See Wight Powerful.
Previous Archon's Ghost: See Ghost Previous Archon's.
Previous Ghost Archon's: See Ghost Previous Archon's.
Prince Brannart McGregor: See Lich M33, Prince Brannart McGregor.
Prince Morphail Gorevitch-Woszlany: See Vampire Nosferatu M28, Prince Morphail Gorevitch-Woszlany, Wizard-Prince of Boldavia.
Prince of Surabad: See Vampire Nosferatu Chambahara Wizard-Priest 16, Ranjit Virishana, Prince of Surabad, Black Lama of Angorit.
Princess Mummy: See Mummy Princess.
Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Pygmy-Wight: See Wight Pygmy.
Queen Sigrun: See Ghost, Queen Sigrun.
Queen Sorcerer, Duchess Forza, Lady of the Obsidian Keep: See Charred Corpse, Sorcerer Queen, Duchess Forza, Lady of the Obsidian Keep.
Queen Zenobia: See Haunt, Queen Zenobia.
Queen Zenobia: See Wight, Queen Zenobia.
Ranjit Virishana: See Vampire Nosferatu Chambahara Wizard-Priest 16, Ranjit Virishana, Prince of Surabad, Black Lama of Angorit.
Raptor Undead With a Flesh-Less Skull and Long Bone Blades on its Wings: See Thresher Eagle, Undead Raptor With a Flesh-Less Skull and Long Bone Blades on its Wings.
Ratpeople Zombie: See Zombie Ratpeople.
Raven Skeletal: See Skeletal Raven.
Razizi: See Knight Revenant, Gaunt Figure, Undead Warrior, Sir Razizi.
Reanimated Serpent: ?
Red Dwarf Star Dragon Wyrmling, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Red Dwarf Wyrmling Star Dragon, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Red Ghost: See Crimson Spectre, Red Ghost, Red Skeleton.
Red Hairless Huge Kitten Zombie With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Red Hairless Huge Zombie Kitten With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Red Huge Hairless Kitten Zombie With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Red Huge Hairless Zombie Kitten With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Red Huge Kitten Zombie Hairless With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Red Huge Zombie Kitten Hairless With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Red Kitten Zombie Hairless Huge With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Red Kitten Zombie Huge Hairless With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Red Skeleton: See Crimson Spectre, Red Ghost, Red Skeleton.
Red Zombie Kitten Hairless Huge With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Red Zombie Kitten Huge Hairless With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Redtooth: See Vampire Dwarf-Vampire, Blysker, Redtooth.
Relative Undead: See Noble Corpse, Handsome Corpse, Undead Noble, Undead Relative.
Reptile Mummified: See Mummified Reptile.
Reptile Skeletal Fire-Breathing: See Skeletal Fire-Breathing Reptile.
Revelius Onar: See Vampire, Man, Master, Shriveled Ancient Vampire, Vampire Lord, Revelius Onar.
Revenant: Appearing much as they did in life, revenants returned from the world beyond the veil to complete some unfinished task—often taking revenge. (Barrow Keep: Den of Spies)
Revenant: See Spirit Revenant.
Revenant, Beautiful Corpse, Undead Hero, Sojin Kurudai: The Kurudai were blessed with so much vigor that they remain active in death. (13 Weird One-Shots)
Revenant, Sojin Kurudai: See Revenant, Beautiful Corpse, Undead Hero, Sojin Kurudai.
Revenant Knight: See Knight Revenant.
Rifka the Silt Queen: See Undead Mutant With Crocodile Claws Fish Tail and Mussels Armoring Her Limbs, Aquatic Mutant, Human Figure, Wife, Rifka the Silt Queen.
Rival Vampire Lord, Aura Jatheed: See Vampire, Gray Woman, Rival Vampire Lord, Vampire Lord, Aura Jatheed.
River Demon, Servant, Sofya: See Rusalka, Beautiful Woman With Snaking Green Hair, Beautiful Young Woman With Burning Green Eyes, River Demon, Servant, Sofya.
River Ghoul: See Ghoul River, Sodden Ghoul.
Rorphyr: See Dark-Hood, Rorphyr.
Rotting Desiccated Hand Human: See Severed Hand, Human Hand Desiccated Rotting.
Rotting Desiccated Human Hand: See Severed Hand, Human Hand Desiccated Rotting.
Rotting Hand Human Desiccated: See Severed Hand, Human Hand Desiccated Rotting.
Rotting Human Hand Desiccated: See Severed Hand, Human Hand Desiccated Rotting.
Ruby Skeleton: See Skeleton Ruby.
Rudo: See Vampire, Treacherous Lover, Rudo.
Rupture Skeleton: See Skeleton Rupture.
Rusalka, Beautiful Woman With Snaking Green Hair, Beautiful Young Woman With Burning Green Eyes, River Demon, Servant, Sofya: ?
Rusalka, Sofya: See Rusalka, Beautiful Woman With Snaking Green Hair, Beautiful Young Woman With Burning Green Eyes, River Demon, Servant, Sofya.
Saasskas: See Vampire Devilfish, Saasskas.
Sacrol: Sacrol appear only in places of widespread death: battlefields, sacked temples, and plague-ridden areas. They are the collected angry Spirits of the dead, and as such have a great hatred for the living, especially for their slayers. (AC9 Creature Catalogue)
Sad Ghost: See Ghost Sad.
Saint Aranak: See Golden Skull of a Dead Saint, Saint Aranak.
Saint Dead Golden Skull of a: See Golden Skull of a Dead Saint.
Sarcophogal Worm: See Worm Sarcophogal.
Sasha: See Vampire, Treacherous Lover, Sasha.
Schreckengeist: The ghost of a former adventurer. (The Craft of the Wise: The Pagan Witch Tradition)
Selig: See Zombie Mycotic, Selig.
Serpent Animal Mummy: See Mummy Animal Serpent.
Serpent Ethereal White: See Aether Eel, Ethereal White Serpent.
Serpent Reanimated: See Reanimated Serpent.
Serpent White Ethereal: See Aether Eel, Ethereal White Serpent.
Servant, Boris: See Vodnik, Man-Shaped Mass With Bloated Blood-Red Limbs of Mud and Strangling Grasses, Pond Demon, Servant, Boris.
Servant, Sofya: See Rusalka, Beautiful Woman With Snaking Green Hair, Beautiful Young Woman With Burning Green Eyes, River Demon, Servant, Sofya.
Servant Undead: See Undead Servant.
Severed Hand: ?
Severed Hand, Human Hand Desiccated Rotting: ?
Shade, Hungry Shadow: ?
Shade: See Phantom Shade.
Shade Bound: ?
Shade Lord: ?
Shadow Hungry: See Shade, Hungry Shadow.
Shallatariel: See Undead Shadow Elf Wizard 18, Shallatariel.
Shambling Corpse: See Knight Revenant, Dead Noble Warrior, Shambling Corpse, Undead Warrior.
Shark-Kin Skeleton: See Skeleton Shark-Kin.
Shark-Kin Zombie: See Zombie Shark-Kin.
Shining Black Horse With a White Skull Head: See Horse Black Shining With a White Skull Head.
Shriveled Ancient Vampire, Revelius Onar: See Vampire, Man, Master, Shriveled Ancient Vampire, Vampire Lord, Revelius Onar.
Shriveled Vampire Ancient, Revelius Onar: See Vampire, Man, Master, Shriveled Ancient Vampire, Vampire Lord, Revelius Onar.
Sigrun: See Ghost, Queen Sigrun.
Silver Bones Curling: See Skeleton Swordfish Argent, Curling Silver Bones, Large Silver Skeleton of a Swordfish.
Silver Curling Bones: See Skeleton Swordfish Argent, Curling Silver Bones, Large Silver Skeleton of a Swordfish.
Silver Large Skeleton of a Swordfish: See Skeleton Swordfish Argent, Curling Silver Bones, Large Silver Skeleton of a Swordfish.
Silver Skeleton Large of a Swordfish: See Skeleton Swordfish Argent, Curling Silver Bones, Large Silver Skeleton of a Swordfish.
Silver Skeleton of a Swordfish Large: See Skeleton Swordfish Argent, Curling Silver Bones, Large Silver Skeleton of a Swordfish.
Silver Warrior: See Haunt Ghost, The Silver Warrior, Lady Argenta's Knight.
Sir Boris Gorevitch-Woszlany: See Vampire Nosferatu M18, Sir Boris Gorevitch-Woszlany.
Sir Chyde: See Haunt Ghost, Sir Chyde.
Sir Hush: See Knight Revenant, Undead Warrior, Sir Hush.
Sir Jameson the Defender: See Specter, Sir Jameson the Defender.
Sir Matthew: See Mummy, Sir Matthew.
Sir Mikhail: See Vampire T16, Sir Mikhail.
Sir Razizi: See Knight Revenant, Gaunt Figure, Undead Warrior, Sir Razizi.
Sir Tanavi: See Knight Revenant, Gaunt Figure, Undead Warrior, Sir Tanavi.
Sire Claude d'Ambreville: See Vampire F10, Sire Claude d'Ambreville.
Sister Nora: See Ghost, Sister Nora.
Skarlet Anzi: See Vampire, Assistant, Athletic Woman With Gray Skin Red Eyes and Black Hair, Vampire Mage, Woman, Skarlet Anzi.
Skarlet Vane: See Ghost, Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass, Captain Skarlet Vane.
Skeletal Creature, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Skeletal Fire-Breathing Reptile: ?
Skeletal Raven: ?
Skeletal Snake-Man: ?
Skeleton: Animated skeletons are undead creatures often found near graveyards, dungeons, or other deserted places. They are used as guards by the high level magic-user or cleric who animated them. (Basic Set Moldvay)
Animated skeletons are undead creatures often used as guards by the high level magic-user or cleric who animated them, or by greater undead creatures who command them. (Rules Cyclopedia)
His [Hashaburminal's] first act was to rid the wizard Shadowelf of his body and use it to house the spirit of one of his followers, creating a Greater Wyrd. He then did the same for the wizard's followers, turning them into Normal Wyrds. (GAZ5 The Elves of Alfheim (Basic))
Using the energy of the displaced Shadowelf spirits, he managed to recreate the bodies of his followers and turn them into skeletons. The spirits of the followers that hadn't been turned into wyrds became spectres. (GAZ5 The Elves of Alfheim (Basic))
Skeletons and zombies can be created from any race that exists in the sea as well as from humans.
The devilfish are fanatical in their devotion. The appearance of Saasskas the Hissing Demon has convinced them that they are the chosen people of the depths. Their mission is to bring death to all they find. Corpses are either eaten or turned into zombies or skeletons by the clerics. (PC3 Creature Crucible: The Sea People (Basic))
These are the lowest manifestations of evil magic. Someone in the Prime plane simply animated the remains of dead bodies, which does not affect their souls. (Dragon 180)
Skeletal remains of humanoids, reanimated as guardians by powerful magic-users or clerics. (B/X Essentials: Monsters)
Skeletal remains of humanoids, reanimated as guardians by powerful magic-users or clerics. (Old-School Essentials Classic Fantasy: Monsters)
Skeletal remains of humanoids, reanimated as guardians by powerful magic-users or clerics. (Old-School Essentials Classic Fantasy: Rules Tome)
If you stop the smoke [in the Fallen Tower], the bones on the floor clatter together to form 2d6 Skeletons and attack! (Witches of Frostwyck)
The skeletons were raiders who lived in these caves decades ago, before the arrival of Kralthragg. They were killed in a rock fall not long before the dragon's arrival, and have lain here ever since. The PCs' digging awakened them, and now they will not rest until they or the PCs are dead. (OD&DITIES 08)
Zombies and Skeletons, of course, can be animated from any dead body. (OD&DITIES 10)
Zombies and Skeletons - the spell Animate Dead is available to both Clerics and Magi on Herol; however, Undead created by this spell are often weak, pathetic things, easily destroyed. Most “permanent” Undead of this type are created by Branding dead bodies (for Zombies) or etching a Brand-like sigil into the skulls of Skeletons. (OD&DITIES 10)
The Brands used to create these constructs were originally designed by followers of Govenai, but knowledge of their design has passed into common lore. (OD&DITIES 10)
Animate Dead spell. (Old-School Essentials Classic Fantasy: Rules Tome)
Animate Dead spell. (Expert Set Cook)
Animate Dead spell. (Rules Cyclopedia)
Animate Undead Army spell. (OD&DITIES 04)
Awakened Army spell. (OD&DITIES 10)
Cauldron of the Dead magic item. (The Craft of the Wise: The Pagan Witch Tradition)
The Miracle of Resurrection. (Wormskin Issue 4)
Skeleton, Animated Arrangement of Blood-Stained Bones Rimed in Filthy Ice: ?
Skeleton, Dr. Mahkoi: See Skeleton, Skeleton Doctor, Skeleton Surgeon, Skilled Surgeon, Dr. Mahkoi.
Skeleton, Figure: ?
Skeleton, Icy Skeleton: ?
Skeleton, Legless Skeleton: ?
Skeleton, Skeleton Doctor, Skeleton Surgeon, Skilled Surgeon, Dr. Mahkoi, Dr. Mahkoi: ?
Skeleton, Taiven the Falconer: ?
Skeleton Argent Swordfish: See Skeleton Swordfish Argent.
Skeleton Black: ?
Skeleton Crimson Dragon With Ragged Golden Wings and a Single Ruby Eye, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Skeleton Doctor, Dr. Mahkoi: See Skeleton, Skeleton Doctor, Skeleton Surgeon, Skilled Surgeon, Dr. Mahkoi.
Skeleton Dragon Crimson With Ragged Golden Wings and a Single Ruby Eye, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Skeleton Dragon With a Malevolent Spirit Powered by the Living Creatures Trapped in its Ribcage: See Corpse Drake, Dragon Skeleton With a Malevolent Spirit Powered by the Living Creatures Trapped in its Ribcage, Massive Creature.
Skeleton Floating: ?
Skeleton Floating Polite in a Tidy Gray Suit, Andrew: See Ghost Butler, Polite Floating Skeleton in a Tidy Gray Suit, Andrew.
Skeleton Gargantuan: ?
Skeleton Icy: See Skeleton, Icy Skeleton.
Skeleton in a Tidy Gray Suit Floating Polite, Andrew: See Ghost Butler, Polite Floating Skeleton in a Tidy Gray Suit, Andrew.
Skeleton in a Tidy Gray Suit Polite Floating, Andrew: See Ghost Butler, Polite Floating Skeleton in a Tidy Gray Suit, Andrew.
Skeleton Large Silver of a Swordfish: See Skeleton Swordfish Argent, Curling Silver Bones, Large Silver Skeleton of a Swordfish.
Skeleton Legless: ?
Skeleton Legless: See Skeleton, Legless Skeleton.
Skeleton Obsidian: ?
Skeleton of a Swordfish Large Silver: See Skeleton Swordfish Argent, Curling Silver Bones, Large Silver Skeleton of a Swordfish.
Skeleton of a Swordfish Silver Large: See Skeleton Swordfish Argent, Curling Silver Bones, Large Silver Skeleton of a Swordfish.
Skeleton of an Argent Swordfish Undead: See Skeleton Swordfish Argent, Undead Skeleton of an Argent Swordfish.
Skeleton Partial: ?
Skeleton Polite Floating in a Tidy Gray Suit, Andrew: See Ghost Butler, Polite Floating Skeleton in a Tidy Gray Suit, Andrew.
Skeleton Red: See Crimson Spectre, Red Ghost, Red Skeleton.
Skeleton Ruby: Ruby skeletons are specially enchanted skeletons. (CC1 Creature Compendium)
Skeleton Rupture: Rupture skeletons appear as standard skeletons, and are animated in the standard fashion, but the skeletons have been “armed” with a magical trap by the magic-user that animated them. (CC1 Creature Compendium)
Skeleton Shark-Kin: ?
Skeleton Silver Large of a Swordfish: See Skeleton Swordfish Argent, Curling Silver Bones, Large Silver Skeleton of a Swordfish.
Skeleton Stone: Stone skeletons appear as standard skeletons and are animated in the standard fashion, but the bones of the corpse have fossilized. (CC1 Creature Compendium)
Skeleton Surgeon, Dr. Mahkoi: See Skeleton, Skeleton Doctor, Skeleton Surgeon, Skilled Surgeon, Dr. Mahkoi.
Skeleton Swordfish Argent, Undead Skeleton of an Argent Swordfish: ?
Skeleton Swordfish Argent, Curling Silver Bones, Large Silver Skeleton of a Swordfish: ?
Skeleton Undead of an Argent Swordfish: See Skeleton Swordfish Argent, Undead Skeleton of an Argent Swordfish.
Skeletons Large Mass of: ?
Skellington: If any PCs drink from the river, they must save vs paralysis or 50 percent chance they will change into a Skellington. If they fall in the river, they must save vs paralysis or 100 percent chance they will change into a Skellington. It happens immediately and nothing short of a Wish can change them back. (Invasion of the Tuber Dudes)
Skilled Surgeon, Dr. Mahkoi: See Skeleton, Skeleton Doctor, Skeleton Surgeon, Skilled Surgeon, Dr. Mahkoi.
Skull Golden of a Dead Saint: See Golden Skull of a Dead Saint.
Skull Human Black Hovering Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Skull Human Hovering Black Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Skull Human Wreathed in Bright Blue Flames Black Hovering, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Skull Human Wreathed in Bright Blue Flames Hovering Black, Servant, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Skull of a Dead Saint Golden: See Golden Skull of a Dead Saint.
Snail War Pickled: See Pickled Snail War.
Snail Camel-Sized: See Pickled Snail War, Camel-Sized Snail.
Snake-Man Skeletal: See Skeletal Snake-Man.
Sodden Ghoul: See Ghoul River, Sodden Ghoul.
Softly Glowing Figure: See Ghost, Softly Glowing Figure.
Softly Glowing Figure, Father Chyme: See Ghost, Softly Glowing Figure, Father Chyme.
Sofya: See Rusalka, Beautiful Woman With Snaking Green Hair, Beautiful Young Woman With Burning Green Eyes, River Demon, Servant, Sofya.
Solar Zombie: See Zombie Solar.
Sorcerer's Ghost Old: See Ghost Old Sorcerer's.
Sorcerer's Old Ghost: See Ghost Old Sorcerer's.
Sojin Kurudai: See Revenant, Beautiful Corpse, Undead Hero, Sojin Kurudai.
Solar Zombie: See Zombie Solar.
Soldier Corpse: See Mummy Warrior, Corpse Soldier.
Soldier Ghastly: See Ghastly Soldier.
Someone Murdered and Buried Without the Proper Rites Angry Spirit of: See Spirit Angry of Someone Murdered and Buried Without the Proper Rites.
Someone Murdered and Buried Without the Proper Rites Spirit Angry of: See Spirit Angry of Someone Murdered and Buried Without the Proper Rites.
Sorcerer Queen, Duchess Forza, Lady of the Obsidian Keep: See Charred Corpse, Sorcerer Queen, Duchess Forza, Lady of the Obsidian Keep.
Spectral Hound: ?
Spectral Hunter: ?
Spectre: A character slain by a spectre will rise the next night as a spectre. (Expert Set Cook)
A character slain by a spectre will rise the next night as a spectre. (Rules Cyclopedia)
His [Hashaburminal's] first act was to rid the wizard Shadowelf of his body and use it to house the spirit of one of his followers, creating a Greater Wyrd. He then did the same for the wizard's followers, turning them into Normal Wyrds. (GAZ5 The Elves of Alfheim (Basic))
Using the energy of the displaced Shadowelf spirits, he managed to recreate the bodies of his followers and turn them into skeletons. The spirits of the followers that hadn't been turned into wyrds became spectres. (GAZ5 The Elves of Alfheim (Basic))
These are the spirits of the lich's former followers, affected by his create spectre spell, a specialized version of the create magical monsters spell. (GAZ5 The Elves of Alfheim (Basic))
Undead without physical forms (wraiths, spectres, haunts, spirits, etc.) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths. (Dragon 180)
These are the corrupted souls of evil beings whose hatreds drove them to return to the Prime plane.
Spectres, however, often are followers of Entropy sent back to the Prime plane by a fiend to complete a quest. (Dragon 180)
A person drained of all levels [by a spectre] becomes a spectre next night, under the control of the spectre that killed him or her. (B/X Essentials: Monsters)
A person drained of all levels [by a spectre] becomes a spectre next night, under the control of the spectre that killed them. (Old-School Essentials Classic Fantasy: Monsters)
A person drained of all levels [by a spectre] becomes a spectre next night, under the control of the spectre that killed them. (Old-School Essentials Classic Fantasy: Rules Tome)
Wraiths and Spectres - unlike most corporeal Undead, these monsters do not owe their existence to Govenai; most are ancient, created thousands of ago in a ritual employing the lost spell Unquiet Guardian. Those created since were made by the Undead themselves, since those slain by a Wraith or Spectre will rise again as the same sort of Undead which killed them. (OD&DITIES 10)
Create Major Undead (Spectres and Vampires) spell. (OD&DITIES 04)
Create Spectre spell. (GAZ5 The Elves of Alfheim (Basic))
Unquiet Guardian spell. (OD&DITIES 10)
Spectre, Armol: ?
Specter, Sir Jameson the Defender: This tower was formerly a fighters’ academy established by Sir Jameson the Defender. Sir Jameson and all who were in the tower died in the horrible spell cast by the Mad Mage. Sir Jameson’s vengeful spirit has refused to seek final rest, and it tries with all its might to gain revenge even in death upon the magic-users of Wizardspire. (The Haunted Tower (Basic))
Spectre Crimson: See Crimson Spectre, Red Ghost, Red Skeleton.
Spectre Elf, Elf-Spectre: These are the spirits of elves of Shadowtree who were hit by the lich's spectres. (GAZ5 The Elves of Alfheim (Basic))
Spectre Gargantuan: Level-draining gargantuans (wights, wraiths, and spectres) can only be created or Called by a demon ruler, not by any mortal or lesser Immortal.
Spirit: Spirits are powerful evil beings inhabiting the bodies (or body parts) of others. (D&D Companion Set (BECMI Ed.) (Basic))
Spirits are powerful evil beings inhabiting the bodies (or body parts) of others; they are among the nastiest of undead monsters. (Rules Cyclopedia)
Never kill a Nithian, for his undead spirit will curse you and your family. (HWR2 Kingdom of Nithia (Basic))
Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths. (Dragon 180)
Spirit, Demetrius: This was once the bedroom of Demetrius, a 6th level cleric. Demetrius was an elder in the cult of Usamigans. His twin brother. Darius, was a 6th level cleric in the cult of Zargon. Years ago, Demetrius vowed to destroy the cult of Zargon, especially his evil brother. But Demetrius was assassinated before he could even begin his quest. (B1-9 In Search of Adventure (Basic))
Demetrius made a dying wish that his spirit live on until Darius was destroyed. (B1-9 In Search of Adventure (Basic))
Spirit, Elegrain: ?
Spirit Angry of Someone Murdered and Buried Without the Proper Rites: ?
Spirit Druj: The druj and the revenant are similar to the ghost in that the soul returned to the body sometime after death. The difference is that the original, evil character was 18th level or higher and his soul may reanimate the corpse even though it has reached an advanced state of decay. (Dragon 180)
Spirit Flailing: A flailing spirit is the spirit of a person who was so evil during their life that, upon their death, their spirit was literally ripped to shreds. (CC1 Creature Compendium)
Spirit Odic: The odic is the soul of an evil monster whose body was totally destroyed before the soul's return to the Prime plane. (Dragon 180)
Spirit Haunting: See Haunting Spirit.
Spirit of Someone Murdered and Buried Without the Proper Rites Angry: See Spirit Angry of Someone Murdered and Buried Without the Proper Rites.
Spirit Revenant: The druj and the revenant are similar to the ghost in that the soul returned to the body sometime after death. The difference is that the original, evil character was 18th level or higher and his soul may reanimate the corpse even though it has reached an advanced state of decay. (Dragon 180)
Spirit Sword: See Possession, Sword Spirit.
Spirit Undead Vengeful: See Undead Spirit Vengeful.
Spirit Vengeful Undead: See Undead Spirit Vengeful.
Spiritless Form of the Tribal Ancestor, Unrepentant Dead: ?
Spore Folk: MYCOTIC SPRAWL (13 Weird One-Shots)
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.” (13 Weird One-Shots)
 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. (13 Weird One-Shots)
Spore Folk, Undead Plant: ?
Star Dragon, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Star Dragon Red Dwarf Wyrmling, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Stone Skeleton: See Skeleton Stone.
Strangling Ghost: See Ghost Strangling.
Striga: A striga appears with owl-like body and a woman’s head, but began life as a human female. A female corpse no more than 1 day dead may be transformed into a striga via the 5th level clerical spell create striga (range: touch; duration: immediate, area of effect: 1 female corpse). (CC1 Creature Compendium)
Create Striga spell. (CC1 Creature Compendium)
Super Zombie: See Zombie Super.
Supreme Commander of the Legion: See Vampire Nosferatu Orc 29/SH12, Thar, King of the Broken Lands, Chief of Orcus Rex, Supreme Commander of the Legion.
Surgeon Skeleton, Dr. Mahkoi: See Skeleton, Skeleton Doctor, Skeleton Surgeon, Skilled Surgeon, Dr. Mahkoi.
Surgeon Skilled, Dr. Mahkoi: See Skeleton, Skeleton Doctor, Skeleton Surgeon, Skilled Surgeon, Dr. Mahkoi.
Sveta: See Ghost, Housekeeper, Sveta.
Swamp Velya: See Velya Swamp.
Sword Spirit: See Possession, Sword Spirit.
Swordfish Argent Skeleton: See Skeleton Swordfish Argent.
Synn: See Night Dragon Greater, Synn.
Szasza Markovitch: See Vampire Nosferatu M12, Lady Szasza Markovitch.
Taiven the Falconer: See Skeleton, Taiven the Falconer.
Tanavi: See Knight Revenant, Gaunt Figure, Undead Warrior, Sir Tanavi.
Tatyana Gorevitch-Woszlany: See Vampire M12, Lady Tatyana Gorevitch-Woszlany.
Thar, King of the Broken Lands, Chief of Orcus Rex, Supreme Commander of the Legion: See Vampire Nosferatu Orc 29/SH12, Thar, King of the Broken Lands, Chief of Orcus Rex, Supreme Commander of the Legion.
The Silver Warrior: See Haunt Ghost, The Silver Warrior, Lady Argenta's Knight.
Thoul: A thoul is a magical combination of a ghoul, a hobgoblin, and a troll. (Basic Set Moldvay)
A thoul is a magical combination of a ghoul, a hobgoblin, and a troll. (B1-9 In Search of Adventure (Basic))
Thresher Eagle, Undead Thresher Eagle: ?
Thresher Eagle, Undead Raptor With a Flesh-Less Skull and Long Bone Blades on its Wings: ?
Thresher Eagle Undead: See Thresher Eagle, Undead Thresher Eagle.
Timenko, Piotr-Grygory: See Vampire M9, Lord Piotr-Grygory Timenko.
Topi: Topis are undead human or humanoid creatures similar to zombies. Before these creatures are animated, however, the corpses are shrunk until they are only 2 feet tall, giving them dark, wrinkled, leathery skin, This process is long and complex, and is known only to certain primitive tribes. (AC9 Creature Catalogue)
Topis are undead human or humanoid creatures similar to zombies. Before these creatures are animated, however, the corpses are shrunk until they are only two feet tall, giving them dark, wrinkled, leathery skin. This process is long and complex, and is known only to certain primitive tribes. (DMR2 Creature Catalogue)
Treacherous Lover, Rudo: See Vampire, Treacherous Lover, Rudo.
Treacherous Lover, Sasha: See Vampire, Treacherous Lover, Sasha.
Triton Wight: See Wight Triton.
True Mistress, Varrani Hagar: See Mummy Princess, Corpse Woman, True Mistress, Varrani Hagar.
Turtle-Shaped Mass of Human Corpses Massive: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Turtle-Shaped Massive Mass of Human Corpses: See Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses.
Undead Animated: ?
Undead Behemoth: Necromancer Uthrek (57, creepy, grandiose) is animating the corpses to create an Undead Behemoth. (Battle for Carrion Vale)
Undead Behemoth, Giant Gestalt Corspe-Turtle, Massive Turtle-Shaped Mass of Human Corpses: ?
Undead Beholder: An undead beholder is similar to a living one, but is a construct created for some specific evil purpose. (D&D Master Set (BECMI ed.) (Basic))
An undead beholder is similar to a living one, but is a construct created for some specific evil purpose. All undead beholders are constructs; "real" beholders never become undead. (Rules Cyclopedia)
Rockhome dwarves speculate that the ones which are encountered are created by the magicians of Glantri and floated over into the dwarf-kingdom for purposes of harassment. (GAZ6 The Dwarves of Rockhome (Basic))
Undead Chaotic: ?
Undead Coral Crone: See Coral Crone, Dead Coral Crone, Undead Coral Crone.
Undead Corpse Eater Pack-Hunting: ?
Undead Creature Fragile: See Vampire Feral, Dark Figure, Fragile Undead Creature, Humanoid With Gray Skin and Red Eyes.
Undead Dormant: ?
Undead Dragon: An undead dragon is the body of a dead dragon animated by an undead spirit. (AC9 Creature Catalogue)
An undead dragon is the body of a dead dragon animated by an undead spirit. (DMR2 Creature Catalogue)
Animate Undead Dragon spell. (OD&DITIES 04)
Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima: ?
Undead Dragon, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Undead Elf: ?
Undead Fighter: ?
Undead Fish: The fish are undead created by the sea hag. (PC3 Creature Crucible: The Sea People (Basic))
Undead Fragile Creature: See Vampire Feral, Dark Figure, Fragile Undead Creature, Humanoid With Gray Skin and Red Eyes.
Undead Gargantua: ?
Undead Gnoll Cleric 28, Hutaatep: ?
Undead Hero, Sojin Kurudai: See Revenant, Beautiful Corpse, Undead Hero, Sojin Kurudai.
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. (Battle for Carrion Vale)
Undead Lizardman: Only sustained by ancient magic. (GAZ2 The Emirates of Ylaruam (Basic))
Undead Lizardman Cleric: Only sustained by ancient magic. (GAZ2 The Emirates of Ylaruam (Basic))
Undead Lizardman Magic-User: Only sustained by ancient magic. (GAZ2 The Emirates of Ylaruam (Basic))
Undead Mouse, Mycotic Critter: ?
Undead Mutant With Crocodile Claws Fish Tail and Mussels Armoring Her Limbs, Aquatic Mutant, Human Figure, Wife, Rifka the Silt Queen: ?
Undead Mutant With Crocodile Claws Fish Tail and Mussels Armoring Her Limbs, Rifka the Silt Queen: See Undead Mutant With Crocodile Claws Fish Tail and Mussels Armoring Her Limbs, Aquatic Mutant, Human Figure, Wife, Rifka the Silt Queen.
Undead Noble: See Noble Corpse, Handsome Corpse, Undead Noble, Undead Relative.
Undead Non-Corporeal: ?
Undead Pack-Hunting Corpse Eater: See Undead Corpse Eater Pack-Hunting.
Undead Pawn: ?
Undead Person: ?
Undead Plant: See Spore Folk, Undead Plant.
Undead Raptor With a Flesh-Less Skull and Long Bone Blades on its Wings: See Thresher Eagle, Undead Raptor With a Flesh-Less Skull and Long Bone Blades on its Wings.
Undead Relative: See Noble Corpse, Handsome Corpse, Undead Noble, Undead Relative.
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. (Battle for Carrion Vale)
Undead Shadow Elf Wizard 18, Shallatariel: Here the shriveled remains of Shallatariel are kept on their feet by the hideous Crown of Corruption, pulsing with power and evil. (GAZ13 The Shadow Elves (Basic))
Undead Skeleton of an Argent Swordfish: See Skeleton Swordfish Argent, Undead Skeleton of an Argent Swordfish.
Undead Spirit Vengeful: ?
Undead Thresher Eagle: See Thresher Eagle, Undead Thresher Eagle.
Undead Vengeful Spirit: See Undead Spirit Vengeful.
Undead Wanderer: Bafflestone was irrevocably warped by the arrival of the Nag-Lord in Dolmenwood. Beneath the weight of Old Shub’s smothering psychic miasma, the stone’s inner magical structure erupted with a grievous and invisible wound that bled into the dreams of the Wood’s inhabitants for a long, dark time. The Drune — being self-appointed stewards of all the standing stones in Dolmenwood — attempted to clot Bafflestone’s wound and put an end to its leaking nightmares. They failed miserably at this task, effectively amplifying Bafflestone’s unnatural radiance. (Wormskin Issue 5)
Any who stand within a mile of its location will perceive Bafflestone’s psychic malaise and must save vs spells. (Wormskin Issue 5) Failure indicates that the character is sympathetic to the stone’s deep malignity. Sympathy manifests as follows: (Wormskin Issue 5)
• Inability to sleep. (Wormskin Issue 5)
• Unwillingness to leave the stone’s presence (must be physically forced to go beyond Bafflestone’s reach, a roughly one-mile radius extending from the site of the stone in all directions). (Wormskin Issue 5)
• Unwillingness to eat or drink, despite feelings of hunger and thirst. (Wormskin Issue 5)
Unless sympathetics are dragged, pulled, or otherwise coerced away from the stone, they will wither and die, remaining on this plane as morose and disconsolate undead wanderers who are compelled to patrol the environs of Bafflestone without rest. These desiccated corpses will seek to drag outsiders to the site of the stone in order to test their wills against the monument’s eldritch presence. Close proximity (within 10 feet) to the stone requires a second save vs spells to resist its pull (-3 modifier to roll). (Wormskin Issue 5)
Undead Warrior: Create Undead Warrior pyramid power. (HWR2 Kingdom of Nithia (Basic))
Undead Warrior: See Knight Revenant, Dead Noble Warrior, Shambling Corpse, Undead Warrior.
Undead Warrior: See Knight Revenant, Figure, Gaunt Figure, Undead Warrior.
Undead Warrior, Lord-Captain Garsa: See Knight Revenant, Gaunt Figure, Undead Warrior, Lord-Captain Garsa.
Undead Warrior, Sir Hush: See Knight Revenant, Undead Warrior, Sir Hush.
Undead Warrior, Sir Razizi: See Knight Revenant, Gaunt Figure, Undead Warrior, Sir Razizi.
Undead Warrior, Sir Tanavi: See Knight Revenant, Gaunt Figure, Undead Warrior, Sir Tanavi.
Undead Warrior Fighter 8: ?
Unrepentant Dead: See Spiritless form of the Tribal Ancestor, Unrepentant Dead.
Ursus Longmane: See Vampire Magic-User 5, Lord Ursus Longmane.
Valeska Vane: See Vampire Night Lord, Valeska Vane.
Vampire: Any victim who dies from having his or her blood drained by a giant vampire bat must save vs. Spells or become an undead creature 24 hours after death. (If D&D EXPERT rules are used this may be a vampire.) (Basic Set Moldvay)
Any character slain by a vampire will return from death in three days. (Rules Cyclopedia)
Alone among his kind, prince Morphail can choose whether his victim will be a vampire or a nosferatu. (GAZ3 The Principalities of Glantri)
The “gift” of vampirism is a magical disease created by an Immortal of Entropy and brought to the Prime plane in an attempt to spread sorrow and destruction. Mortal magic or medicine cannot cure this disease. It prevents the soul of a victim from entering Limbo at the time of death; the soul remains in the corpse to rise again later. (Dragon 180)
A victim killed by [a giant vampire bat's] blood drain becomes undead (possibly a vampire) after 24 hours (save vs spells). (B/X Essentials: Monsters)
A person drained of all levels [by a vampire] becomes a vampire in 3 days. (B/X Essentials: Monsters)
Those slain [by the vampire's consume blood drain] thus save v. death. Success indicates they rise three nights later as a lesser vampire under its control. (Blasphemy Leek)
A person drained of all levels [by a vampire] becomes a vampire in 3 days. (Old-School Essentials Classic Fantasy: Monsters)
A victim killed by blood drain [from a vampire bat] becomes undead (possibly a vampire) after 24 hours (save versus spells). (Old-School Essentials Classic Fantasy: Monsters)
A person drained of all levels [by a vampire] becomes a vampire in 3 days. (Old-School Essentials Classic Fantasy: Rules Tome)
A victim killed by blood drain [from a giant vampire bat] becomes undead (possibly a vampire) after 24 hours (save versus spells). (Old-School Essentials Classic Fantasy: Rules Tome)
Vampires - the most favoured followers of the Immortal Govenai, Herolian Vampires are former NPCs who received the Vivicant Brand in life; once killed - either in the course of their lives, or via suicide - the Brand activated, returning them to Unlife as Vampires. The majority of Herol’s Vampires possess high-level Clerical or Magical abilities, in addition to their Vampiric powers - which do not include the ability to turn their victims into lesser Vampires, unless the Vampire himself has the Branding skill; those who do can use that skill on Charmed slaves before killing them, transforming them into Ghouls or lesser Vampires, if desired. (OD&DITIES 10)
Create Major Undead (Spectres and Vampires) spell. (OD&DITIES 04)
Vampire, Assistant, Athletic Woman With Gray Skin Red Eyes and Black Hair, Vampire Mage, Woman, Skarlet Anzi: ?
Vampire, Aura Jatheed: See Vampire, Gray Woman, Rival Vampire Lord, Vampire Lord, Aura Jatheed.
Vampire, Cleaner Necro: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Necro.
Vampire, Cleaner Sever: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Sever.
Vampire, Cleaner Torch: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Torch.
Vampire, Govenai: In life, Govenai was a native of Jerek'Ha, in the Old Countries; he was a Master of Brands who grew more and more afraid of death as he grew older. In a desperate attempt to stave off death, he created the Vivicant Brand, which reanimated him as Herol's first Vampire - an act which earned him the right to seek Immortality in the Sphere of Entropy, despite his limited "level". (OD&DITIES 09)
Vampire, Gray Woman, Rival Vampire Lord, Vampire Lord, Aura Jatheed: ?
Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Necro: ?
Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Sever: ?
Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Torch: ?
Vampire, Man, Master, Shriveled Ancient Vampire, Vampire Lord, Revelius Onar: ?
Vampire, Revelius Onar: See Vampire, Man, Master, Shriveled Ancient Vampire, Vampire Lord, Revelius Onar.
Vampire, Rudo: See Vampire, Treacherous Lover, Rudo.
Vampire, Sasha: See Vampire, Treacherous Lover, Sasha.
Vampire, Skarlet Anzi: See Vampire, Assistant, Athletic Woman With Gray Skin Red Eyes and Black Hair, Vampire Mage, Woman, Skarlet Anzi.
Vampire, Treacherous Lover, Rudo: ?
Vampire, Treacherous Lover, Sasha: ?
Vampire Ancient: ?
Vampire Ancient Shriveled, Revelius Onar: See Vampire, Man, Master, Shriveled Ancient Vampire, Vampire Lord, Revelius Onar.
Vampire Devilfish: In the depths of the seas and oceans of the world, their vampiric clerics sacrifice many who fall into their clutches. Others they drain of their life energies, turning them into wights. Vampiric devilfish never create other vampires, except among their own kind. Once a devil fish cleric has proved itself, it is transformed during a diabolical ceremony into a vampire. (PC3 Creature Crucible: The Sea People (Basic))
Vampire Devilfish, Saasskas: ?
Vampire Devilfish Patriarch: ?
Vampire Dwarf-Vampire, Blysker, Redtooth: A dwarf has met his ends at the hands of a vampire. Now, he has risen from his tomb and is preying on the dwarves of Lower Dengar. (GAZ6 The Dwarves of Rockhome (Basic))
Vampire F10, Sire Claude d'Ambreville: ?
Vampire Feral: Corrupt Blood magic item. (Battle for Carrion Vale)
Vampire Feral, Dark Figure, Fragile Undead Creature, Humanoid With Gray Skin and Red Eyes: ?
Vampire Lord, Aura Jatheed: See Vampire, Gray Woman, Rival Vampire Lord, Vampire Lord, Aura Jatheed.
Vampire Lord, Revelius Onar: See Vampire, Man, Master, Shriveled Ancient Vampire, Vampire Lord, Revelius Onar.
Vampire Lord Rival, Aura Jatheed: See Vampire, Gray Woman, Rival Vampire Lord, Vampire Lord, Aura Jatheed.
Vampire Mage, Woman, Skarlet Anzi: See Vampire, Assistant, Athletic Woman With Gray Skin Red Eyes and Black Hair, Vampire Mage, Woman, Skarlet Anzi.
Vampire Magic-User 5, Lord Ursus Longmane: ?
Vampire M9, Lord Piotr-Grygory Timenko: ?
Vampire M10, Lord Youri Ivanov: ?
Vampire M12, Lady Tatyana Gorevitch-Woszlany: ?
Vampire Mercenary, Cleaner Necro: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Necro.
Vampire Mercenary, Cleaner Sever: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Sever.
Vampire Mercenary, Cleaner Torch: See Vampire, Grizzled Cigar-Chomping Merc, Mercenary, Vampire Mercenary, Cleaner Torch.
Vampire Night Lord: ?
Vampire Night Lord, Valeska Vane: ?
Vampire Ogre: ?
Vampire Shriveled Ancient, Revelius Onar: See Vampire, Man, Master, Shriveled Ancient Vampire, Vampire Lord, Revelius Onar.
Vampire Thief 3: ?
Vampire T16, Sir Mikhail: ?
Vampire Nosferatu: The nosferatu's victims return from the dead three days later only if the nosferatu intended for them to do so. (DMR2 Creature Catalogue)
A nosferatu has all the abilities of the vampire, but may choose whether its victims come back as nosferatu or not. (GAZ3 The Principalities of Glantri)
Alone among his kind, prince Morphail can choose whether his victim will be a vampire or a nosferatu. (GAZ3 The Principalities of Glantri)
Vampire Nosferatu Chambahara Wizard-Priest 16, Ranjit Virishana, Prince of Surabad, Black Lama of Angorit: He became a nosferatu through a curse that struck him from a rotted ancient tome he discovered in an antediluvian ruin far to the east. (OD&DITIES 05)
Vampire Nosferatu M9, Lord Laszlo Wutyla: ?
Vampire Nosferatu M12, Lady Natacha Datchenka: ?
Vampire Nosferatu M12, Lady Szasza Markovitch: ?
Vampire Nosferatu M18, Sir Boris Gorevitch-Woszlany: ?
Vampire Nosferatu M28, Prince Morphail Gorevitch-Woszlany, Wizard-Prince of Boldavia, Wizard-Prince of Boldavia: Prince Morphail's power is due to his obsession with immortality. He managed to gain an Immortal's attention, and promised to serve him for as long as he would live in this world, if the Immortal would reveal him the path to Immortality. The Immortal was Alphaks (see module M1), a Lord of Entropy. He accepted Morphail's kind offer, and gave him a great quest at the end of which Morphail became a nosferatu. (GAZ3 The Principalities of Glantri)
Vampire Nosferatu Orc 29/SH12, Thar, King of the Broken Lands, Chief of Orcus Rex, Supreme Commander of the Legion: The undead's anger was such that the creature reached Thar and caught him off guard and alone. Thar was defeated and shortly after became a nosferatu himself. (GAZ10 The Orcs of Thar (Basic))
Vampire Werewolf Sorcerer: ?
Vane, Skarlet: See Ghost, Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass, Captain Skarlet Vane.
Vane, Valeska: See Vampire Night Lord, Valeska Vane.
Vapour Ghoul: See Ghoul Vapour.
Varrani Hagar: See Mummy Princess, Corpse Woman, True Mistress, Varrani Hagar.
Velon: See Haunt Ghost, Velon.
Velya: Velya are a weak form of underwater vampire. Some were once surface dwellers and these may he found inhabiting ancient cities which have now sunk beneath the waves. (AC9 Creature Catalogue)
A creature can only become a velya through an ancient and forgotten curse. (DMR2 Creature Catalogue)
As a youth, Caxctiou loved to explore old ruins. He and his companions entered large numbers of Taymora tombs to lay the dead to rest. One day they set off to explore the ruins on the Terraces. Led by their shark-kin guide, they entered an ancient temple and were confronted by the horrific form of Saasskas the Hissing Demon. Using her demonic powers, Saasskas claimed their minds and souls. Her undead servants leeched the life out of them and turned them into velya-the dreaded vampires of the deeps. (PC3 Creature Crucible: The Sea People (Basic))
Velya Swamp: The swamp velya's origin is identical to its ocean cousin. (DMR2 Creature Catalogue)
Velya Triton Cleric 14, Caxctiou, Baron of Calitar: As a youth, Caxctiou loved to explore old ruins. He and his companions entered large numbers of Taymora tombs to lay the dead to rest. One day they set off to explore the ruins on the Terraces. Led by their shark-kin guide, they entered an ancient temple and were confronted by the horrific form of Saasskas the Hissing Demon. Using her demonic powers, Saasskas claimed their minds and souls. Her undead servants leeched the life out of them and turned them into velya-the dreaded vampires of the deeps. (PC3 Creature Crucible: The Sea People (Basic))
Vengeful Spirit Undead: See Undead Spirit Vengeful.
Vengeful Undead Spirit: See Undead Spirit Vengeful.
Vexx: Here lies the coffin of the Vexx, a Champion of the Deep Mother. Vexx was laid to rest when K'lxtra's temples were destroyed many centuries ago. Nobberlochs sealed his coffin with their nasty secretions and he has waited patiently for release ever since. (Black Pudding #1)
Vicious Corpse Covered in Gnarled Coral Growths Legless: See Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths.
Vicious Corpse Legless Covered in Gnarled Coral Growths: See Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths.
Vicious Covered in Gnarled Coral Growths Corpse Legless: See Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths.
Vicious Covered in Gnarled Coral Growths Legless Corpse: See Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths.
Vicious Legless Corpse Covered in Gnarled Coral Growths: See Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths.
Vicious Legless Covered in Gnarled Coral Growths Corpse: See Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths.
Virishana, Ranjit: See Vampire Nosferatu Chambahara Wizard-Priest 16, Ranjit Virishana, Prince of Surabad, Black Lama of Angorit.
Visage Ghostly: See Ghostly Visage.
Vision: See Phantom Vision.
Vodnik, Man-Shaped Mass With Bloated Blood-Red Limbs of Mud and Strangling Grasses, Pond Demon, Servant, Boris: See Vodnik, Man-Shaped Mass With Bloated Blood-Red Limbs of Mud and Strangling Grasses, Pond Demon, Servant, Boris.
Vodnik, Man-Shaped Mass With Bloated Blood-Red Limbs of Mud and Strangling Grasses, Pond Demon, Servant, Boris: 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. (Witches of Frostwyck)
Voh: See Ghost, Lady Voh.
Volatile Corpse: ?
Volatile Corpse, Bloated Gray Corpse Covered in Throbbing Pustules: ?
Vorta Kurudai: See Noble Corpse, Vorta Kurudai.
Walking Dead: See Animated Dead, Walking Dead.
Wanderer Undead: See Undead Wanderer.
War Snail Pickled: See Pickled Snail War.
Warrior Dead Noble: See Knight Revenant, Dead Noble Warrior, Shambling Corpse, Undead Warrior.
Warrior Ghost: See Ghost, Warrior Ghost.
Warrior Mummified: See Mummy Warrior, Mummified Warrior.
Warrior Mummy: See Mummy Warrior.
Warrior Noble Dead: See Knight Revenant, Dead Noble Warrior, Shambling Corpse, Undead Warrior.
Warrior Undead: See Knight Revenant, Dead Noble Warrior, Shambling Corpse, Undead Warrior.
Warrior Undead: See Knight Revenant, Figure, Gaunt Figure, Undead Warrior.
Warrior Undead, Lord-Captain Garsa: See Knight Revenant, Gaunt Figure, Undead Warrior, Lord-Captain Garsa.
Warrior Undead, Sir Hush: See Knight Revenant, Undead Warrior, Sir Hush.
Warrior Undead, Sir Razizi: See Knight Revenant, Gaunt Figure, Undead Warrior, Sir Razizi.
Warrior Undead, Sir Tanavi: See Knight Revenant, Gaunt Figure, Undead Warrior, Sir Tanavi.
Weeping Ghost: See Ghost Weeping.
Werewolf Vampire Sorcerer: See Vampire Werewolf Sorcerer.
White Ethereal Serpent: See Aether Eel, Ethereal White Serpent.
White Serpent Ethereal: See Aether Eel, Ethereal White Serpent.
Wife, Rifka the Silt Queen: See Undead Mutant With Crocodile Claws Fish Tail and Mussels Armoring Her Limbs, Aquatic Mutant, Human Figure, Wife, Rifka the Silt Queen.
Wight: Any person totally drained of life energy by a wight will become a wight in 1-4 days.
Any character slain by a velya will return from death in three days as a wight. (DMR2 Creature Catalogue) (Basic Set Moldvay)
Any person totally drained of life energy by a wight will become a wight in 1d4 days. (Rules Cyclopedia)
Any character slain by a velya will return from death in three days as a wight. (DMR2 Creature Catalogue)
Any person totally drained of life energy by a wight will become a wight in 1-4 days. (B1-9 In Search of Adventure (Basic))
Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead. (Dragon 180)
These creatures exist in the Prime plane due to entropic magic. (Dragon 180)
After being killed by a wight, a victim's soul first goes to Limbo. There, it is stalked by the wight's mind, as the wight enters a catatonic trance that allows it to send its own soul after its victim. A wight's soul looks like a dark, frightening shadow straight from the deceased's worse nightmare. (Dragon 180)
The wight's soul is more powerful in Limbo than in the Prime plane, and it knows many tricks. It can cast the following spells once per visit in Limbo: hold person, phantasmal force, web, continual darkness, and hallucinatory terrain. It can also enter Limbo within 1d4 miles of its victim. The wight can sense the general direction of its victim. The energy drain ability functions in Limbo. A soul totally drained of its energy is forever destroyed. The wight's soul uses this ability to heal damage on its Prime plane body at the rate of 1d4 hp per hit die drained. (Dragon 180)
If it catches the hunted soul, the wight can instead bind it to the victim's corpse, thus creating another wight. If the victim's soul can stay clear of the wight for four Prime plane days (almost seven months in Limbo), the undead will give up the hunt. If the soul defeats the wight, the undead awakens from its trance. It may attempt a trance every night for four nights. The trance lasts 1d4 hours in the Prime plane, at which point the wight's intolerable hunger for flesh awakens it. Destroying the body of a ghoul or wight in the Prime plane also destroys its soul. (Dragon 180)
Corpses of humans or demihumans, possessed by malevolent spirits. (B/X Essentials: Monsters)
A person drained of all levels [by a wight] becomes a wight in 1d4 days, under the control of the wight that killed him or her. (B/X Essentials: Monsters)
Corpses of humans or demihumans, possessed by malevolent spirits. (Old-School Essentials Classic Fantasy: Monsters)
A person drained of all levels [by a wight] becomes a wight in 1d4 days, under the control of the wight that killed them. (Old-School Essentials Classic Fantasy: Monsters)
Corpses of humans or demihumans, possessed by malevolent spirits. (Old-School Essentials Classic Fantasy: Rules Tome)
A person drained of all levels [by a wight] becomes a wight in 1d4 days, under the control of the wight that killed them. (Old-School Essentials Classic Fantasy: Rules Tome)
A person drained of all [constitution]strength [by a barrow wight] becomes a wight in 1d4 days, under the control of the wight that killed them. (The Craft of the Wise: The Pagan Witch Tradition)
A person drained of all levels [by a wight] becomes a wight in 1d4 days, under the control of the wight that killed them. (The Hole in the Oak)
Create Lesser Undead (Ghouls and Wights) spell. (OD&DITIES 04)
The Miracle of Resurrection. (Wormskin Issue 4)
Wight, Jorg the Defiler: ?
Wight, Queen Zenobia: ?
Wight Barrow: Greater undead of fierce warriors. (The Craft of the Wise: The Pagan Witch Tradition)
Wind Wraith: See Wraith Wind.
Wight Gargantuan: Level-draining gargantuans (wights, wraiths, and spectres) can only be created or Called by a demon ruler, not by any mortal or lesser Immortal.
Wight Ogre: ?
Wight Powerful: ?
Wight Pygmy Mold-Covered: ?
Wight Triton: The triton swam upwards but was caught by devilfish warriors and a vampiric devilfish cleric. The warriors ripped up his body, but left him barely alive so that the cleric could drain his remaining life energy and turn him into a wight. (PC3 Creature Crucible: The Sea People (Basic))
Wight Witch: See Witch Wight.
Will-o-Wisp: ?
Will-o-Wisp, Green Orb of Light, Hovering Orb of Green Eldritch Light: ?
Witch Wight: About 1 in 10 slain ice witches rise again as witch wights, horrible frozen skeletal figures walking the icy land in search of the warmth of living souls. (Black Pudding #5)
Witch Wight, Agathu: ?
Witch-Lord Dead, Nikita the Marvelous: See Flameskull, Dead Witch-Lord, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Nikita the Marvelous.
Wizard-Prince of Boldavia: See Vampire Nosferatu M28, Prince Morphail Gorevitch-Woszlany, Wizard-Prince of Boldavia, Wizard-Prince of Boldavia.
Wolf Dire Zombie: See Zombie Dire Wolf.
Wolfhound Desiccated With Empty Eyesockets and Exposed Fangs: See Mummy Hound, Desiccated Wolfhound With Empty Eyesockets and Exposed Fangs, Mummified Hound.
Wolfhound With Empty Eyesockets and Exposed Fangs Desiccated: See Mummy Hound, Desiccated Wolfhound With Empty Eyesockets and Exposed Fangs, Mummified Hound.
Woman, Skarlet Anzi: See Vampire, Assistant, Athletic Woman With Gray Skin Red Eyes and Black Hair, Vampire Mage, Woman, Skarlet Anzi.
Woman Athletic With Gray Skin Red Eyes and Black Hair, Skarlet Anzi: See Vampire, Assistant, Athletic Woman With Gray Skin Red Eyes and Black Hair, Vampire Mage, Woman, Skarlet Anzi.
Woman Beautiful With Snaking Green Hair, Sofya: See Rusalka, Beautiful Woman With Snaking Green Hair, Beautiful Young Woman With Burning Green Eyes, River Demon, Servant, Sofya.
Woman Beautiful Young With Burning Green Eyes, Sofya: See Rusalka, Beautiful Woman With Snaking Green Hair, Beautiful Young Woman With Burning Green Eyes, River Demon, Servant, Sofya.
Woman Corpse, Varrani Hagar: See Mummy Princess, Corpse Woman, True Mistress, Varrani Hagar.
Woman Gray, Aura Jatheed: See Vampire, Gray Woman, Rival Vampire Lord, Vampire Lord, Aura Jatheed.
Woman With Burning Green Eyes Beautiful Young, Sofya: See Rusalka, Beautiful Woman With Snaking Green Hair, Beautiful Young Woman With Burning Green Eyes, River Demon, Servant, Sofya.
Woman With Burning Green Eyes Young Beautiful, Sofya: See Rusalka, Beautiful Woman With Snaking Green Hair, Beautiful Young Woman With Burning Green Eyes, River Demon, Servant, Sofya.
Woman With Gray Skin Red Eyes and Black Hair Athletic, Skarlet Anzi: See Vampire, Assistant, Athletic Woman With Gray Skin Red Eyes and Black Hair, Vampire Mage, Woman, Skarlet Anzi.
Woman With Snaking Green Hair Beautiful, Sofya: See Rusalka, Beautiful Woman With Snaking Green Hair, Beautiful Young Woman With Burning Green Eyes, River Demon, Servant, Sofya.
Worm Sarcophogal: Sarcophagal worms are undead, worm-like creatures created by evil clerics from the intestinal remains of someone who has been mummified, and are intended to bring that person eternal torment in the afterlife. (CC1 Creature Compendium)
Two conditions must be met to create sarcophagal worms—first, the intestines must not have been removed during the mummification process, and second, the cleric must be of sufficient level (10th or above) and read the required spell from the proper spell book. Once the mummified corpse’s sarcophagus has been closed, the worms will grow from the intestinal remains of the deceased, writhing inside the body. Any mummy cursed with sarcophagal worms is immune to the spell raise dead and, therefore, may never again become human. (CC1 Creature Compendium)
Because sarcophagal worms are created from the remains of the mummified corpse, like the mummy they are undead and exist in both the normal and the positive material plane. (CC1 Creature Compendium)
Wraith: Characters slain by a wraith will become wraithes under the control of the one that killed them after one day. (Expert Set Cook)
A victim slain by a wraith will become a wraith in one day. (Rules Cyclopedia)
Each desert zombie slain will cause a wraith to appear and attack its slayer 1 turn later. (GAZ13 The Shadow Elves (Basic))
Undead without physical forms (wraiths, spectres, haunts, spirits, etc.) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths. (Dragon 180)
These are the corrupted souls of evil beings whose hatreds drove them to return to the Prime plane. (Dragon 180)
A person drained of all levels [by a wraith] becomes a wraith in one day, under the control of the wraith that killed him or her. (B/X Essentials: Monsters)
1-in-6 drained [by a penangedusa] will rise as a penangedusa or wraith in 1d6 turns. (Black Pudding #1)
A person drained of all levels [by a wraith] becomes a wraith in one day, under the control of the wraith that killed them. (Old-School Essentials Classic Fantasy: Monsters)
A person drained of all levels [by a wraith] becomes a wraith in one day, under the control of the wraith that killed them. (Old-School Essentials Classic Fantasy: Rules Tome)
A person drained of all Wisdom [by a bananach] becomes a wraith in one day, under the control of the bánánach that killed him or her. (The Craft of the Wise: The Pagan Witch Tradition)
A person drained of all [Constitution]Wisdom [by a wind wraith] becomes a wraith in one day, under the control of the wind wraith that killed him or her. (The Craft of the Wise: The Pagan Witch Tradition)
Wraiths and Spectres - unlike most corporeal Undead, these monsters do not owe their existence to Govenai; most are ancient, created thousands of ago in a ritual employing the lost spell Unquiet Guardian. Those created since were made by the Undead themselves, since those slain by a Wraith or Spectre will rise again as the same sort of Undead which killed them. (OD&DITIES 10)
Create Greater Undead (Wraiths and Mummies) spell. (OD&DITIES 04)
Create Wraith spell. (GAZ5 The Elves of Alfheim (Basic))
Unquiet Guardian spell. (OD&DITIES 10)
Wraith Gargantuan: Level-draining gargantuans (wights, wraiths, and spectres) can only be created or Called by a demon ruler, not by any mortal or lesser Immortal.
Wraith Wind: Wind wraiths are the spirits of mortals that die in one of the elemental planes and become hopelessly lost and can't move over to the other side. (The Craft of the Wise: The Pagan Witch Tradition)
Wutyla Laszlo: See Vampire Nosferatu M9, Lord Laszlo Wutyla.
Wyrd: ?
Wyrd Greater: It is the result of a powerful undead spirit entering the body of a high level elf. (AC9 Creature Catalogue)
It is the result of a powerful undead spirit entering the body of a high-level elf. (DMR2 Creature Catalogue)
This more hideous variety of the normal wyrd is the result of a powerful undead spirit entering the body of a high level elf. (GAZ5 The Elves of Alfheim (Basic))
His [Hashaburminal's] first act was to rid the wizard Shadowelf of his body and use it to house the spirit of one of his followers, creating a Greater Wyrd. (GAZ5 The Elves of Alfheim (Basic))
Wyrd Normal: A Wyrd is an undead spirit inhabiting the body of an elf. (AC9 Creature Catalogue)
A wyrd (pronounced weerd) is an undead spirit inhabiting the body of an elf. (DMR2 Creature Catalogue)
A wyrd (pronounced "weerd") is an undead spirit inhabiting the body of an elf. (GAZ5 The Elves of Alfheim (Basic))
His [Hashaburminal's] first act was to rid the wizard Shadowelf of his body and use it to house the spirit of one of his followers, creating a Greater Wyrd. He then did the same for the wizard's followers, turning them into Normal Wyrds. (GAZ5 The Elves of Alfheim (Basic))
Wyrmling Dragon Star Red Dwarf, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Wyrmling Red Dwarf Star Dragon, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Wyrmling Star Dragon Red Dwarf, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Young Beautiful Woman With Burning Green Eyes, Sofya: See Rusalka, Beautiful Woman With Snaking Green Hair, Beautiful Young Woman With Burning Green Eyes, River Demon, Servant, Sofya.
Young Dragon, Proxima: See Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Red Dwarf Star Dragon Wyrmling, Skeletal Creature, Star Dragon, Young Dragon, Proxima.
Young Woman Beautiful With Burning Green Eyes, Sofya: See Rusalka, Beautiful Woman With Snaking Green Hair, Beautiful Young Woman With Burning Green Eyes, River Demon, Servant, Sofya.
Young Woman With Burning Green Eyes Beautiful, Sofya: See Rusalka, Beautiful Woman With Snaking Green Hair, Beautiful Young Woman With Burning Green Eyes, River Demon, Servant, Sofya.
Youri Ivanov: See Vampire M10, Lord Youri Ivanov.
Zenobia: See Haunt, Queen Zenobia.
Zenobia: See Wight, Queen Zenobia.
Zombie: Zombies are undead humans or demi-humans animated by some evil cleric or magic-user. (Basic Set Moldvay)
They are empty corpses animated by an evil magic-user or cleric. (Rules Cyclopedia)
His attack was overwhelming, and now he is turning the bodies of the slain elves into zombies. (GAZ5 The Elves of Alfheim (Basic))
Anyone who dies from having his blood drained by a Zargosian bat must succeed at a saving throw vs. spells or become an undead zombie one sleep after death. (HWR3 The Milenian Empire (Basic))
If the character should die from lack of food and water while under the influence of [zombie] broth, he becomes an undead zombie. (HWR3 The Milenian Empire (Basic))
Some of them are undead skeletons and zombies, but most are living humans under the influence of zombie broth. The broth is a magical fluid that saps the imbiber’s will, making him a mindless automaton. Zargosians use the liquid as the final step in making humans true undead zombies. (HWR3 The Milenian Empire (Basic))
The ceremony is being performed to change six humans into zombies. (HWR3 The Milenian Empire (Basic))
Skeletons and zombies can be created from any race that exists in the sea as well as from humans. (PC3 Creature Crucible: The Sea People (Basic))
The devilfish are fanatical in their devotion. The appearance of Saasskas the Hissing Demon has convinced them that they are the chosen people of the depths. Their mission is to bring death to all they find. Corpses are either eaten or turned into zombies or skeletons by the clerics. (PC3 Creature Crucible: The Sea People (Basic))
These are the lowest manifestations of evil magic. Someone in the Prime plane simply animated the remains of dead bodies, which does not affect their souls. (Dragon 180)
The crowd is actually composed of zombies, animated by Zarrin. (AJ1 Fugitive)
Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards. (B/X Essentials: Monsters)
Zombies are undead humans or demi-humans animated by an evil cleric or magic-user. (Dungeon Module X1.5 Dead Men Tell New Tales)
Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards. (Old-School Essentials Classic Fantasy: Monsters)
Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards. (Old-School Essentials Classic Fantasy: Rules Tome)
Zombies and Skeletons, of course, can be animated from any dead body. (OD&DITIES 10)
Zombies and Skeletons - the spell Animate Dead is available to both Clerics and Magi on Herol; however, Undead created by this spell are often weak, pathetic things, easily destroyed. Most “permanent” Undead of this type are created by Branding dead bodies (for Zombies) or etching a Brand-like sigil into the skulls of Skeletons. (OD&DITIES 10)
The Brands used to create these constructs were originally designed by followers of Govenai, but knowledge of their design has passed into common lore. (OD&DITIES 10)
Animate Dead spell. (Old-School Essentials Classic Fantasy: Rules Tome)
Animate Dead spell. (Expert Set Cook)
Animate Dead spell. (Rules Cyclopedia)
Animate Undead Army spell. (OD&DITIES 04)
Awakened Army spell. (OD&DITIES 10)
Wall of Doom spell. (OD&DITIES 04)
The Miracle of Resurrection. (Wormskin Issue 4)
Cauldron of the Dead magic item. (The Craft of the Wise: The Pagan Witch Tradition)
Zombie, Azoth: ?
Zombie, Brother Bertram: ?
Zombie, Demora: ?
Zombie, Durgan: ?
Zombie, Ferazar: ?
Zombie, Hyrrmor: ?
Zombie, Olmger: ?
Zombie, Omar the Lout: ?
Zombie Bog: The reanimated remains of a human that died in a peat bog. Often through violence or an improper sacrifice. (The Craft of the Wise: The Pagan Witch Tradition)
Whatever eldritch power brought them back makes them angry and they attack any who enter their territories. (The Craft of the Wise: The Pagan Witch Tradition)
Bog Zombies are more preserved in the peat and other bogs. (The Craft of the Wise: The Pagan Witch Tradition)
Zombie Bog: Sodden corpses of those hapless mortals who have died, accursed, in the bogs and swamps of the forest. Inhabited by the spirits of marsh-fires, they rise at night to wreak death and jealous vengeance upon the living. (Wormskin Issue 2)
Upon a successful hit with a damage roll of 4 or greater, a bog zombie clasps its hands around the throat of the victim, attempting to strangle it. The victim thence suffers 1d6 hit points’ automatic damage per round, until the zombie is killed. A victim killed in this way will be dragged into the bog and will rise the following night as a bog zombie. (Wormskin Issue 2)
Ritualistic bog-graves. The zombies are the victims of tribal sacrifices, buried in the marsh in order to appease ancient, heathen deities. (Wormskin Issue 2)
Zombie Cadaverous Monk: ?
Zombie Desert: If the PCs head into the appropriate area, they will soon be attacked by some of the desert zombies which the Crown of Corruption has created from the half-mummified corpses of humanoids (including elves) which lie buried in the Desert. (GAZ13 The Shadow Elves (Basic))
Zombie Devilfish: The zombies have been recently animated by a devilfish bishop hiding in the darkness, and they bear numerous fish gun darts and trident wounds. (PC3 Creature Crucible: The Sea People (Basic))
Zombie Dire Wolf: ?
Zombie Duergar: ?
Zombie Dwarf-Zombie Minion: He [Blysker] may have found some means to animate other dead dwarves (perhaps other family members of the player-characters) into dwarf-zombie minions. (GAZ6 The Dwarves of Rockhome (Basic))
Zombie Elf: ?
Zombie Exiled Mage Creation: Zombies in the above and underground area of the Dark Temple all have a particular look, as they were created by the Exiled Mage and the knowledge he learned from his corruption by the Dark God. (Dungeon Module X1.5 Dead Men Tell New Tales)
Zombie Gargantuan: ?
Zombie in Nautical Dress: See Pickled Pirate, Zombie in Nautical Dress.
Zombie Kitten Hairless Huge Red With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Zombie Kitten Hairless Red Huge With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Zombie Kitten Huge Hairless Red With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Zombie Kitten Huge Red Hairless With Golden Eyes: ?
Zombie Kitten Red Hairless Huge With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Zombie Kitten Red Huge Hairless With Golden Eyes: See Zombie Kitten Huge Red Hairless With Golden Eyes.
Zombie Kna: Standing on the deck is a kna zombie which was created by the lama on the preceding day. (PC3 Creature Crucible: The Sea People (Basic))
Zombie Lizardman: Only sustained by ancient magic. (GAZ2 The Emirates of Ylaruam (Basic))
Zombie Shark-Kin: ?
Zombie Minotaur: ?
Zombie Mycotic: 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. (Orbital Vampire Tower)
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. (Star Dragon Rage)
MUSHROOMS. Glistening orange cap, feathery blue stalk. Toxic when eaten. Spores cause Mycotic Infection (mutate into fungus-zombie, 1 week). (Star Dragon Rage)
MYCOTIC INFECTION (Star Dragon Rage)
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. (Star Dragon Rage)
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). (Star Dragon Rage)
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. (Witches of Frostwyck)
Zombie Mycotic, Corpse, Person With Orange Fungal Growths in a Haze of Spores: ?
Zombie Mycotic, Fungus-Zombie, Person With Orange Fungal Growths in a Haze of Spores: ?
Zombie Mycotic, Person With Orange Fungal Growths in a Haze of Spores: ?
Zombie Mycotic, Selig: 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. (Star Dragon Rage)
Zombie Ogre: ?
Zombie Ratpeople: ?
Zombie Solar: Animated by sunlight. (Orbital Vampire Tower)
Zombie Solar, Burnt Corpse, Corpse, Corpse Covered in Charcoal and Flame: ?
Zombie Solar, Corpse Covered in Charcoal and Flame: ?
Zombie Solar, Figure, Flaming Figure: ?
Zombie Super: ?
Zombie Wolf Dire: See Zombie Dire Wolf.

Basic TSR Books
Basic Set Moldvay
Undead: Any victim who dies from having his or her blood drained by a giant vampire bat must save vs. Spells or become an undead creature 24 hours after death. (If D&D EXPERT rules are used this may be a vampire.)
Ghoul: ?
Mummy: ?
Skeleton: Animated skeletons are undead creatures often found near graveyards, dungeons, or other deserted places. They are used as guards by the high level magic-user or cleric who animated them.
Thoul: A thoul is a magical combination of a ghoul, a hobgoblin, and a troll.
Vampire: Any victim who dies from having his or her blood drained by a giant vampire bat must save vs. Spells or become an undead creature 24 hours after death. (If D&D EXPERT rules are used this may be a vampire.)
A character slain by a vampire will return from death as a vampire in 3 days. (Expert Set Cook)
Wight: Any person totally drained of life energy by a wight will become a wight in 1-4 days.
Zombie: Zombies are undead humans or demi-humans animated by some evil cleric or magic-user.

Expert Set Cook
Mummy: ?
Spectre: A character slain by a spectre will rise the next night as a spectre.
Undead: Undead are evil creatures whose forms were created through dark magic.
Vampire: A character slain by a vampire will return from death as a vampire in 3 days.
Wraith: Characters slain by a wraith will become wraithes under the control of the one that killed them after one day.

Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

FIFTH LEVEL MAGIC-USER AND ELF SPELLS
Animate Dead Range: 60'
Duration: indefinite
This spell allows the caster to make animated skeletons or zombies from normal skeletons or dead bodies within the range of the spell. These animated dead will obey the caster until they are destroyed or dispelled by a cleric or dispel magic.
The spell animates 1 hit die of skeletons or zombies for every level the caster has. Thus a 12th level magic-user could animate 12 human skeletons or 6 human zombies. Skeletons have AC 7 and the same hit dice as the original creature. Zombies have AC 8 and one more hit die than the living creature had. Character levels are not counted when a character is animated, thus a first level magic-user animated as a zombie will have 2d8 hit points. Animated creatures do not have any spells or special abilities.

D&D Companion Set (BECMI Ed.) (Basic)
Haunt: A haunt is an undead soul of some creature (usually human) unable to rest. Haunts are most often encountered near the spots where their mortal bodies died—often a bog, old forest, or dungeon.
Banshee: It is rumored that a banshee is the soul of an evil female elf, atoning for its misdeeds in life.
Ghost: Some ghosts appear in forms related to their death. A drowned human might appear soaked in water, soaking all things around it; the ghost of a person who died of fire might appear cloaked in ethereal flames.
A Neutral ghost is a human soul who has become trapped, unable to rest, either because the body remains unburied, or because the being was greatly betrayed, harmed, or cursed.
Poltergeist: ?
Phantom: ?
Apparition: Any human or demi-human slain by an apparition will become one in one week; the only way to avoid this fate is to cast a dispel evil spell on the body before casting a raise dead (all within the week's time). If a raise dead is cast without the dispel evil, the character will revive, apparently none the worse for the experience —but will begin to fade a week later, turning into an apparition.
Shade: ?
Vision: ?
Spirit: Spirits are powerful evil beings inhabiting the bodies (or body parts) of others.
Druj: ?
Odic: ?
Revenant: ?
Ghoul: ?
Skeleton: ?
Wight: ?
Mummy: ?
Spectre: ?
Vampire: ?
Wraith: ?
Lich: ?

D&D Master Set (BECMI ed.) (Basic)
Undead Beholder: An undead beholder is similar to a living one, but is a construct created for some specific evil purpose.
Vampire Devilfish: ?
Lich: A lich is a powerful undead monster of magical origin. It looks like a skeleton wearing fine garments, and was once an evil and chaotic magic-user or cleric of level 21 or greater (often 27-36).
Nightshade: They are all extremely rare, usually created or summoned for a specific purpose by a more powerful being.
Nightcrawler: ?
Nightwalker: ?
Nightwing: ?

Undead: Whenever an energy-draining undead slays a victim, the victim later rises as an undead of the same type, under the control of the slayer.
Create Magical Monsters spell.
Phantom Apparition: ?
Haunt Banshee: ?
Death Leech: ?
Spirit Druj: ?
Haunt Ghost: ?
Ghoul: ?
Mummy: If a cleric becomes a mummy (through a process known only to the ancient high priests of certain religions), the undead mummy may use clerical spells to the full extent possessed in life and may control other undead as well (see Lieges and Pawns).
Spirit Odic: ?
Haunt Poltergeist: ?
Spirit Revenant: ?
Sacrol: ?
Phantom Shade: ?
Skeleton: ?
Spectre: ?
Vampire: ?
Velya: ?
Phantom Vision: ?
Wight: ?
Wraith: ?
Zombie: ?
Zombie Minotaur: ?

Create Magical Monsters
Range: 60 feet
Duration: 2 turns
Effect: Creates one or more monsters
This spell is similar to the 7th-level create normal monsters spell, except that monsters with some special abilities (up to two asterisks) can be created. The range and duration are double those of the lesser spell. All other details are the same: the creatures are chosen by the caster, appear out of thin air, and vanish at the end of the spell duration.
The total number of Hit Dice of monsters appearing is equal to the level of the magic-user casting the spell. Humans and demihumans may not be created by this spell, but undead are permitted. Creatures of 1-1 Hit Die are counted as 1 Hit Die; creatures of 1/2 Hit Die or less are counted as 1/2 Hit Die each.
Special Note: To create a construct (as defined in the Companion Set DM's Book, page 21), the proper materials must be used with this spell. Only one construct will appear, regardless of the caster's Hit Dice; but it is permanent, and does not vanish at the end of the spell duration. The construct, however, may have only two asterisks (special abilities) or less. The cost of materials is a minimum of 5,000 gp per asterisk (or more, depending on your campaign).

D&D Immortals Set (BECMI ed.) (Basic)
Basic
Undead: ?
Skeleton: ?
Zombie: ?
Ghoul: ?
Wight: ?
Wraith: ?
Mummy: ?
Spectre: ?
Vampire: ?
Phantom: ?
Haunt: ?
Spirit: ?
Nightshade: ?
Lich: ?
Nightcrawler: ?
Nightwalker: ?
Nightwing: ?
Druj: ?
Odic: ?
Revenant: ?
Undead Beholder: ?
Undead Gargantua: ?
Gargantuan Skeleton: ?
Gargantuan Zombie: ?
Gargantuan Ghoul: ?
Gargantuan Wight: ?
Gargantuan Wraith: Level-draining gargantuans (wights, wraiths, and spectres) can only be created or Called by a demon ruler, not by any mortal or lesser Immortal.
Gargantuan Mummy: Level-draining gargantuans (wights, wraiths, and spectres) can only be created or Called by a demon ruler, not by any mortal or lesser Immortal.
Gargantuan Spectre: Level-draining gargantuans (wights, wraiths, and spectres) can only be created or Called by a demon ruler, not by any mortal or lesser Immortal.

Rules Cyclopedia
Undead: The undead are creatures that were once alive but now owe their existence to powerful supernatural or magical forces upon their spirits or bodies.
A 1st level character hit by an energy drain attack is killed and often returns as an undead under the control of the slayer. If not specified, this occurs 24-72 hours after death.
Any victims who die from having their blood drained by a giant vampire bat must make a saving throw vs. spells or become an undead creature 24 hours after death.
Create Magical Monsters spell.
Beholder Undead: An undead beholder is similar to a living one, but is a construct created for some specific evil purpose. All undead beholders are constructs; "real" beholders never become undead.
Ghoul: ?
Haunt: A haunt is an undead soul of some creature (usually human) unable to rest.
Haunt Banshee: It is rumored that a banshee is the soul of an evil female elf, atoning for its misdeeds in life.
Haunt Ghost: A Neutral ghost is a human soul who has become trapped, unable to rest, either because the body remains unburied, or because the being was greatly betrayed, harmed, or cursed.
Haunt Poltergeist: ?
Lich: A lich is a powerful undead monster of magical origin. It looks like a skeleton wearing fine garments, and was once an evil and chaotic magic-user or cleric of level 21 or greater (often 27-36).
Mummy: Mummies are undead monsters; the carefully-prepared and bandage-swathed remains of long-dead nobles and guardians—who lurk near deserted ruins and tombs. Mummies are often created as guardians for these tombs; they are charged with the task of killing anyone who breaks into the tomb, even if they must follow the trespassers to the very ends of the earth.
Nightshade: They are all extremely rare, usually created or summoned for a specific purpose by a more powerful being.
Nightshade Nightcrawler: ?
Nightshade Nightwalker: ?
Nightshade Nightwing: ?
Phantom: ?
Phantom Apparition: Any human or demihuman slain by an apparition will become one in one week; the only way to avoid this fate is to cast a dispel evil spell on the body before casting a raise dead (all within the week's time). If a raise dead is cast without the dispel evil, the character will revive, apparently none the worse for the experience—but will begin to fade a week later, turning into an apparition.
Phantom Shade: ?
Phantom Vision: ?
Skeleton: Animated skeletons are undead creatures often used as guards by the high level magic-user or cleric who animated them, or by greater undead creatures who command them.
Animate Dead spell.
Spectre: A character slain by a spectre will rise the next night as a spectre.
Spirit: Spirits are powerful evil beings inhabiting the bodies (or body parts) of others; they are among the nastiest of undead monsters.
Spirit Druj: ?
Spirit Odic: ?
Spirit Revenant: ?
Vampire: Any character slain by a vampire will return from death in three days.
Wight: Any person totally drained of life energy by a wight will become a wight in 1d4 days.
Wraith: A victim slain by a wraith will become a wraith in one day.
Zombie: They are empty corpses animated by an evil magic-user or cleric.
Animate Dead spell.

Fourth Level Clerical Spells
Animate Dead
Range: 60'
Duration: Permanent
Effect: Creates zombies or skeletons This spell allows the caster to make animated, enchanted skeletons or zombies from normal skeletons or dead bodies within range. These animated undead creatures will obey the cleric until they are destroyed by another cleric or a dispel magic spell.
For each experience level of the cleric, he may animate one Hit Die of undead. A skeleton has the same Hit Dice as the original creature, but a zombie has one Hit Die more than the original. Note that this doesn't count character experience levels as Hit Dice: For purposes of this spell, all humans and demihumans are 1 HD creatures, so the remains of a 9th level thief would be animated as a zombie with 2 HD.
Animated creatures do not have any spells, but are immune to sleep and charm effects and poison. Lawful clerics must take care to use this spell only for good purpose. Animating the dead is usually a Chaotic act.

Fifth Level Magical Spells
Animate Dead
Range: 60'
Duration: Permanent
Effect: Creates zombies or skeletons This spell allows the spellcaster to make animated, enchanted skeletons or zombies from normal skeletons or dead bodies within range. These animated undead creatures will obey the cleric until they are destroyed by another cleric or a dispel magic spell.
For each experience level of the cleric, he may animate one Hit Die of undead. A skeleton has the same Hit Dice as the original creature, but a zombie has one Hit Die more than the original. Note that this doesn 't count character experience levels as Hit Dice: For purposes of this spell, all humans and demihumans are 1 HD creatures, so the remains of a 9th level thief would be animated as a zombie with 2 HD.
Animated creatures do not have any spells.

Eighth Level Magical Spells
Create Magical Monsters
Range: 60'
Duration: Two turns
Effect: Creates one or more monsters This spell is similar to the 7th level create normal monsters spell, except that it can create monsters with some special abilities (up to two asterisks). The range and duration are double those of the lesser spell. All other details are the same: the creatures are chosen by the caster, appear out of thin air, and vanish at the end of the spell duration.
The total number of Hit Dice of monsters appearing is equal to the level of the magic-user casting the spell (again, dropping fractions if the caster's level is not an exact multiple of the creatures' Hit Dice). The spell does not create humans or demihumans, but can create undead. Creatures of 1-1 Hit Die count as 1 Hit Die; creatures of 1/2 Hit Die or less count as 1/2 Hit Die each.
Special Note: This spell can create a construct (as defined in Chapter 14) if the spellcaster uses the materials normally required for the construct's creation. Only one construct will appear, regardless of the caster's Hit Dice; but it is permanent, and does not vanish at the end of the spell duration—though it still may be dispelled at normal chances of success. This construct may have only two asterisks (special abilities) or less; see Chapter 14 for lists of the known types of constructs and the number of special abilities they have. The cost of materials is a minimum of 5,000 gold pieces per asterisk (or more, depending on your campaign). Chapter 16 contains more rules for enchanting magical items (including constructs), and has suggestions regarding nondispellable constructs.

AC9 Creature Catalogue
Undead: The undead are beings who owe their existence to the action of powerful forces on the bodies and spirits of dead creatures.
Any 1st level character struck by an energy drain attack is killed; the victim later rises as an undead of the same type, under the control of the slayer. In this case, the armour class and Hit Dice 01. the victim become those of the standard undead form, hut the hit points are one half of those possessed in life. (Note that such a victim does not rise immediately, hut usually after a period of 24-72 hours, or as given in each monster description).
Agarat: ?
Dark-Hood, Rorphyr: ?
Death Leech: ?
Dragon Undead: An undead dragon is the body of a dead dragon animated by an undead spirit.
Elder Ghoul: ?
Grey Philosopher: A grey philosopher is the undead spirit of a chaotic cleric who died with some important philosophical deliberations unresolved in his or her mind.
Grey Philosopher Malice: Over the centuries, the evil notions of the philosopher take on a substance and will of their own. These animated thoughts, known as malices, appear as small, luminous, translucent whisps with vaguely human faces, gaping maws and spindly, clawed hands.
A grey philosopher typically creates 2-8 malices for each century of its deliberations.
Haunt Lesser: Like the greater haunts (banshees, ghosts and poltergeist, the lesser haunt is the ghost-like spirit of some dead character or creature which is unable to rest for some reason (the need to pass on some message, or to fulfill a broken oath, for example), and is bound to a particular location. This is often the place where their mortal bodies perished - often a gloomy bog, tangled forest, or abandoned dungeon.
Mesmer: ?
Phygorax: ?
Possession, Sword Spirit: Possessions, also known as sword spirits, are undead creatures which haunt specific, precious objects, especially if the objects have led to the deaths of those seeking them. Possessions can be found haunting suits of armour, weapons, staves, or any other sort of object, and will always seek to cause the maximum amount of misery and discomfort to those with whom they come into contact.
Sacrol: Sacrol appear only in places of widespread death: battlefields, sacked temples, and plague-ridden areas. They are the collected angry Spirits of the dead, and as such have a great hatred for the living, especially for their slayers.
Topi: Topis are undead human or humanoid creatures similar to zombies. Before these creatures are animated, however, the corpses are shrunk until they are only 2 feet tall, giving them dark, wrinkled, leathery skin, This process is long and complex, and is known only to certain primitive tribes.
Vapour Ghoul: These creatures form in areas of strife where the vapours are heavy.
Velya: Velya are a weak form of underwater vampire. Some were once surface dwellers and these may he found inhabiting ancient cities which have now sunk beneath the waves.
Wyrd Normal: A Wyrd is an undead spirit inhabiting the body of an elf.
Wyrd Greater: It is the result of a powerful undead spirit entering the body of a high level elf.

DMR2 Creature Catalogue
Darkhood: ?
Dragon Undead: An undead dragon is the body of a dead dragon animated by an undead spirit.
Ghoul Elder: ?
Gray Philosopher: A gray philosopher is the undead spirit of a chaotic cleric who died with some important philosophical deliberations unresolved in his or her mind.
Gray Philosopher Malice: Over the centuries, the evil notions of the philosopher take on substance and gain a will of their own. These animated thoughts are known as malices.
Haunt Lesser: Like the greater haunts (banshees, ghosts and poltergeist, described under Haunt in the D&D® Rules Cyclopedia), the lesser haunt is the ghost-like spirit of some dead character or creature which is unable to rest for some reason (the need to pass on some message or to fulfill a broken oath, for example).
Mesmer: ?
Topi: Topis are undead human or humanoid creatures similar to zombies. Before these creatures are animated, however, the corpses are shrunk until they are only two feet tall, giving them dark, wrinkled, leathery skin. This process is long and complex, and is known only to certain primitive tribes.
Vampire Nosferatu: The nosferatu's victims return from the dead three days later only if the nosferatu intended for them to do so.
Velya: A creature can only become a velya through an ancient and forgotten curse.
Velya Swamp: The swamp velya's origin is identical to its ocean cousin.
Wyrd Normal: A wyrd (pronounced weerd) is an undead spirit inhabiting the body of an elf.
Wyrd Greater: It is the result of a powerful undead spirit entering the body of a high-level elf.

Wight: Any character slain by a velya will return from death in three days as a wight.

AC10 Bestiary of Dragons & Giants (Basic)
Nightwalker: ?

B1-9 In Search of Adventure (Basic)
Basic
Haunt: A haunt is a ghost-like spirit of a dead character or creature. There is some reason why the spirit cannot rest, usually a message to be delivered to those who enter the haunted area.
Thoul: A thoul is a magical combination of a ghoul, a hobgoblin, and a troll.
Zombie: ?
Skeleton: ?
Ghoul: ?
Wight: Any person totally drained of life energy by a wight will become a wight in 1-4 days.
King Alexander, Haunt: ?
Queen Zenobia, Haunt: ?
Queen Zenobia, Wight: ?
Demetrius, Spirit: This was once the bedroom of Demetrius, a 6th level cleric. Demetrius was an elder in the cult of Usamigans. His twin brother. Darius, was a 6th level cleric in the cult of Zargon. Years ago, Demetrius vowed to destroy the cult of Zargon, especially his evil brother. But Demetrius was assassinated before he could even begin his quest.
Demetrius made a dying wish that his spirit live on until Darius was destroyed.

B1 In Search of the Unknown (Basic)
Zombie: ?
Ghoul: ?
Skeleton: ?

B2 The Keep on the Borderlands (Basic)
Undead: ?
Skeleton: ?
Zombie: ?
Ghoul: ?
Wight: ?
Wraith: ?

B3 Palace of the Silver Princess (Orange Cover)
Ghost: ?
Wight: ?
Poltergeist: ?
Skeleton: ?
Lady Argenta, Ghost: ?
The Silver Warrior, Lady Argenta's Knight, Ghost: ?

B5 The Horror on the Hill
Ghoul: ?
Skeleton: ?
Thoul: ?
Zombie: ?

Champions of Mystara: Heroes of the Princess Ark (Basic)
Undead: Some societies fear the spirits of the dead will come back to haunt them, and practice elaborate rituals designed to prevent this.
Hosadus: ?
Synn, Greater Night Dragon: ?
Night Dragon: Night Dragons are chaotic dragons that have become the undead servants of Immortals in the Sphere of Entropy.
Lesser Night Dragon: ?
Greater Night Dragon: ?
Wight: ?
Wraith: ?
Vampire: ?
Nightshade: ?
Zombie: ?
Ghoul: ?
Ghost: ?
Ghostly Knight: ?
Crimson Spectre, Red Ghost, Red Skeleton: ?
Lich: ?
Skeleton: ?
Revenant: ?
Thoul: ?
Azoth, Zombie: ?
Zombie: ?

GAZ1 The Grand Duchy of Karameikos (Basic)
Nosferatu: ?

GAZ2 The Emirates of Ylaruam (Basic)
Undead: ?
Undead Lizardman: Only sustained by ancient magic.
Undead Lizardman Cleric: Only sustained by ancient magic.
Undead Lizardman Magic-User: Only sustained by ancient magic.
Ghoul: ?
Haunt: ?
Lich: ?
Mummy: ?
Phantom: ?
Skeleton: ?
Spectre: ?
Spirit: ?
Wight: ?
Wraith: ?
Zombie Lizardman: Only sustained by ancient magic.
Zombie: ?

GAZ3 The Principalities of Glantri
Vampire: Alone among his kind, prince Morphail can choose whether his victim will be a vampire or a nosferatu.
Nosferatu: A nosferatu has all the abilities of the vampire, but may choose whether its victims come back as nosferatu or not.
Alone among his kind, prince Morphail can choose whether his victim will be a vampire or a nosferatu.
Undead: Third Circle Necromancer power.
Lich: Fifth Circle Necromancer power.
Prince Morphail Gorevitch-Woszlany, Nosferatu M28: Prince Morphail's power is due to his obsession with immortality. He managed to gain an Immortal's attention, and promised to serve him for as long as he would live in this world, if the Immortal would reveal him the path to Immortality. The Immortal was Alphaks (see module M1), a Lord of Entropy. He accepted Morphail's kind offer, and gave him a great quest at the end of which Morphail became a nosferatu.
Lady Natacha Datchenka, Nosferatu M12: ?
Sir Boris Gorevitch-Woszlany, Nosferatu M18: ?
Lady Tatyana Gorevitch-Woszlany, Vampire M12: ?
Sire Claude d'Ambreville, Vampire F10: ?
Sir Mikhail, Vampire T16: ?
Lord Youri Ivanov, Vampire M10: ?
Lady Szasza Markovitch, Nosferatu M12: ?
Lord Piotr-Grygory Timenko, Vampire M9: ?
Lord Laszlo Wutyla, Nosferatu M9: ?
Lady Myra McDuff, Haunt M10: Years ago, a large orcish tribe from the Wendarian Reaches overran her barony. After the orcish king forced her to marry him and bear his child, he assassinated her. After the garrison from Fort Nordling drove the orcs back to the mountains, Myra returned to the tower as a ghost and tricked the Viceroy into believing she was still alive.
Prince Brannart McGregor, Lich M33: He attained the status of lichdom years ago when overusing the powers of the Radiance.

Create Undead (Third Circle): Upon completion of studies in the Third Circle, a necromancer may create undead monsters. He must first research the arcane ceremony and components needed to create each type of undead desired and write them down in his Book of Necrology. Finding these dark ceremonies is similar to spell research (see "Creating Spells and Magical Items"); each two HD of undead equals a level of spell research. For example, creating zombies requires first level spell research, wraiths require second level research, fifth level for vampires, ninth level for revenants, etc. Necromancers cannot create liches at any level whatsoever.
Each undead a necromancer creates remains permanently under the necromancer's control; the control undead ability is not needed. The necromancer cannot create more HD of undead during any one ceremony than he has levels of experience. The ceremony takes 1d6 turns for creatures with no special abilities (no asterisk after their HD statistics). Otherwise, the ceremony takes 1d6 hours per asterisk. For example, a ceremony to create skeletons takes 1d6 turns; creating vampires takes 1d6 hours; ghosts require 4d6 hours. A body is necessary for each corporeal undead (skeletons, zombies, wights, vampires, etc). Only a portion of a body is required for immaterial undead (wraiths, haunts, phantoms and spirits), although each part must come from a different body. Created undead are permanent and cannot be dispelled, except for skeletons and zombies.
A roll of 01 causes the necromancer's life-force to be partially drained, his attempt failing lamentably. He suffers Id6 points of damage per HD of undead he attempted to create, plus 5 for each asterisk (no save). If the necromancer dies, he immediately becomes an undead of the type he attempted to create.
Attain Lichdom (Fifth Circle): The High Master of Necromancy can become a lich of the appropriate level. The ordeal of becoming a lich takes a day per level of experience. Once a lich, the necromancer remains one forever. He controls undead as per rules on Lieges and Pawns (see DM Masters Book, page 22 for more detail). This power replaces the normal necromancer's control undead ability. The lich otherwise retains all other abilities particular to necromancers.
The prime components of this power are a pint of venom from a nightcrawler's tail stinger and the skull of a red imp (see "Critters from the Cauldron").
There are other liches in the world, but only one at any time can be a necromancer lich (the High Master).
A roll of 01 determines the High Master's ultimate fate. He immediately becomes a true Immortal, a screaming demon (see D&D® Immortal set) under the DM's control. The creature gates to the Sphere of Entropy after totally wrecking the necromancer's tower and ravaging his dominion, if any.

GAZ4 The Kingdom of Ierendi (Basic)
Undead: Ether weirds have the unique property of draining energy from both the living and the magically-created undead.
Centuries of Makai chiefs and shamans have been buried in the cliff caves along the southwestern coast. Some cave entrances are below sea level, some open on the cliff walls, and some are accessible only by tunnels down from the cliff tops. Many contain native wealth and items of sorcerous and spiritual power. All are protected by traps, spirit barriers, and the curse of the living dead.
Spiritless form of the Tribal Ancestor, Unrepentant Dead: ?
Ghost: ?
Jaime Honey-Creeper Ahua, Neutral Lich Equivalent: An undead whose body is preserved by combination of sorcery, ancient rituals, and Immortal artifacts.
Walking Dead, Animated Dead: ?
Zombie: ?
Haunting Spirit: ?

GAZ5 The Elves of Alfheim (Basic)
Wyrd: ?
Wyrd Normal: A wyrd (pronounced "weerd") is an undead spirit inhabiting the body of an elf.
His [Hashaburminal's] first act was to rid the wizard Shadowelf of his body and use it to house the spirit of one of his followers, creating a Greater Wyrd. He then did the same for the wizard's followers, turning them into Normal Wyrds.
Wyrd Greater: This more hideous variety of the normal wyrd is the result of a powerful undead spirit entering the body of a high level elf.
His [Hashaburminal's] first act was to rid the wizard Shadowelf of his body and use it to house the spirit of one of his followers, creating a Greater Wyrd.
Undead: Elves are not usually candidates for becoming undead beings, except for those who are made into zombies and skeletons. Even the Bad Magic points rarely produce undead creatures.
Ghoul: ?
Hashaburminal, Hashburminal, Hasaburminal, Lich M 31: When the elves were creating Alfheim, The Empire of Nithia sent an expedition to find out what was going on. The leader of the expedition was Prince Hashaburminal, a noted wizard with necromantic leanings.
His expedition was caught in the backwash of the magic and was literally buried. Hasaburminal used his magic to barely preserve his life, as a lich.
Spectre: His [Hashaburminal's] first act was to rid the wizard Shadowelf of his body and use it to house the spirit of one of his followers, creating a Greater Wyrd. He then did the same for the wizard's followers, turning them into Normal Wyrds.
Using the energy of the displaced Shadowelf spirits, he managed to recreate the bodies of his followers and turn them into skeletons. The spirits of the followers that hadn't been turned into wyrds became spectres.
These are the spirits of the lich's former followers, affected by his create spectre spell, a specialized version of the create magical monsters spell.
Create Spectre spell.
Non-Corporeal Undead: ?
Phantom Apparition: ?
Revenant: ?
Undead Elf: ?
Skeleton: His [Hashaburminal's] first act was to rid the wizard Shadowelf of his body and use it to house the spirit of one of his followers, creating a Greater Wyrd. He then did the same for the wizard's followers, turning them into Normal Wyrds.
Using the energy of the displaced Shadowelf spirits, he managed to recreate the bodies of his followers and turn them into skeletons. The spirits of the followers that hadn't been turned into wyrds became spectres.
Elf-Spectre: These are the spirits of elves of Shadowtree who were hit by the lich's spectres.
Elf Zombie: ?
Mummy: ?
Nightcrawler: ?
Phantom: ?
Zombie: His attack was overwhelming, and now he is turning the bodies of the slain elves into zombies.
Wraith: Create Wraith spell.

Level VII: create wraith.
Level VIII: create spectre.

GAZ6 The Dwarves of Rockhome (Basic)
Vampire: ?
Undead Beholder: Rockhome dwarves speculate that the ones which are encountered are created by the magicians of Glantri and floated over into the dwarf-kingdom for purposes of harassment.
Blysker, Redtooth, Dwarf-Vampire: A dwarf has met his ends at the hands of a vampire. Now, he has risen from his tomb and is preying on the dwarves of Lower Dengar.
Dwarf-Zombie Minion: He [Blysker] may have found some means to animate other dead dwarves (perhaps other family members of the player-characters) into dwarf-zombie minions.

GAZ7 The Northern Reaches (Basic)
Zombie: ?

GAZ8 The Five Shires (Basic)
Ghoul: ?
Haunt: ?
Banshee: ?
Ghost: ?
Poltergeist: ?
Lich: ?
Nightwing: ?
Skeleton: ?
Specter: ?
Vampire: ?
Vision: ?
Wight: ?
Zombie: ?
Wraith: ?

GAZ9 The Minrothad Guilds (Basic)
Vampire: ?

GAZ10 Orcs of Thar
Thar, King of the Broken Lands, Chief of Orcus Rex, Supreme Commander of the Legion, Nosferatu Orc 29/SH12: The undead's anger was such that the creature reached Thar and caught him off guard and alone. Thar was defeated and shortly after became a nosferatu himself.
Ghost: ?
Mummy: She managed to recover parts of her late husband, which she reanimated in the form of a mummy.
Mummifiers, Chalhuanaca & Son: Priests and nobles are traditionally mummified after their death. This is one of the best known places where mummification is performed.
The Chalhuanacas are a family of goblins who have been practicing mummification for generations, using obscure shamanistic rituals. The Chalhuanacas also run a butcher stand at the market where they sell discarded organs as gourmet food, or spell casting components to wiccas and priests.
Is it commonly thought that mummification ensures life after death. Mummies are placed in family crypts under the city; these places are taboo. Mummies are rumored to animate and stalk their profaners until they get revenge by way of horrifying curses.
The mummified remains of orcish high priests.
Dormant Undead: ?
Nightshade: ?
Nightwalker: ?
Nightwing: ?
Vampire: ?
Nosferatu: ?
Wizard-Prince of Boldavia, Nosferatu: ?

GAZ11 The Republic of Darokin (Basic)
Undead: ?
Henry Ithel: ?
Mummy: ?
Skeleton: ?

GAZ12 The Golden Khan of Ethengar (Basic)
Undead: ?
Wraith: ?
Revenant: ?
Ghost: ?
Lich: ?
Skeleton: ?
Spectre: ?
Spirit: ?
Druj: ?
Odic: ?
Wight: ?
Wraith: ?
Zombie: ?

GAZ13 The Shadow Elves (Basic)
Undead: Crown of Corruption artifact.
Desert Zombie: If the PCs head into the appropriate area, they will soon be attacked by some of the desert zombies which the Crown of Corruption has created from the half-mummified corpses of humanoids (including elves) which lie buried in the Desert.
Skeletal Fire-Breathing Reptile: ?
Shallatariel, Undead Shadow Elf Wizard 18: Here the shriveled remains of Shallatariel are kept on their feet by the hideous Crown of Corruption, pulsing with power and evil.
Ghoul: ?
Druj: ?
Mummy: ?
Spectre: ?
Wraith: Each desert zombie slain will cause a wraith to appear and attack its slayer 1 turn later.

The Crown of Corruption: This malefic gold crown is set with 4 huge rubies, which can be treated as soul crystals (two of 6th, two of 7th level, with 5d10 souls in each). No Radiance spells can be cast from it, however. Rather, the wearer of the Crown gains the following benefits: a natural base AC of -4; complete immunity to all charm, hold, sleep, paralysis, death magic (including disintegration) and gaseous attacks; and the ability to radiate both fear and curse (reverse of bless) within 20' (separate saving throws needed). The wearer can also cast animate dead 3 times per day. The wearer of the Crown at once becomes a Chaotic Undead, subservient to the Crown, but retaining all class-based abilities.

HWR1 Sons of Azca (Basic)
Death Leech: ?
Vapour Ghoul: ?

HWR2 Kingdom of Nithia (Basic)
Spirit: Never kill a Nithian, for his undead spirit will curse you and your family.
Undead Warrior: Create Undead Warrior pyramid power.
Undead Warrior Fighter 8: ?
Hutaatep, Undead Gnoll Cleric 28: ?
Ghost: ?
Vampire: ?

Create Undead Warrior: This magic is used by followers of the Immortals of Entropy to create guardians for crypts, strongholds, and other places of power. For detailed information on the processes by which a body is mummified, consult your local library's Egyptology section. However, in game term the process involves special enchanted lacquers, and a complex curing process. During this time, the mummy is bathed in pyramid energy (100 points per week) for 9 weeks. At the end of this time, the final 100 points are shunted into an amulet that places the undead warrior under the creator’s control.
Undead warriors fight and cast spells at the same levels of ability as when they were alive. Movement rates are also the same. They react to clerical “turning undead” at the level of a vampire. It is also immune to spells such as charm. Due to the enchanted lacquers and special drying processes used in their creation, all undead warriors have a base Armor Class of 2. They can wear armor and use the same weapons they used in life.
In combat, the undead warrior is a tireless fighting machine. It does not check morale, nor does it give quarter. If the party chooses to retreat or run away, the undead warrior pursues, not stopping until it either destroys the party to the last character or is itself destroyed.

HWR3 The Milenian Empire (Basic)
Ghost: ?
Skeleton: ?
Wraith: ?
Zombie: Anyone who dies from having his blood drained by a Zargosian bat must succeed at a saving throw vs. spells or become an undead zombie one sleep after death.
If the character should die from lack of food and water while under the influence of [zombie] broth, he becomes an undead zombie.
Some of them are undead skeletons and zombies, but most are living humans under the influence of zombie broth. The broth is a magical fluid that saps the imbiber’s will, making him a mindless automaton. Zargosians use the liquid as the final step in making humans true undead zombies.
The ceremony is being performed to change six humans into zombies.

Zombie Broth: This is a foul-smelling magical potion. Zargosians typically brew it in large iron cauldrons, adding unspeakable ingredients. They use this concoction as the first step in the process of turning people into zombies.
Any human, demihuman, or humanoid who drinks zombie broth must immediately attempt a saving throw vs. poison. If successful, there is no effect.
If the saving throw is missed, the character's Intelligence drops to 3, and he loses all self-motivation and willpower. His movement rate drops to 60' (20'). The character is effectively a sluggish, mindless automaton.
A victim of zombie broth must obey the commands of anyone without hesitation, and will even kill himself if told to do so. He can perform only very simple tasks, such as talking, walking, opening a door, picking up or dropping objects, or rowing a boat. The character automatically misses in combat; he is simply too "out of it" to fight. Spell casting is out of the question. The potion also acts like a truth serum; the character will answer any questions to the best of his ability.
The effects of drinking zombie broth last for one full sleep. During this time, the character cannot hold down nor has a hunger for normal food and drink-the hapless victim craves only more zombie broth. If the character should die from lack of food and water while under the influence of the broth, he becomes an undead zombie.

PC1 Creature Crucible: Tall Tales of the Wee Folk (Basic)
Undead: Very powerful fairies may learn the secrets of animating dead, but this art has been forever and absolutely forbidden by the Fairy Court.
Incorporeal Undead Spirit: Fairies who become involved in necromancy, it is believed, are reincarnated not as fairies, but as incorporeal undead spirits (especially banshees).
Banshee: Fairies who become involved in necromancy, it is believed, are reincarnated not as fairies, but as incorporeal undead spirits (especially banshees).
Ghoul: ?
Ghost: ?

PC3 Creature Crucible: The Sea People (Basic)
Undead: ?
Spectre: ?
Sasskas, Devilfish Vampire: ?
Wight: ?
Triton Wight: The triton swam upwards but was caught by devilfish warriors and a vampiric devilfish cleric. The warriors ripped up his body, but left him barely alive so that the cleric could drain his remaining life energy and turn him into a wight.
Caxctiou, Baron of Calitar, Velya Triton Cleric 14: As a youth, Caxctiou loved to explore old ruins. He and his companions entered large numbers of Taymora tombs to lay the dead to rest. One day they set off to explore the ruins on the Terraces. Led by their shark-kin guide, they entered an ancient temple and were confronted by the horrific form of Saasskas the Hissing Demon. Using her demonic powers, Saasskas claimed their minds and souls. Her undead servants leeched the life out of them and turned them into velya-the dreaded vampires of the deeps.
Velya: As a youth, Caxctiou loved to explore old ruins. He and his companions entered large numbers of Taymora tombs to lay the dead to rest. One day they set off to explore the ruins on the Terraces. Led by their shark-kin guide, they entered an ancient temple and were confronted by the horrific form of Saasskas the Hissing Demon. Using her demonic powers, Saasskas claimed their minds and souls. Her undead servants leeched the life out of them and turned them into velya-the dreaded vampires of the deeps.
Zombie: Skeletons and zombies can be created from any race that exists in the sea as well as from humans.
The devilfish are fanatical in their devotion. The appearance of Saasskas the Hissing Demon has convinced them that they are the chosen people of the depths. Their mission is to bring death to all they find. Corpses are either eaten or turned into zombies or skeletons by the clerics.
Mesmer: ?
Skeleton: Skeletons and zombies can be created from any race that exists in the sea as well as from humans.
The devilfish are fanatical in their devotion. The appearance of Saasskas the Hissing Demon has convinced them that they are the chosen people of the depths. Their mission is to bring death to all they find. Corpses are either eaten or turned into zombies or skeletons by the clerics.
Shark-Kin Skeleton: ?
Shark-Kin Zombie: ?
Wraith: ?
Devilfish Vampire: In the depths of the seas and oceans of the world, their vampiric clerics sacrifice many who fall into their clutches. Others they drain of their life energies, turning them into wights. Vampiric devilfish never create other vampires, except among their own kind. Once a devil fish cleric has proved itself, it is transformed during a diabolical ceremony into a vampire.
Undead Fish: The fish are undead created by the sea hag.
Deep Sea Ghoul: ?
Ghoul: ?
Ghoul Fish: Once scavengers and hunters, they have been turned into ghouls by the devilfish.
Elder Ghoul Fish: ?
Mummy: ?
Vampiric Devilfish Patriarch: ?
Super Zombie: ?
Kna Zombie: Standing on the deck is a kna zombie which was created by the lama on the preceding day.
Devilfish Zombie: The zombies have been recently animated by a devilfish bishop hiding in the darkness, and they bear numerous fish gun darts and trident wounds.

PC4 Night Howlers
Ghost: ?
Vampire: ?

The Haunted Tower (Basic)
Zombie: ?
Ghost: ?
Vampire: ?
Skeleton: ?
Ghoul: ?
Wight: ?
Wraith: ?
Mummy: ?
Sir Matthew, Mummy: When the spell was cast by the Mad Mage during the War of Sword and Wand, he was caught outside. The ground beneath him became a huge bog. Sir Matthew was unable to reach solid ground and was sucked beneath the bog’s surface. The evil of the fens mixed with his angry spirit, which was frustrated at not dying nobly in battle, and he rose from the bog as a mummy
Sir Jameson the Defender, Specter: This tower was formerly a fighters’ academy established by Sir Jameson the Defender. Sir Jameson and all who were in the tower died in the horrible spell cast by the Mad Mage. Sir Jameson’s vengeful spirit has refused to seek final rest, and it tries with all its might to gain revenge even in death upon the magic-users of Wizardspire.
Lord Ursus Longmane, Vampire Magic-User 5: ?
Specter: ?

Basic Dragon Magazine
Dragon 163
Night Dragon: Night Dragons are particularly chaotic dragons that have become the undead servants of Immortals in the Sphere of Entropy.
Night Dragon Lesser: ?
Night Dragon Greater: ?

Dragon 168
Undead: Finally, there are renegades among dragons who deliberately choose to serve one of the Spheres of Power during their existence on the Prime Plane. They can no longer conduct the Ceremony of Sublimation from the moment they become renegades. Spells (possibly clerical) may be granted by their patron Immortal in the chosen sphere. Renegades either become mavericks if they retain followers, undead creatures if followers of Entropy (such as the Night Dragon in the series, "The Voyage of the Princess Ark"), or are destroyed at the end of their lives in the Known World.
Night Dragon: Finally, there are renegades among dragons who deliberately choose to serve one of the Spheres of Power during their existence on the Prime Plane. They can no longer conduct the Ceremony of Sublimation from the moment they become renegades. Spells (possibly clerical) may be granted by their patron Immortal in the chosen sphere. Renegades either become mavericks if they retain followers, undead creatures if followers of Entropy (such as the Night Dragon in the series, "The Voyage of the Princess Ark"), or are destroyed at the end of their lives in the Known World.

Dragon 174
Errant Soul: It is an undead that rose from the remains of a being who was once powerful through the use of cinnabryl. The original being aged beyond its natural life span, then died when it ran out of cinnabryl or when the cinnabar poison subsided from its body. The chances of an errant soul forming are equal to 1% per century of the being's final age at the time of his death. For example, a 350-year-old creature dying of one of these two causes has a 3% chance of becoming an errant soul. This presumes the original body is intact and left in a crypt or another secure area where it becomes a dry, mummified husk. The errant soul rises on the 10th day after the being's death.

Dragon 180
Undead: Undead are abominations that should not normally exist, except that sometimes intense emotions or evil magic interfere with order in the Prime plane. Some undead maintain links with Limbo.
Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead.
Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths.
Ghoul: Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead.
These creatures exist in the Prime plane due to entropic magic.
Mummy: Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead.
A mummy is the result of a curse cast by someone who is already dead and desires revenge on the mummy-to- be. The caster of the curse refused eternal rest and remained in Limbo in order to take its revenge.
The curse has the power to send a soul eater (see AC9 Creature Catalogue) after its victim's soul soon after the latter's arrival in Limbo. The soul eater will stalk the victim until the latter can locate and destroy the caster of the curse. If the soul eater effectively defeats the soul, it will drag it back to the victim's mummified corpse, to which it will be bound.
Lich: Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead.
Magic is required to create a lich, allowing the soul of the lich-to-be to travel to Limbo where it must accomplish a quest. The object of the quest is usually to gain some form of evil magic or a spell that will bind the soul back to its body and suspend its decay. Depending on the time the lich's soul takes to meet its goals, the body may reach an advanced stage of decay. There have been cases of liches that accomplished their quests quickly enough to prevent major deterioration of their bodies, but as long as a few bones are left, a lich may yet succeed in its scheme. If nothing is left of the body, the lich cannot further its quest and is trapped in Limbo.
Wight: Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead.
These creatures exist in the Prime plane due to entropic magic.
After being killed by a wight, a victim's soul first goes to Limbo. There, it is stalked by the wight's mind, as the wight enters a catatonic trance that allows it to send its own soul after its victim. A wight's soul looks like a dark, frightening shadow straight from the deceased's worse nightmare.
The wight's soul is more powerful in Limbo than in the Prime plane, and it knows many tricks. It can cast the following spells once per visit in Limbo: hold person, phantasmal force, web, continual darkness, and hallucinatory terrain. It can also enter Limbo within 1d4 miles of its victim. The wight can sense the general direction of its victim. The energy drain ability functions in Limbo. A soul totally drained of its energy is forever destroyed. The wight's soul uses this ability to heal damage on its Prime plane body at the rate of 1d4 hp per hit die drained.
If it catches the hunted soul, the wight can instead bind it to the victim's corpse, thus creating another wight. If the victim's soul can stay clear of the wight for four Prime plane days (almost seven months in Limbo), the undead will give up the hunt. If the soul defeats the wight, the undead awakens from its trance. It may attempt a trance every night for four nights. The trance lasts 1d4 hours in the Prime plane, at which point the wight's intolerable hunger for flesh awakens it. Destroying the body of a ghoul or wight in the Prime plane also destroys its soul.
Spectre: Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths.
These are the corrupted souls of evil beings whose hatreds drove them to return to the Prime plane.
Spectres, however, often are followers of Entropy sent back to the Prime plane by a fiend to complete a quest.
Wraith: Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths.
These are the corrupted souls of evil beings whose hatreds drove them to return to the Prime plane.
Haunt: Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths.
Spirit: Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths.
Skeleton: These are the lowest manifestations of evil magic. Someone in the Prime plane simply animated the remains of dead bodies, which does not affect their souls.
Zombie: These are the lowest manifestations of evil magic. Someone in the Prime plane simply animated the remains of dead bodies, which does not affect their souls.
Ghost: If the body decayed beyond any possible recovery, was damaged to a point it couldn't conceivably live, or was already disposed of (cremated, buried deep in the ground, etc.), then the soul is in danger of becoming a ghost. Make a Wisdom Check based on the original character's score. If it succeeds, the soul immediately returns to Limbo. If not, it becomes a ghost trapped in the Prime plane.
If the mummy is destroyed before it achieves its goal, the curse prevents the soul from then earning eternal rest. It must then attempt to return to the Prime plane, again, and seek revenge on those who destroyed its corpse. It returns as a ghost that can cast curses of insanity. Only a wish or a remove curse spell cast by a 20th-level spell-caster can cure a mummy's curse.
Vampire: The “gift” of vampirism is a magical disease created by an Immortal of Entropy and brought to the Prime plane in an attempt to spread sorrow and destruction. Mortal magic or medicine cannot cure this disease. It prevents the soul of a victim from entering Limbo at the time of death; the soul remains in the corpse to rise again later.
Phantom Apparition: Although treated as an undead, the apparition is the reflection in the Prime plane of a Master of Chaos.
For the same cost as a making poltergeist, a Master of Chaos can also create an apparition in the Prime plane.
Phantom Shade: The shade is the undead servant of a fiend. It is the corrupted soul of someone who was captured in Limbo and taken away to the fiend's plane.
Phantom Vision: The vision is an amalgam of the souls of warriors who died on a battlefield and found a way to return to the site. Their emotions were so intense at the time of their death that they couldn't leave the place.
Haunt Poltergeist: Although treated as an undead form, the poltergeist is in truth the extension of a Minion of Chaos.
A Minion of Chaos can also create poltergeists. Each poltergeist it creates temporarily reduces the Minion's hit points by 10%, rounded up (or by 5 hp, whichever is greater). If the poltergeist is destroyed in the Prime plane, those hit points are recovered.
Spirit Druj: The druj and the revenant are similar to the ghost in that the soul returned to the body sometime after death. The difference is that the original, evil character was 18th level or higher and his soul may reanimate the corpse even though it has reached an advanced state of decay.
Spirit Revenant: The druj and the revenant are similar to the ghost in that the soul returned to the body sometime after death. The difference is that the original, evil character was 18th level or higher and his soul may reanimate the corpse even though it has reached an advanced state of decay.
Spirit Odic: The odic is the soul of an evil monster whose body was totally destroyed before the soul's return to the Prime plane.
Nightshade: Very rare on Mystara, these undead are constructs built by fiends to further some grand, evil scheme. Fiends use the souls of shades as the basic element to build nightshades.
Minion of Chaos: These chaotic denizens of Limbo were lost souls once.
Master of Chaos: A Minion of Chaos may become a Master of Chaos if it destroys a Master in combat.

Basic 3rd Party
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).

Acid Metal Howl
Undead: ?
Ghostly Visage: ?
Sister Nora, Ghost: ?

AJ1 Fugitive
Zombie: The crowd is actually composed of zombies, animated by Zarrin.

AJ2 Vandar's Lost Home
Ghoul: ?
Wight: ?

B/X Essentials: Monsters
Undead: A victim killed by [a giant vampire bat's] blood drain becomes undead (possibly a vampire) after 24 hours (save vs spells).
Ghoul: ?
Mummy: ?
Skeleton: Skeletal remains of humanoids, reanimated as guardians by powerful magic-users or clerics.
Spectre: A person drained of all levels [by a spectre] becomes a spectre next night, under the control of the spectre that killed him or her.
Thoul: ?
Vampire: A person drained of all levels [by a vampire] becomes a vampire in 3 days.
A victim killed by [a giant vampire bat's] blood drain becomes undead (possibly a vampire) after 24 hours (save vs spells).
Wight: Corpses of humans or demihumans, possessed by malevolent spirits.
A person drained of all levels [by a wight] becomes a wight in 1d4 days, under the control of the wight that killed him or her.
Wraith: A person drained of all levels [by a wraith] becomes a wraith in one day, under the control of the wraith that killed him or her.
Zombie: Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards.

Barrow Keep: Den of Spies
Revenant: Appearing much as they did in life, revenants returned from the world beyond the veil to complete some unfinished task—often taking revenge.
Shade, Hungry Shadow: ?
Shade Lord: ?
Shade Bound: ?
Previous Archon's Ghost: ?
Ghost: ?
Former Master's Ghost: ?
Ancient Archon's Ghost: ?
Old Sorcerer's Ghost: ?
Old Knight's Ghost: ?
Ghostly Ally: ?
Angry Spirit of Someone Murdered and Buried Without the Proper Rites: ?
Spirit: ?
Wraith: ?

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.

Blasphemy Leek
Vampire: Those slain [by the vampire's consume blood drain] thus save v. death. Success indicates they rise three nights later as a lesser vampire under its control.
Undead: ?
Vampire Thief 3: ?
Ghost: “You just had to go pick the house that was haunted by that family of murder victims, right?”

CC1 Creature Compendium
Bestial Beast: Bestial beasts are the spectral presences of centaurs who were particularly evil during their life.
Chotogor: At death, the deceased’s spirit either could not find its way to the afterworld, or refused reincarnation, preferring instead to haunt the world of the living. This spirit returns to re-inhabit its former body and rise as a chötgör,
The soul of any victim [of a chotogor] left unburied will rise as a chötgör after a number of days equal to its hit dice (provided the corpse remains uneaten). Even a body given a proper burial has a 1-in-3 chance of rising as a chötgör unless dispel evil is cast upon it before it rises.
Draugr: Draugen (sing.=“draugr”) are the animated corpses of once great warriors driven in their afterlife by jealousy and contempt for the living, as well as a burning greed that never lets them rest.
Fetch: ?
Jenglot: It is believed that jenglots become undead through a process similar to that of liches, enacted by the grant of an evil deity to whom the jenglot (in his previous demihuman form) petitioned for immortality.
Lich Nephil: Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed.
Mummy Animal: Some animal mummies are created to provide companionship to the deceased in the afterlife, while others are mummified in honor of deities or notable figures.
Mummy Animal Baboon: ?
Mummy Animal Beetle: ?
Mummy Animal Cat: ?
Mummy Animal Crocodile: ?
Mummy Animal Jackal: ?
Mummy Animal Mongoose: ?
Mummy Animal Serpent: ?
Skeleton Ruby: Ruby skeletons are specially enchanted skeletons.
Skeleton Rupture: Rupture skeletons appear as standard skeletons, and are animated in the standard fashion, but the skeletons have been “armed” with a magical trap by the magic-user that animated them.
Skeleton Stone: Stone skeletons appear as standard skeletons and are animated in the standard fashion, but the bones of the corpse have fossilized.
Spirit Flailing: A flailing spirit is the spirit of a person who was so evil during their life that, upon their death, their spirit was literally ripped to shreds.
Striga: A striga appears with owl-like body and a woman’s head, but began life as a human female. A female corpse no more than 1 day dead may be transformed into a striga via the 5th level clerical spell create striga (range: touch; duration: immediate, area of effect: 1 female corpse).
Create Striga spell.
Worm Sarcophogal: Sarcophagal worms are undead, worm-like creatures created by evil clerics from the intestinal remains of someone who has been mummified, and are intended to bring that person eternal torment in the afterlife.
Two conditions must be met to create sarcophagal worms—first, the intestines must not have been removed during the mummification process, and second, the cleric must be of sufficient level (10th or above) and read the required spell from the proper spell book. Once the mummified corpse’s sarcophagus has been closed, the worms will grow from the intestinal remains of the deceased, writhing inside the body. Any mummy cursed with sarcophagal worms is immune to the spell raise dead and, therefore, may never again become human.
Because sarcophagal worms are created from the remains of the mummified corpse, like the mummy they are undead and exist in both the normal and the positive material plane.
Lich: Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed.
Mummy: ?
Skeleton: ?
Spectre: ?
Vampire: ?
Wight: ?
Zombie: ?

5th level clerical spell create striga (range: touch; duration: immediate, area of effect: 1 female corpse).

Desert Angel Fiasco
Solar Zombie: ?
Varrani Hagar, Mummy Princess, Corpse Woman, True Mistress: ?

DF12: High Atop Dragonmount
Skeleton: ?
Melgaster, Ghoul: ?

DF17: The Endless Tunnels Of Enlandin
Skeleton: ?
Zombie: ?
Ghoul: ?
Mummy: ?
Wight: ?

DNH3 - The City of Talos (Complete Edition)
Undead: ?
Ghost: ?
Ghost Strangling: Anyone strangled by a strangling ghost will rise as a strangling ghost within 1d6 days.
Apparition: ?
Banshee: ?
Ghost of a Miner Who Died in a Cave-In: ?
Ghoul: ?
Pack-Hunting Undead Corpse Eater: ?
Mummy: ?
Vampire: ?
Powerful Wight: ?
Wight: ?
Wraith: ?
Duergar Zombie: ?
Ogre Zombie: ?
Zombie: ?

Dungeon Module X1.5 Dead Men Tell New Tales
Zombie: Zombies are undead humans or demi-humans animated by an evil cleric or magic-user.
Skeletal Snake-Man: ?
Partial Skeleton: ?
Skeleton: ?
Mold-Covered Pygmy-Wight: ?
Zombie Exiled Mage Creation: Zombies in the above and underground area of the Dark Temple all have a particular look, as they were created by the Exiled Mage and the knowledge he learned from his corruption by the Dark God.
Wight: ?
Mage-Mummy: The forces of darkness have somehow corrupted him so fully he is now a Mummy.
Ghostly Apparition: An evil Druid was penalized for her crimes against nature, a rival goddess binding her to the roots of a great tree on a remote island. Cursed to remain bound to the tree for all eternity, the spirit's hatred and evil heart slowly corrupted the island's creatures, vegetation and water supply. Victims of her corruption now roam the island as ghostly apparitions, bent on driving intruders mad. They cannot be harmed but are ever-present, continually seeking new prey to haunt and torment.
Great Evil Spirit of the Tree: An evil Druid was penalized for her crimes against nature, a rival goddess binding her to the roots of a great tree on a remote island. Cursed to remain bound to the tree for all eternity, the spirit's hatred and evil heart slowly corrupted the island's creatures, vegetation and water supply.

FX1 Fifty Fiends
Undead: Two energy planes exist—the Positive Energy Plane (from which the animating spark of life hails) and the Negative Energy Plane (from which the sinister taint of undeath hails).
Constructs, deathless, undead, and (conjured) elementals are usually created, and therefore usually understand the language of their creator.
Skeleton: ?
Zombie: ?
Ghoul: ?
Mummy: ?
Shadow: ?
Wight: ?
Wraith: ?
Ghost: ?

GL0 The Haunted Tower
Crawling Corpse: Crawling corpses result when an Animate Dead spell affects a body which is seriously incomplete, such as one which has been dismembered or partially eaten. For those bodies which can move normally, of course, this is not a problem; someone who has been decapitated still makes a pretty good zombie. However, some of these corpses cannot even walk normally. Those which have to pull themselves around with their forelimbs become Crawling Corpses.
Zombie: ?
Skeleton: ?
Haint: ?
Poltergeist: ?
Spectre: ?

GL1 The Nameless Dungeon
Ghoul: ?
Zombie: ?
Skeleton: ?

Invasion of the Tuber Dudes
Skellington: If any PCs drink from the river, they must save vs paralysis or 50 percent chance they will change into a Skellington. If they fall in the river, they must save vs paralysis or 100 percent chance they will change into a Skellington. It happens immediately and nothing short of a Wish can change them back.

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: ?

Old-School Essentials Classic Fantasy: Monsters
Undead: A victim killed by blood drain [from a vampire bat] becomes undead (possibly a vampire) after 24 hours (save versus spells).
Ghoul: ?
Mummy: ?
Skeleton: Skeletal remains of humanoids, reanimated as guardians by powerful magic-users or clerics.
Spectre: A person drained of all levels [by a spectre] becomes a spectre next night, under the control of the spectre that killed them.
Vampire: A person drained of all levels [by a vampire] becomes a vampire in 3 days.
A victim killed by blood drain [from a vampire bat] becomes undead (possibly a vampire) after 24 hours (save versus spells).
Wight: Corpses of humans or demihumans, possessed by malevolent spirits.
A person drained of all levels [by a wight] becomes a wight in 1d4 days, under the control of the wight that killed them.
Wraith: A person drained of all levels [by a wraith] becomes a wraith in one day, under the control of the wraith that killed them.
Zombie: Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards.

Old-School Essentials Classic Fantasy: Rules Tome
Undead: A victim killed by blood drain [from a giant vampire bat] becomes undead (possibly a vampire) after 24 hours (save versus spells).
Ghoul: ?
Mummy: ?
Skeleton: Skeletal remains of humanoids, reanimated as guardians by powerful magic-users or clerics.
Animate Dead spell.
Spectre: A person drained of all levels [by a spectre] becomes a spectre next night, under the control of the spectre that killed them.
Vampire: A person drained of all levels [by a vampire] becomes a vampire in 3 days.
A victim killed by blood drain [from a giant vampire bat] becomes undead (possibly a vampire) after 24 hours (save versus spells).
Wight: Corpses of humans or demihumans, possessed by malevolent spirits.
A person drained of all levels [by a wight] becomes a wight in 1d4 days, under the control of the wight that killed them.
Wraith: A person drained of all levels [by a wraith] becomes a wraith in one day, under the control of the wraith that killed them.
Zombie: Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards.
Animate Dead spell.

Magic-User Spells
5th Level Spells
Animate Dead
Duration: Permanent
Range: 60’
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies:
Obedient: They obey the caster’s commands.
Special abilities: They are unable to use any special abilities (including spell casting) that they possessed in life.
Duration: They remain animated until they are destroyed or until a dispel magic spell is cast upon them.
Number: The spell animates a number of Hit Dice of zombies or skeletons equal to the caster’s level:
Skeletons: Have AC 7 [12] and HD equal to those the creature had in life.
Zombies: Have AC 8 [11] and HD one greater than the creature had in life.
Classed characters: If a PC or NPC with levels in a class is reanimated by this spell, the levels are not counted as HD. For example, the reanimated corpse of a 5th level fighter would have 2 HD (1 HD as a normal human, +1 for being reanimated as a zombie).

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: ?

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: ?

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?”

The Craft of the Wise: The Pagan Witch Tradition
Bananach: Semi-transparent specters of witches that haunt battlefields or other areas of great violence.
Wraith: A person drained of all Wisdom [by a bananach] becomes a wraith in one day, under the control of the bánánach that killed him or her.
A person drained of all [Constitution]Wisdom [by a wind wraith] becomes a wraith in one day, under the control of the wind wraith that killed him or her.
Fetch: An undead duplicate of a person to warn of their death.
It is, in fact, their ghost from the moment of their death sent back as an omen.
Grim: ?
Schreckengeist: The ghost of a former adventurer.
Barrow Wight: Greater undead of fierce warriors.
Wight: A person drained of all [constitution]strength [by a barrow wight] becomes a wight in 1d4 days, under the control of the wight that killed them.
Wind Wraith: Wind wraiths are the spirits of mortals that die in one of the elemental planes and become hopelessly lost and can't move over to the other side.
Bog Zombie: The reanimated remains of a human that died in a peat bog. Often through violence or an improper sacrifice.
Whatever eldritch power brought them back makes them angry and they attack any who enter their territories.
Bog Zombies are more preserved in the peat and other bogs.
Banshee: ?
Ghost: ?
Skeleton: Cauldron of the Dead magic item.
Zombie: Cauldron of the Dead magic item.
Vampire: ?

Cauldron of the Dead
This heavy cauldron of dark iron is large enough to accommodate a Medium-sized creature.
• Animate Dead. One Skeleton or Zombie can be raised per body added.

The Hole in the Oak
Spectral Hunter: ?
Spectral Hound: ?
River Ghoul, Sodden Ghoul: ?
Demi-Ghoul: ?
Jorg the Defiler, Wight: ?
Wight: A person drained of all levels [by a wight] becomes a wight in 1d4 days, under the control of the wight that killed them.
Undead: ?
Reanimated Serpent: ?
Mummified Reptile: ?
Black Skeleton: ?

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: ?

The Weird That Befell Drigbolton
Moronic Phantom: ?
Zombie: ?

Winter's Daughter (Old-School Version)
Floating Skeleton: ?
Sir Chyde, Ghost: ?

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: ?

Basic 3rd Party Magazines
Black Pudding #1
Werewolf Vampire Sorcerer: ?
Penangedusa: 1-in-6 drained [by a penangedusa] will rise as a penangedusa or wraith in 1d6 turns.
Wraith: 1-in-6 drained [by a penangedusa] will rise as a penangedusa or wraith in 1d6 turns.
Undead: ?
Vexx: Here lies the coffin of the Vexx, a Champion of the Deep Mother. Vexx was laid to rest when K'lxtra's temples were destroyed many centuries ago. Nobberlochs sealed his coffin with their nasty secretions and he has waited patiently for release ever since.

Black Pudding #2
Skeleton: ?
Kisser: Kissers crawl out of old crypts and graves tainted by a fetid fungus of unearthly origins.
Elegrain, Spirit: ?

Black Pudding #3
Undead: ?

Black Pudding #5
Skeleton: ?
Omar the Lout, Zombie: ?
Zombie:
Armol, Spectre:
?
Ghoul: ?
Wight: ?
Wraith: ?
Undead: ?
Ratpeople Zombie: ?
Witch Wight: About 1 in 10 slain ice witches rise again as witch wights, horrible frozen skeletal figures walking the icy land in search of the warmth of living souls.

Black Pudding #6
Agathu, Witch Wight: ?

OD&DITIES 03
Skeleton: ?
Zombie: ?

OD&DITIES 04
Skeleton: Animate Undead Army spell.
Zombie: Animate Undead Army spell.
Wall of Doom spell.
Vampire: ?
Nosferatu: ?
Mummy: ?
Lich: Lichcraft spell.
Undead: Alternative spells exist that create more unusual undead, summon stranger fiends, and perform nastier rituals, However, those are rare and unusual, and may be found only in the most potent and well-guarded Grimoires.
Undead Dragon: Animate Undead Dragon spell.
Undead Pawn: ?
Animated Undead: ?
Wraith: Create Greater Undead (Wraiths and Mummies) spell.
Mummy: Create Greater Undead (Wraiths and Mummies) spell.
Ogre Mummy: ?
Ghoul: Create Lesser Undead (Ghouls and Wights) spell.
Wight: Create Lesser Undead (Ghouls and Wights) spell.
Ogre Wight: ?
Spectre: Create Major Undead (Spectres and Vampires) spell.
Vampire: Create Major Undead (Spectres and Vampires) spell.
Ogre Vampire: ?
Banshee: ?

Animate Undead Army
Ninth Level Necromancer Spell
Range: 1-mile radius
Duration: One day per necromancer level
Effect: Raises an army of the dead
This 1-turn long ritual spell, when cast near an unhallowed graveyard or battle site, will temporarily raise an army of the dead from the ground, to serve and battle for the necromancer. Ten hit dice of skeletons and, if appropriate, zombies, will rise from the earth per level of the necromancer, provided the DM adjudicates that that many dead might be in the area. Note that this spell will not affect the dead resting in properly consecrated and maintained holy grounds.
The army will be armed if weapons are available (such as on a battlefield), as appropriate.
Material Components: The tibia of a Chaotic fighter of no less than 12th level, the thighbone of a Chaotic cleric of no less than 12th level, and the skull of a necromancer of no less than 12th level. Also, the necromancer must permanently sacrifice 1d4 hit points.

Animate Undead Dragon
Eighth Level Necromancer Spell
Range: 20'
Duration: Permanent
Effect: Animates one dead dragon
This week long ritual will create an undead dragon (DMR2, Creature Catalog, pgs. 32-34) that will be at the beck and call of the necromancer. The dragon to be animated must have been slain by the necromancer and his undead minions and pawns; random dragon corpses will not suffice. The necromancer can animate any dragon that has hit dice less than or equal to his level. Note that this counts hit dice before the halving after animation. Thus, only a 22nd or greater level necromancer can animate a huge gold dragon.
Material Components: One dead dragon, essences, unguents, and incense totalling in gold piece value equal to the base XP value of the original dragon, and the permanent sacrifice on the part of the necromancer of one hit point per final hit die of the undead dragon.

Create Greater Undead (Wraiths and Mummies)
Seventh Level Necromancer Spell
Range: 20'
Duration: Permanent
Effect: Creates wraiths and mummies
This more powerful version of animate dead creates wraiths and mummies from the recent dead (or, more horribly, from the living). The casting of this ritual spell requires four full, uninterrupted hours to cast; if the spell is interrupted, it is lost, and the material components are wasted. These created wraiths and mummies will obey the necromancer until they are destroyed or until another undead liege usurps their loyalty. Note that in the latter case the necromancer may try to retake his former minions, but then they will count against his total undead pawn hit dice.
Only humans, demihumans, and humanoids may be animated as (or transformed into) wraiths and mummies. A necromancer may create with one spell as many hit dice of wraiths and mummies as he has levels. A wraith will have three more hit dice than the base type, and a mummy will have four extra hit dice (+1 hit point) over the base type. Each also costs an additional two "hit dice" per wraith or mummy, due to their magical powers. For example, a standard human wraith would have four hit dice, one above the base for the normal of its type, and cost an additional two hit dice due to its abilities. An ogre mummy, on the other hand, would have 8+2 hit dice and count as 10 hit dice for spellcasting purposes due to its abilities.
If living beings are being turned into wraiths or mummies they may make a saving throw against spells to resist; if the save fails, they are slain and become wraiths or mummies. Living beings transformed into wraiths and mummies will generally have a higher intelligence (average the living being's intelligence with the standard creature's intelligence) and have maximum hit points. Living beings that have been transformed into wraiths or mummies can never be raised.
Material Components: The ashes of a body slain by a wraith for every wraith to be created, and the dust of one mummy for every mummy to be created, as well as the proper number of bodies to be animated or living victims to be transformed. Naturally, the living victims must be bound and conscious during the ritual for it to succeed. Additional costs are 750 gold pieces in incense, oils, and such per wraith and mummy.

Create Lesser Undead (Ghouls and Wights)
Sixth Level Necromancer Spell
Range: 20'
Duration: Permanent
Effect: Creates ghouls or wights
This more powerful version of animate dead creates ghouls and wights from the recent dead (or, more horribly, from the living). The casting of this ritual spell requires a full, uninterrupted hour to cast; if the spell is interrupted, it is lost, and the material components are wasted. These created ghouls and wights will obey the necromancer until they are destroyed or until another undead liege usurps their loyalty. Note that in the latter case the necromancer may try to retake his former minions, but then they will count against his total undead pawn hit dice.
Only humans, demihumans, and humanoids may be animated as (or transformed into) ghouls and wights. A necromancer may create with one spell as many hit dice of ghouls and wights as he has levels. A ghoul will have one more hit die than the base type, and a wight will have two extra hit dice over the base type. Each also costs an additional "hit die" per ghoul or wight, due to their magical powers. For example, a standard human ghoul would have two hit dice, one above the base for the normal of its type, and cost an additional hit die due to its abilities. An ogre wight, on the other hand, would have 6+1 hit dice and count as 7 hit dice for spellcasting purposes due to its abilities.
If living beings are being turned into ghouls or wights they may make a saving throw against spells to resist; if the save fails, they are slain and become ghouls or wights. Living beings transformed into ghouls and wights will generally have a higher intelligence (average the living being's intelligence with the standard creature's intelligence) and have maximum hit points. Living beings that have been transformed into ghouls may be saved from their fate by the casting of a raise dead fully upon them (within standard time limits), upon which they are restored to their natural life. Those that are transformed into wights, however, have no such out, as their soul has been mostly obliterated by the possession of an entropic spirit.
Material Components: The brain dust of one ghoul for every ghoul to be created, and the ashes of one wight for every wight to be created, as well as the proper number of bodies to be animated or living victims to be transformed. Naturally, the living victims must be bound and conscious during the ritual for it to succeed. Additional costs are 500 gold pieces in incense, oils, and such per ghoul and wight.

Create Major Undead (Spectres and Vampires)
Eighth Level Necromancer Spell
Range: 20'
Duration: Permanent
Effect: Creates spectres and vampires
This more powerful version of animate dead creates spectres and vampires from the recent dead (or, more horribly, from the living). The casting of this ritual spell requires eight full, uninterrupted hours to cast; if the spell is interrupted, it is lost, and the material components are wasted. These created spectres and vampires will obey the necromancer until they are destroyed or until another undead liege usurps their loyalty. Note that in the latter case the necromancer may try to retake his former minions, but then they will count against his total undead pawn hit dice.
Only humans, demihumans, and humanoids may be animated as (or transformed into) spectres and vampires. A necromancer may create with one spell as many hit dice of spectres and vampires as he has levels. A spectre will have five more hit dice than the base type, and a vampire will have six extra hit dice over the base type. Each also costs an additional two "hit dice" per spectre or vampire, due to their magical powers. For example, a standard human spectre would have five hit dice, one above the base for the normal of its type, and cost an additional two hit dice due to its abilities. An ogre vampire, on the other hand, would have 10+2 hit dice and count as 12 hit dice for spellcasting purposes due to its abilities.
If living beings are being turned into spectres or vampires they may make a saving throw against spells to resist; if the save fails, they are slain and become spectres or vampires. Living beings transformed into spectres and vampires will generally have a higher intelligence (average the living being's intelligence with the standard creature's intelligence) and have maximum hit points. Living beings that have been transformed into spectres or vampires can never be raised.
Material Components: The ashes of a body slain by a spectre for every spectre to be created, and the dust of one vampire for every vampire to be created, as well as the proper number of bodies to be animated or living victims to be transformed. Naturally, the living victims must be bound and conscious during the ritual for it to succeed. Additional costs are 1,000 gold pieces in incense, oils, and such per spectre and vampire.

Lichcraft
Ninth Level Necromancer Spell
Range: 0 (necromancer only)
Duration: Permanent
Effect: Transforms the necromancer into a lich This spell, the ultimate goal of any necromancer, will raise the necromancer to the highest level of undead stature. Upon completion of the month-long ritual, the necromancer must make a saving throw versus spells. If successful, she dies and becomes a lich, with attendant powers and abilities. If she fails the save, she dies permanently, and her soul goes on to its appropriate reward; she can never be raised.
Material Components: 100,000 gold pieces must be invested in the creation of the phylactery before the ritual may even begin. The ritual also requires the blood of a mortal king, the ichor of a Roaring Fiend, the heart of a huge red dragon, and the breath of a titan.

Wall of Doom
Eighth Level Necromancer Spell
Range: 60'
Duration: Concentration plus 1d20+1 rounds
Effect: Creates 1,200 cubic feet of glowering violet energies This spell creates a 1' thick vertical wall of glowering violet energies, of any dimension and shape, determined by the spellcaster, totalling 1,200 square feet. The wall is opaque and will block sight. The wall cannot be cast in a space occupied by another object. The wall lasts as long as the necromancer concentrates, unmoving, on maintaining it. Thereafter it will remain standing for 2 to 21 rounds, then fade and disappear in one round.
Any creature can pass through the wall after passing a morale check. Those that pass through must make a saving throw against spells or die. Those that save still take 8d6 damage. Those that die on the passage through come out the other end of the wall as zombies under the control of the necromancer that cast the wall spell.
Material Components: A vial of Fiend ichor, which is consumed in the casting.

OD&DITIES 05
Undead: ?
Vampire: ?
Ranjit Virishana, Prince of Surabad, Black Lama of Angorit, Nosferatu Chambahara Wizard-Priest 16: He became a nosferatu through a curse that struck him from a rotted ancient tome he discovered in an antediluvian ruin far to the east.
Ghost: ?
Ghoul: ?
Mummy: ?

OD&DITIES 06
Skeleton: ?
Zombie: ?
Jondar, Ghost: ?
Velon, Ghost: ?
Ghoul: ?
Ferazar, Zombie: ?
Durgan, Zombie: ?
Demora, Zombie: ?
Olmger, Zombie: ?
Hyrrmor, Zombie: ?

OD&DITIES 07
Ghost: ?

OD&DITIES 08
Skeleton: The skeletons were raiders who lived in these caves decades ago, before the arrival of Kralthragg. They were killed in a rock fall not long before the dragon's arrival, and have lain here ever since. The PCs' digging awakened them, and now they will not rest until they or the PCs are dead.
Zombie: ?

OD&DITIES 09
Undead: ?
Govenai, Vampire: In life, Govenai was a native of Jerek'Ha, in the Old Countries; he was a Master of Brands who grew more and more afraid of death as he grew older. In a desperate attempt to stave off death, he created the Vivicant Brand, which reanimated him as Herol's first Vampire - an act which earned him the right to seek Immortality in the Sphere of Entropy, despite his limited "level".
Elbrolac: Hither and Yon were commissioned a century ago by one Elbrolac, a cold, ruthless assassin for hire operating from the free city of Port Jansor. Elbrolac, known also as Jansor's Scourge, slew no less than three score minor nobles and well known politicians during his short but pestilent career. In what some posit a bid to incite war with neighbouring Nadoria, Elbrolac was hired to commit a wave of politically motivated slayings in which he wielded Hither and Yon with a deadly efficiency that culminated in the bold murder of Port Jansor's popular Lord Mayor.
The assassination incited unanticipated outrage, and Elbrolac, who sought to flee Port Jansor, was foiled through the renewed vigour of the local constabulary and his betrayal by other underworld figures who believed that Jansor's Scourge had finally gone too far. Within a week of the Lord Mayor's death, Elbrolac was rooted out and summarily sentenced to death.
The Silent Square within Port Jansor's Founding District is so named for Elbrolac's execution, for while he was set on a pyre fueled by Elemental flame, he uttered not a sound of protest, spite, or agony whilst he burned, instead fixing his gaze firmly upon a rising sun of full, radiant glory. Elbrolac's ashes were left to wash away in the rain, and his fearsome blades were sequestered in the City Treasury.
Ghoul: ?
Skeleton: ?
Vampire: ?

OD&DITIES 10
Undead: Any intelligent, humanoid creature - Human, Demi-Human, Goblinoid, even monsters - can be transformed into an intelligent Undead on Herol.
Unquiet Guardian spell.
Ghoul: Ghouls - lesser followers of Govenai, these creatures are reanimated by a weaker variant of the Vivicant Brand, developed by Govenai’s Priests, which must be placed on their chests before death.
Vampires - the most favoured followers of the Immortal Govenai, Herolian Vampires are former NPCs who received the Vivicant Brand in life; once killed - either in the course of their lives, or via suicide - the Brand activated, returning them to Unlife as Vampires. The majority of Herol’s Vampires possess high-level Clerical or Magical abilities, in addition to their Vampiric powers - which do not include the ability to turn their victims into lesser Vampires, unless the Vampire himself has the Branding skill; those who do can use that skill on Charmed slaves before killing them, transforming them into Ghouls or lesser Vampires, if desired.
Skeleton: Zombies and Skeletons, of course, can be animated from any dead body.
Zombies and Skeletons - the spell Animate Dead is available to both Clerics and Magi on Herol; however, Undead created by this spell are often weak, pathetic things, easily destroyed. Most “permanent” Undead of this type are created by Branding dead bodies (for Zombies) or etching a Brand-like sigil into the skulls of Skeletons.
The Brands used to create these constructs were originally designed by followers of Govenai, but knowledge of their design has passed into common lore.
Awakened Army spell.
Spectre: Wraiths and Spectres - unlike most corporeal Undead, these monsters do not owe their existence to Govenai; most are ancient, created thousands of ago in a ritual employing the lost spell Unquiet Guardian. Those created since were made by the Undead themselves, since those slain by a Wraith or Spectre will rise again as the same sort of Undead which killed them.
Unquiet Guardian spell.
Vampire: Vampires - the most favoured followers of the Immortal Govenai, Herolian Vampires are former NPCs who received the Vivicant Brand in life; once killed - either in the course of their lives, or via suicide - the Brand activated, returning them to Unlife as Vampires. The majority of Herol’s Vampires possess high-level Clerical or Magical abilities, in addition to their Vampiric powers - which do not include the ability to turn their victims into lesser Vampires, unless the Vampire himself has the Branding skill; those who do can use that skill on Charmed slaves before killing them, transforming them into Ghouls or lesser Vampires, if desired.
Wight: ?
Wraith: Wraiths and Spectres - unlike most corporeal Undead, these monsters do not owe their existence to Govenai; most are ancient, created thousands of ago in a ritual employing the lost spell Unquiet Guardian. Those created since were made by the Undead themselves, since those slain by a Wraith or Spectre will rise again as the same sort of Undead which killed them.
Unquiet Guardian spell.
Zombie: Zombies and Skeletons, of course, can be animated from any dead body.
Zombies and Skeletons - the spell Animate Dead is available to both Clerics and Magi on Herol; however, Undead created by this spell are often weak, pathetic things, easily destroyed. Most “permanent” Undead of this type are created by Branding dead bodies (for Zombies) or etching a Brand-like sigil into the skulls of Skeletons.
The Brands used to create these constructs were originally designed by followers of Govenai, but knowledge of their design has passed into common lore.
Awakened Army spell.
Ghoul Elder: ?
Mummy: Mummies - like Wraiths and Spectres, most ancient Mummies owe their existence to a variation of the Unquiet Guardian spell, and were created during the era of the Lost Empires; however, the mummification process is also known to occur when powerful worshippers of Entropic Immortals (other than Govenai) die a natural death; the power residing within them both corrupts and preserves them in a withered, desiccated husk. Those who achieve the state in this fashion retain much of their magic, in the manner of Liches.
Unquiet Guardian spell.
Lich: Liches - Lichdom is achieved in the same manner on Herol as it is on Mystara; only high-level Magi can use this method.
Gorend: Gorends are horrid undead constructs, made from the fleshy tissue of unfortunate elves.

Awakened Army
Level: 6
Range: 90’ radius
Duration: one night
Effect: summons Undead horde
This mighty enchantment is only available to the most powerful of Govenai's Clerics- Vampire or otherwise – who must be in good standing with their Immortal, as it allows them to directly channel his Immortal essence on this Plane.
The spell requires a moonless night to function, and must be cast in an area of death; a battlefield or cemetery is ideal. The spell is normally started shortly after sunset, to maximise the time available. The caster must invoke the power of Govenai, beseeching him to raise up the dead to serve the caster’s will; this can take an hour or more. If successful, all dead bodies within 90’ of the caster will jerk into a mockery of life, digging themselves out of their own graves if necessary. The strain of channelling Immortal power causes 2d6 hp of damage the caster at this point, which may be healed normally (but not magically); a Vampire caster cannot regenerate this damage until he sleeps again. Conversely, a mortal caster gains the ability to regenerate any further damage received, at the rate of 1 hp per Turn, for the duration of the spell.
The size of the Awakened Army is dependent on both the number of corpses available, and on the caster’s level – use the “Undead Liege” rules in the RC to determine how many Undead the Cleric can command. Vampire casters, who may already function as Lieges, can command 50% more HD of Undead than living casters when using this spell. The animated corpses will be either Zombies or Skeletons, with the lowest possible HD for their type. They will obey the spoken or mental commands of the caster, no matter how complicated, but may move no further than 500’ from the caster without collapsing; however, if the caster moves back into range, they reanimate immediately. If slain in combat, they do not reanimate. Awakened Army Undead cannot be Turned at all for the duration of the spell.
If the caster is slain, the spell is immediately broken, and the Awakened Army collapses. Even if not interrupted, the spell lasts only until the first rays of dawn strike the Awakened Army, at which point they crumble into dust, like a Vampire. This spell is not often used, both because of the damage it causes to the caster and because of the wholesale destruction of “raw materials” that results. The occasions when Awakened Army has been employed, over the centuries, have gone into folklore and legend; indeed, in parts of the Old Countries, an ancient and popular Autumnal festival has been based around the “night of the walking dead”.

Unquiet Guardian
Level: 7
Range: 10’
Duration: permanent
Effect: creates Undead being
This spell is ancient, and believed lost by those few who know of it. It was created many thousands of years in the past, in a period now known as the “Lost Empire” Era (the “Lost Empire”, actually several such empires which succeeded each other over a period of nearly 5,000 years, occupied the area of Draman now known as the Old Countries).
Unquiet Guardian was originally devised to provide untiring, deathless protectors for the tombs of the great kings. It required the sacrifice of an intelligent being in a long, dangerous ritual lasting up to three days, during which the still-living victim was chained to an altar and had slender needles of silver pushed slowly into different parts of his body.
The ritual has several variations depending on the type of Undead to be created. In order to create a Mummy, for instance, the body is drained slowly of blood, creating a desiccated husk; to create a Spectre or Wraith, the heart must be cut from the body and burnt, and the feet removed (to free the spirit from earthly ties). Both these procedures require constant, droning chants to be performed for the entire duration, invoking Entropic powers (both magical and clerical versions invoke the same powers, although the former command, while the latter beseech). Most casters used a succession of trained slaves to do the chanting, rather than risk faltering by themselves; this meant they could catch a few hours of sleep during the spell’s duration.
To determine whether the spell has been cast successfully, the caster must make three successive Saves vs. Death Ray. If creating a Mummy, all three saves must succeed. When creating an incorporeal Undead, however, three successful saves transforms the victim into a Spectre, while two successes and one failure creates a Wraith. More than a single failure will ruin the spell, either destroying the victim (with a magical backlash which deals 6d6 damage to the caster and either infects him with Mummy Rot or drains a level from him, depending on the type of Undead that was being created), or creating a free-willed Undead which immediately attacks the caster and those with him.
If the spell is successful, the resulting Undead must obey the first command given by the caster as if Geased - usually to guard a tomb, treasure-house, or other location from intruders, but possibly to hunt down and slay a particular foe. If the task is completed, the Undead becomes free-willed.
If the spell were to be rediscovered (or granted anew by one of the current Immortals), it might easily be adapted to create other forms of Undead - perhaps even new forms never seen before.

OD&DITIES 11
Undead: ?
Ghoul: ?

Wormskin Issue 2
Bog Zombie: Sodden corpses of those hapless mortals who have died, accursed, in the bogs and swamps of the forest. Inhabited by the spirits of marsh-fires, they rise at night to wreak death and jealous vengeance upon the living.
Upon a successful hit with a damage roll of 4 or greater, a bog zombie clasps its hands around the throat of the victim, attempting to strangle it. The victim thence suffers 1d6 hit points’ automatic damage per round, until the zombie is killed. A victim killed in this way will be dragged into the bog and will rise the following night as a bog zombie.
Ritualistic bog-graves. The zombies are the victims of tribal sacrifices, buried in the marsh in order to appease ancient, heathen deities.

Wormskin Issue 3
Gloam: Gloams are undead entities formed from the corpses of a multitude of crows, ravens, or magpies.
Ghostly Monk: ?

Wormskin Issue 4
Wight: The Miracle of Resurrection.
Cadaverous Monk Zombie: ?
Monk Husk: ?
Brother Bertram, Zombie: ?
Skeleton: The Miracle of Resurrection.
Zombie: The Miracle of Resurrection.
Ghoul: The Miracle of Resurrection.
Chaotic Undead: ?

The Miracle of Resurrection
In this area, the most celebrated miracle of St Clewd (the resurrection of Gondyw) is relived, in a twisted form, via the chaotic influence of the cataract. If a corpse is placed inside one of the coffers here, roll on the following table at dawn each day to determine what happens to it:
1. The flesh rots at a frightening rate.
2. The eyes are revitalised, rolling in their sockets and blinking. *
3. Begins to dance with macabre glee. *
4. Crawls about in search of meat. *
5. Wails and moans, but cannot move. *
6. Shouts obscenities and moves about in a fumbling fashion, attempting to grope any living flesh that comes within reach. *
7. Reanimated as a non-sentient undead monster (zombie or skeleton).
8. Reanimated as a sentient undead monster (ghoul or wight).
9. Returned to life with an utterly different personality.
10. Returned to life with an unusual (possibly supernatural) physical mutation. (Tables of mutation may be utilised.)
11. Returned to life, but with several mental aberrations or oddities. (Tables of insanity may be utilised.)
12. A perfect resurrection.
(*The corpse is reanimated, but non-sentient. It may be turned as a zombie.)

Wormskin Issue 5
Undead Wanderer: Bafflestone was irrevocably warped by the arrival of the Nag-Lord in Dolmenwood. Beneath the weight of Old Shub’s smothering psychic miasma, the stone’s inner magical structure erupted with a grievous and invisible wound that bled into the dreams of the Wood’s inhabitants for a long, dark time. The Drune — being self-appointed stewards of all the standing stones in Dolmenwood — attempted to clot Bafflestone’s wound and put an end to its leaking nightmares. They failed miserably at this task, effectively amplifying Bafflestone’s unnatural radiance.
Any who stand within a mile of its location will perceive Bafflestone’s psychic malaise and must save vs spells. Failure indicates that the character is sympathetic to the stone’s deep malignity. Sympathy manifests as follows:
• Inability to sleep.
• Unwillingness to leave the stone’s presence (must be physically forced to go beyond Bafflestone’s reach, a roughly one-mile radius extending from the site of the stone in all directions).
• Unwillingness to eat or drink, despite feelings of hunger and thirst.
Unless sympathetics are dragged, pulled, or otherwise coerced away from the stone, they will wither and die, remaining on this plane as morose and disconsolate undead wanderers who are compelled to patrol the environs of Bafflestone without rest. These desiccated corpses will seek to drag outsiders to the site of the stone in order to test their wills against the monument’s eldritch presence. Close proximity (within 10 feet) to the stone requires a second save vs spells to resist its pull (-3 modifier to roll).
Zombie: ?
Ghoul: ?

Basic OSR Variants
Adventurer Conqueror King System
Adventurer Conqueror King Compilation
Undead: These beings were alive at one time, but through foul magic or by dying at the hands of another undead type, have risen again as undead horrors. (Adventurer Conqueror King System)
Chaotic spellcasters who reach 11th level or higher may transform creatures into intelligent undead through the black arts of necromancy. The undead must not have HD greater than the spellcaster’s class level, and may not have more than one special ability plus one special ability per point of the spellcaster’s ability score bonus from Intelligence. EXAMPLE: Quintus, an 11th level mage with 16 INT, can transform creatures into undead with up to 11 HD with 3 special abilities each. (Adventurer Conqueror King System)
It requires 2,000gp per Hit Die plus an additional 5,000gp per special ability to grant unlife. The process takes one day per 1,000gp of cost. The creature to be transformed must be dead when the ritual is completed, but it can only have been dead for 1 day per HD, so it is often best if preparations are begun before the creature is killed. A spellcaster may transform himself into an intelligent undead using necromancy if desired, by killing himself at the conclusion of the ritual. (Adventurer Conqueror King System)
Granting unlife requires a magic research throw. If the creature is willing, the target value for this throw is increased by +1 for every 5,000gp of necromancy costs. If the creature is unwilling, the target value for the throw is increased by +2 for every 5,000gp. Using precious materials can affect chances of success of granting unlife, as above. The success or failure of the necromancy will not be known until the creature is dead. (Adventurer Conqueror King System)
To perform necromancy, a necromancer must have access to a private mortuary and embalming chamber at least equal in value to the cost of the necromancy. For every 10,000gp of value above the minimum required for the necromancy, the spellcaster receives a +1 bonus on his magic research throw. By using precious materials, the spellcaster can gain a bonus on his magic research throw, as described above. (Adventurer Conqueror King System)
Transforming a creature into an undead monster also requires special components. Components are usually organs or blood from one or more monsters with a total XP value equal to the cost of the research. If the undead has special abilities the creature providing the components must have at least as many special abilities. The Judge will determine the specific components based on the necromancy involved. If the undead has particular needs (a phylactery, coffin, etc.) these must also be provided. If a character doesn’t know the components at the outset of the necromancy, he learns them when the necromancy is 50% complete. (Adventurer Conqueror King System)
Corpses in shadowed sinkholes have a 10% chance to return as undead in 1d12 months unless their bodies are burned. (Adventurer Conqueror King System)
Corpses in blighted sinkholes have a 20% chance to return as undead in 1d4 days unless their bodies are burned. (Adventurer Conqueror King System)
Corpses in forsaken areas have an 80% chance to return as undead in 1d4 rounds unless their bodies are burned. (Adventurer Conqueror King System)
The entirety of Nirgal’s temple is a shadowed sinkhole of evil. Corpses in it have a 10% chance to return as undead in 1d12 months unless their bodies are burned. (Lairs and Encounters)
Due to terrible black magic worked in its creation, the calendar stone is a vortex to the Nether Darkness, and radiates a forsaken sinkhole of evil in a 12' radius from its perimeter. Corpses in the sinkhole have an 80% chance to return as undead in 1d4 rounds unless their bodies are burned. (Lairs and Encounters)
Finally, at eleventh level (Ritualist (11th)), a ritualist unlocks the secrets of great magical power. They are able to cast eldritch ritual spells of 7th, 8th, and 9th level, and are able to craft constructs and create cross-breeds as a mage of their level. If Chaotic, they may create or become undead. (ACKS and Crafts)
Barrow Wight: See Wight Barrow.
Blood Hound: Created from a lithe human corpse, skin stripped to ease movement and entrails removed to reduce weight, a blood hound is no hound at all, but a necromantic attack beast. The joints of the arms and legs are twisted and re-set, permitting the blood hound to crawl swift and low to the ground. The tongue is set with a hollow tip of sharp bone, and reattached with its base inside the mouth rather than down the throat; this, gives the blood hound a piercing tongue attack that it can use in close quarters. The tongue is also used to drain a victim’s blood, replenishing the blood hound’s necrotic flesh and permitting it to retain its flexibility. (Lairs and Encounters)
Brute Zombie: See Zombie Brute.
Charger Death: See Death Charger.
Crypt Thing: ?
Death Charger: Undead cavalry, death chargers are created by necromantically bonding and stitching the upper body of a zombie-like humanoid to the back of a re-animated warhorse. (Lairs and Encounters)
The death chargers were created from the burned corpses of soldiers and mounts that died in the fire, and are truly hideous to behold. (Lairs and Encounters)
Desert Ghoul: See Ghoul Desert.
Draugr: ?
Fiend Flay: See Flay Fiend.
Flay Fiend: Eight diagonal crosses have been erected in a 30' diameter ring. From each of the eight diagonal crosses hangs a corpse, crucified upside down and painstakingly flayed from head to toe, exposing its muscles, ligaments, and blubber. Below each flayed body lies a pile of flesh, the skin of the body, red and sticky with gore. The torturous executions that took place here generated necromantic energies that transformed the ring of crucifixion into a shadowed sinkhole of evil and the skins of the deceased into eight flay fiends. (Lairs and Encounters)
Ghast: ?
Ghoul: Formerly human, but now flesh-eating undead mockeries of their former existence, ghouls are fearsome enemies of all things living. (Adventurer Conqueror King System)
All humans slain by ghouls rise again in 24 hours as ghouls, unless the spell bless is cast upon their bodies. (Adventurer Conqueror King System)
Ghoul Desert: Like other ghouls, desert ghouls attack with claws and bite. Their attacks do not paralyze their victims, but any humanoid creature that suffers the loss of 50% or more of its total hit points to a desert ghoul is infected with ghoul fever and will become a desert ghoul in 2d6 days. This transformation can be prevented with the cleric spell cure disease if cast before the disease has taken full hold. (Lairs and Encounters)
Grave Risen: They arise in places where the blood from slain spellcasters has permeated the ground; the latent arcane energies in the blood seep into the corpses of those who die nearby and animate them as grave risen. (Dwimmermount)
Greater Spirit: See Spirit Greater.
Haugbui: Risen from those slain by a draugr in its barrow, haugbui are silent, decaying corpses that largely resemble zombies and may be mistaken for them at first glance with disastrous results. (Lairs and Encounters)
Anyone slain by a draugr within its barrow will rise after 24 hours as a haugbui in thrall to the draugr.
Hoarflesh: The hoarflesh, the frozen dead, are born of those unfortunate souls who perish in the frozen wilds of Jutland and Rorn. Some of those who die as the ice creeps into their bones and veins animate as these frozen undead, perfectly preserved as they were at the moment of death. (Lairs and Encounters)
Anyone slain by a hoarflesh rises in 24 hours as a hoarflesh themselves. (Lairs and Encounters)
The frozen dead were once Jutland warriors, slain in battle during a snow storm. Their comrades could neither bury the fallen in the frozen soil, nor burn the corpses in the wintry precipitation, so they commemorated them with a crude runestone and abandoned them to the cold. Now the hoarflesh seek revenge on any who still have warmth. (Lairs and Encounters)
Hound Blood: See Blood Hound.
Intelligent Undead: See Undead Intelligent.
Juju Zombie: See Zombie Juju.
Lich: A lich is a mage of 11th level or higher who has used necromancy to transform himself into a terrible form of undead. (Dwimmermount)
Lord Mummy: See Mummy Lord.
Lord Zombie: See Zombie Lord.
Mummy: Mummies are preserved undead corpses animated by the dark arts of Zahar, and commonly guard the old tombs and lost ruins of that fell kingdom. (Adventurer Conqueror King System)
Mummy Lord: Mummy lords are long-dead kings, high lords and sorcerers transformed by necromantic arts into powerful undead. (Lairs and Encounters)
The evil rituals used to create mummy lords imbue the monsters with the ability to bestow curse (the reverse of remove curse) and charm person at will. (Lairs and Encounters)
Mummy Termaxian: The Termaxian mummy is a rare form of undead created by the cult of Turms Termax in order to punish a member who betrayed the cult in some fashion. Through a magical ritual, the betrayer is granted imperishable existence dedicated to a singular task, such as the protection of a cult site against interlopers. (Dwimmermount)
Nathaghol: A frightful fate awaited those caught trespassing in the tombs of the Zaharans – transformation into a nathaghol. (Lairs and Encounters)
Necropede: A necropede is a terrible abomination, the necromantic fusion of multiple humanoid torsos, stitched in-line, the creation’s many arms serving as legs, propelling the foul thing swiftly across all manner of terrain, and even up walls and cliffs. Most necropedes are constructed using six torsos, but they may be made with more or less. (Lairs and Encounters)
Ooze Undead: See Undead Ooze.
Risen: See Grave Risen.
Sentinel Venous: See Venous Sentinel.
Skeleton: Mummies are preserved undead corpses animated by the dark arts of Zahar, and commonly guard the old tombs and lost ruins of that fell kingdom. (Adventurer Conqueror King System)
Creatures that die while engulfed by the undead ooze can be re-animated as skeletons under its control one round later. (Dwimmermount)
Animate Dead spell.(Adventurer Conqueror King System)
Undead Legion spell. (Player's Companion)
Spectre: Should a character be slain by a spectre, he will become a spectre 24 hours after his death. (Adventurer Conqueror King System)
Spirit Greater of the Unquiet Dead: ?
Termaxian Mummy: See Mummy Termaxian.
Undead Intelligent: ?
Undead Ooze: ?
Undead Unintelligent: ?
Unintelligent Undead: See Undead Unintelligent.
Unquiet Dead: See Spirit Greater of the Unquiet Dead.
Vampire: Vampires create others of their kind by draining humans or other humanoids of all life energy. A character slain by a vampire will return from death as a vampire after 3 days. (Adventurer Conqueror King System)
Venous Sentinel: The necromantically-animated heart and veins of a humanoid, a venous sentinel is a terrible, alien thing, a pulsing heart set at the center of a mass of writhing, sharp-tipped arteries and veins. Sometimes created during the mummification process when the heart and arteries and carefully removed, venous sentinels can be found set as guardians in Zaharan tombs, as well as secured in canopic jars, ready to attack when inadvertently released. (Lairs and Encounters)
Wight: Wights are undead creatures who were formerly humans or demi-humans in life. (Adventurer Conqueror King System)
Any human or demi-human slain by a wight becomes a wight in 1d4 days. (Adventurer Conqueror King System)
Wight Barrow:Living creatures struck by a barrow wight lose one level or hit die. Should a character lose all levels, he dies and will become a barrow wight himself in 1d4 rounds, under the control of the barrow wight that created him. (Dwimmermount)
Wraith: Wraiths are incorporeal undead creatures born of evil and darkness. (Adventurer Conqueror King System)
Characters slain by a wraith become a wraith in 24 hours. (Adventurer Conqueror King System)
The lodge was used by highborn smugglers to transport their contraband, but a vicious attack by the local militia soon put an end to them. (Book of Lairs Adventurer Conqueror King System)
The lodge now lies in ruins, but the dead have not rested easy and the restless souls of the smugglers haunt the place. (Book of Lairs Adventurer Conqueror King System)
Zombie: Zombies are undead corpses reanimated through dark and sinister magic. (Adventurer Conqueror King System)
Animate Dead spell. (Adventurer Conqueror King System)
Undead Legion spell. (Player's Companion)
Zombie Brute: Zombie brutes are large, hulking undead creatures reanimated through dark magical rituals. (Dwimmermount)
Zombie Juju: ?
Zombie Lord: To date only one zombie lord is known to exist, but other creatures that die with unfulfilled obligations or duties might, if slain in environments rich with ambient azoth, rise in a similar manner. (Dwimmermount)

Adventurer Conqueror King Autarch
Adventurer Conqueror King System
Undead: These beings were alive at one time, but through foul magic or by dying at the hands of another undead type, have risen again as undead horrors.
Chaotic spellcasters who reach 11th level or higher may transform creatures into intelligent undead through the black arts of necromancy. The undead must not have HD greater than the spellcaster’s class level, and may not have more than one special ability plus one special ability per point of the spellcaster’s ability score bonus from Intelligence. EXAMPLE: Quintus, an 11th level mage with 16 INT, can transform creatures into undead with up to 11 HD with 3 special abilities each.
It requires 2,000gp per Hit Die plus an additional 5,000gp per special ability to grant unlife. The process takes one day per 1,000gp of cost. The creature to be transformed must be dead when the ritual is completed, but it can only have been dead for 1 day per HD, so it is often best if preparations are begun before the creature is killed. A spellcaster may transform himself into an intelligent undead using necromancy if desired, by killing himself at the conclusion of the ritual.
Granting unlife requires a magic research throw. If the creature is willing, the target value for this throw is increased by +1 for every 5,000gp of necromancy costs. If the creature is unwilling, the target value for the throw is increased by +2 for every 5,000gp. Using precious materials can affect chances of success of granting unlife, as above. The success or failure of the necromancy will not be known until the creature is dead.
To perform necromancy, a necromancer must have access to a private mortuary and embalming chamber at least equal in value to the cost of the necromancy. For every 10,000gp of value above the minimum required for the necromancy, the spellcaster receives a +1 bonus on his magic research throw. By using precious materials, the spellcaster can gain a bonus on his magic research throw, as described above.
Transforming a creature into an undead monster also requires special components. Components are usually organs or blood from one or more monsters with a total XP value equal to the cost of the research. If the undead has special abilities the creature providing the components must have at least as many special abilities. The Judge will determine the specific components based on the necromancy involved. If the undead has particular needs (a phylactery, coffin, etc.) these must also be provided. If a character doesn’t know the components at the outset of the necromancy, he learns them when the necromancy is 50% complete.
Corpses in shadowed sinkholes have a 10% chance to return as undead in 1d12 months unless their bodies are burned.
Corpses in blighted sinkholes have a 20% chance to return as undead in 1d4 days unless their bodies are burned.
Corpses in forsaken areas have an 80% chance to return as undead in 1d4 rounds unless their bodies are burned.
Ghoul: Formerly human, but now flesh-eating undead mockeries of their former existence, ghouls are fearsome enemies of all things living.
All humans slain by ghouls rise again in 24 hours as ghouls, unless the spell bless is cast upon their bodies.
Mummy: Mummies are preserved undead corpses animated by the dark arts of Zahar, and commonly guard the old tombs and lost ruins of that fell kingdom.
Skeleton: Mummies are preserved undead corpses animated by the dark arts of Zahar, and commonly guard the old tombs and lost ruins of that fell kingdom.
Animate Dead spell.
Spectre: Should a character be slain by a spectre, he will become a spectre 24 hours after his death.
Vampire: Vampires create others of their kind by draining humans or other humanoids of all life energy. A character slain by a vampire will return from death as a vampire after 3 days.
Wight: Wights are undead creatures who were formerly humans or demi-humans in life.
Any human or demi-human slain by a wight becomes a wight in 1d4 days.
Wraith: Wraiths are incorporeal undead creatures born of evil and darkness.
Characters slain by a wraith become a wraith in 24 hours.
Zombie: Zombies are undead corpses reanimated through dark and sinister magic.
Animate Dead spell.

Animate Dead Range: touch Arcane 5 Duration: special
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster’s spoken commands. The caster may animate a number of Hit Dice of undead equal to twice his caster level each time he casts this spell. Animated skeletons have Hit Dice equal to the number the monster had in life; for skeletons of humans or demi-humans, this means one Hit Die, regardless of the character level of the deceased. Zombies have one more Hit Die than the monster had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated. Animate dead normally lasts for just one day, but the spellcaster can make the spell permanent by sprinkling 1 vial of unholy water per Hit Die on each zombie or skeleton. If this is done, the undead remain animated until they are destroyed or dispelled.

Dwimmermount
Barrow Wight: Living creatures struck by a barrow wight lose one level or hit die. Should a character lose all levels, he dies and will become a barrow wight himself in 1d4 rounds, under the control of the barrow wight that created him.
Crypt Thing: ?
Ghast: ?
Grave Risen: They arise in places where the blood from slain spellcasters has permeated the ground; the latent arcane energies in the blood seep into the corpses of those who die nearby and animate them as grave risen.
Lich: A lich is a mage of 11th level or higher who has used necromancy to transform himself into a terrible form of undead.
Termaxian Mummy: The Termaxian mummy is a rare form of undead created by the cult of Turms Termax in order to punish a member who betrayed the cult in some fashion. Through a magical ritual, the betrayer is granted imperishable existence dedicated to a singular task, such as the protection of a cult site against interlopers.
Undead Ooze: ?
Zombie Brute: Zombie brutes are large, hulking undead creatures reanimated through dark magical rituals.
Zombie Juju: ?
Zombie Lord: To date only one zombie lord is known to exist, but other creatures that die with unfulfilled obligations or duties might, if slain in environments rich with ambient azoth, rise in a similar manner.

Skeleton: Creatures that die while engulfed by the undead ooze can be re-animated as skeletons under its control one round later.

Lairs and Encounters
Blood Hound: Created from a lithe human corpse, skin stripped to ease movement and entrails removed to reduce weight, a blood hound is no hound at all, but a necromantic attack beast. The joints of the arms and legs are twisted and re-set, permitting the blood hound to crawl swift and low to the ground. The tongue is set with a hollow tip of sharp bone, and reattached with its base inside the mouth rather than down the throat; this, gives the blood hound a piercing tongue attack that it can use in close quarters. The tongue is also used to drain a victim’s blood, replenishing the blood hound’s necrotic flesh and permitting it to retain its flexibility.
Death Chargers: Undead cavalry, death chargers are created by necromantically bonding and stitching the upper body of a zombie-like humanoid to the back of a re-animated warhorse.
The death chargers were created from the burned corpses of soldiers and mounts that died in the fire, and are truly hideous to behold.
Desert Ghoul: Like other ghouls, desert ghouls attack with claws and bite. Their attacks do not paralyze their victims, but any humanoid creature that suffers the loss of 50% or more of its total hit points to a desert ghoul is infected with ghoul fever and will become a desert ghoul in 2d6 days. This transformation can be prevented with the cleric spell cure disease if cast before the disease has taken full hold.
Draugr: ?
Flay Fiends: Eight diagonal crosses have been erected in a 30' diameter ring. From each of the eight diagonal crosses hangs a corpse, crucified upside down and painstakingly flayed from head to toe, exposing its muscles, ligaments, and blubber. Below each flayed body lies a pile of flesh, the skin of the body, red and sticky with gore. The torturous executions that took place here generated necromantic energies that transformed the ring of crucifixion into a shadowed sinkhole of evil and the skins of the deceased into eight flay fiends.
Haugbui: Risen from those slain by a draugr in its barrow, haugbui are silent, decaying corpses that largely resemble zombies and may be mistaken for them at first glance with disastrous results.
Anyone slain by a draugr within its barrow will rise after 24 hours as a haugbui in thrall to the draugr.
Hoarflesh: The hoarflesh, the frozen dead, are born of those unfortunate souls who perish in the frozen wilds of Jutland and Rorn. Some of those who die as the ice creeps into their bones and veins animate as these frozen undead, perfectly preserved as they were at the moment of death.
Anyone slain by a hoarflesh rises in 24 hours as a hoarflesh themselves.
The frozen dead were once Jutland warriors, slain in battle during a snow storm. Their comrades could neither bury the fallen in the frozen soil, nor burn the corpses in the wintry precipitation, so they commemorated them with a crude runestone and abandoned them to the cold. Now the hoarflesh seek revenge on any who still have warmth.
Mummy Lord: Mummy lords are long-dead kings, high lords and sorcerers transformed by necromantic arts into powerful undead.
The evil rituals used to create mummy lords imbue the monsters with the ability to bestow curse (the reverse of remove curse) and charm person at will.
Nathaghol: A frightful fate awaited those caught trespassing in the tombs of the Zaharans – transformation into a nathaghol.
Necropede: A necropede is a terrible abomination, the necromantic fusion of multiple humanoid torsos, stitched in-line, the creation’s many arms serving as legs, propelling the foul thing swiftly across all manner of terrain, and even up walls and cliffs. Most necropedes are constructed using six torsos, but they may be made with more or less.
Venous Sentinel: The necromantically-animated heart and veins of a humanoid, a venous sentinel is a terrible, alien thing, a pulsing heart set at the center of a mass of writhing, sharp-tipped arteries and veins. Sometimes created during the mummification process when the heart and arteries and carefully removed, venous sentinels can be found set as guardians in Zaharan tombs, as well as secured in canopic jars, ready to attack when inadvertently released.

Undead: The entirety of Nirgal’s temple is a shadowed sinkhole of evil. Corpses in it have a 10% chance to return as undead in 1d12 months unless their bodies are burned.
Due to terrible black magic worked in its creation, the calendar stone is a vortex to the Nether Darkness, and radiates a forsaken sinkhole of evil in a 12' radius from its perimeter. Corpses in the sinkhole have an 80% chance to return as undead in 1d4 rounds unless their bodies are burned.
Ghoul: ?
Mummy: ?
Skeleton: ?
Spectre: ?
Wight: ?
Wraith: ?
Zombie: ?

Player's Companion
Skeleton: Undead Legion spell.
Zombie: Undead Legion spell.

Undead Legion Range: touch
Arcane Ritual 9 Duration: permanent
This ritual can only be cast in a place of death (such as a cemetery, catacomb, or battleground). When it is complete, the spellcaster raises an undead legion under his command from the corpses and skeletons residing therein. The undead legion will include a number of Hit Dice of skeletons or zombies equal to 200 times the caster’s level, subject to the maximum number of dead in his area. Whether the undead legion consists of skeletons or zombies will depend on the state of the corpses in the surrounding area. Animated skeletons have Hit Dice equal to the number the monster had in life, excluding class levels; for skeletons of humans or demi-humans, this means one Hit Die regardless of the class level of the deceased. Zombies have one more Hit Die than the monster had in life. The undead legion normally lasts for just one week, but the spellcaster can make the spell permanent by sprinkling 1 vial of unholy water per Hit Die on each zombie or skeleton. If this is done, the undead remain animated until they are destroyed or dispelled.
EXAMPLE: Sebek, a 14th level mage, travels to the catacombs of Old Zahar, in order to perform the undead legion ritual. After 9 weeks, his Magic Research throw succeeds, so he animates 2,800 Hit Dice of undead. Since the Old Zaharans mummified the dead, the corpses are relatively intact and become zombies. Sebek’s undead legion consists of 1,400 2 HD human zombies. Sebek then sprinkles his army with unholy water so that it will remain animated indefinitely. The ritual has taken 9 weeks to complete, at a cost of 74,500gp (4,500gp for the ritual and 70,000gp for unholy water). Compared to the cost of training and equipping 1,400 heavy infantry (177,800gp), Sebek considers his ritual a wise investment.
Note that if undead legion is cast in a sinkhole of evil, the spellcaster will calculate the spell effects as if he were one or more class levels higher than his actual level of experience. See Sinkholes of Evil in Chapter 10 of ACKS for more information on sinkholes and places of death.

Adventurer Conqueror King 3rd Party
ACKS and Crafts
Undead: Finally, at eleventh level (Ritualist (11th)), a ritualist unlocks the secrets of great magical power. They are able to cast eldritch ritual spells of 7th, 8th, and 9th level, and are able to craft constructs and create cross-breeds as a mage of their level. If Chaotic, they may create or become undead.
Greater Spirit of the Unquiet Dead: ?
Unintelligent Undead: ?
Intelligent Undead: ?
Ghoul: ?
Mummy: ?
Skeleton: ?
Spectre: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?
Blood Hound: ?
Death Charger: ?
Desert Ghoul: ?
Draugr: ?
Flay Fiend: ?
Haugbui: ?
Hoarflesh: ?
Mummy Lord: ?
Nathagol: ?
Necropede: ?
Venous Sentinel: ?

Book of Lairs Adventurer Conqueror King System
Mummy: ?
Skeleton: ?
Wraith: The lodge was used by highborn smugglers to transport their contraband, but a vicious attack by the local militia soon put an end to them.
The lodge now lies in ruins, but the dead have not rested easy and the restless souls of the smugglers haunt the place.
Zombie: ?

Basic Fantasy
Basic Fantasy Cumulative
Undead: If the character’s hit points are reduced to zero or less by means of energy drain, the victim is immediately slain. If the energy drain is caused by an undead monster, the victim will usually be transformed into that sort of undead (exact details vary by type of monster). (Odysseys & Overlords Player's Guide)
Undeath spell. (Necromancers)
Allip: An Allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Ape Carnivorous Skeleton: See Skeleton Carnivorous Ape.
Banshee: Banshees are to the fey what ghosts, wraiths, and spectres are to humans. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Blade Spirit: Blade Spirits are restless souls of warriors fallen on the battlefield. The body of a blade spirit appears as a rotting or desiccated form or sometimes seems to be assembled from various corpses, always carrying a distinctive melee weapon. The weapon itself is possessed with the undead spirit which animates the form in order to continue its battles. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Blade Spirit Greater: ?
Bone Horror: Bone Horrors are large, vaguely humanoid creatures constructed from bones and parts from a handful of different creatures, animated to serve its master. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Bone Horror Greater: ?
Cadaver: The conditions that create Cadavers are uncertain, but it's rumored they arise in areas of dungeons or ruins that have been rich in undead for long periods of time. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Carnivorous Ape Skeleton: See Skeleton Carnivorous Ape.
Cockroach Giant Ghoul: See Ghoul Cockroach Giant.
Crimson Bones: See Skeleton Crimson Bones.
Crypt Dweller: Crypt Dwellers are undead creatures improperly buried or placed into graves that have been desecrated or defiled. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Daniela Moldoveanu: See Vampire, Daniela Moldoveanu.
Death Dragon: Death Dragons are the skeletal remains of magically powerful dragons that have chosen to become undead for reasons inscrutable to mortals. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Diner Zombie: See Zombie Diner.
Displacer Zombie: See Zombie Displacer.
Dragon Death: See Death Dragon.
Draugr: Draugr are the undead remains of ancient kings, generally found only in their ancient crypts. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Flesh Eater Zombie: See Zombie Flesh Eater.
Ghast: See Ghoul Ghast.
Ghost: Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. (Basic Fantasy)
Humanoids bitten by ghouls may be infected with ghoul fever. Each time a humanoid is bitten, there is a 5% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day. (Basic Fantasy)
Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. This circumstance has become far more common in the years since the destruction of Husque, the God of Death. (Odysseys & Overlords Game Master's Guide)
Undeath spell. (Necromancers)
Ghost, Nidallir: Nidallir was a midwife who was slain by Ragnar’s Reavers. She grieves the many lives lost when Ragnar’s forces destroyed the temple. She is forced to haunt the ruin until the curse of the harpies is ended, or the worship of the goddess is restored to the ruin. (The Odyssey Begins - Adventures for Odysseys & Overlords)
Ghoul: An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. (Basic Fantasy)
The plague hound's bite also carries the ghoul fever affliction, but is even more virulent. Each bite has a 10% cumulative chance of infecting the victim with ghoul fever. (Roll once per bitten character, after the encounter is over, at 10% per each bite; for example, a character bitten three times has a 30% likelihood of begin infected). If so afflicted, the victim must save versus Death Ray (at a penalty of -4) or die within a day, only to rise at the next sunset as a ghoul. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
A long time ago, a monastery in the Gauntlet acquired a cursed sword when the adventurer who was trying to break the curse died in the monastery. While trying to break the curse themselves, the nuns fell prey to the curse and became obsessed with possessing and protecting the sword. Eventually, they killed each other over it. They became ghouls, haunting the convent and killing anyone who tried to retrieve the sword. (Mystery of the Cursed Monastery)
Humanoids bitten by ghouls may be infected with ghoul fever. Each time a humanoid is bitten, there is a 5% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day. (Odysseys & Overlords Game Master's Guide)
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way must make an Intelligence Ability Roll. Failure on this check means that the newly risen ghoul retains none of the knowledge or abilities they possessed in life. However, if the ghoul succeeds, they retain the majority of their knowledge and memories, becoming an intelligent ghoul. (Odysseys & Overlords Game Master's Guide)
Humanoids bitten by ghouls may be infected with ghoul fever. Each time a humanoid is bitten, there is a 5% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day. (The Odyssey Begins - Adventures for Odysseys & Overlords)
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. (The Odyssey Begins - Adventures for Odysseys & Overlords)
A long time ago, a monastery in the Gauntlet acquired a cursed sword when the adventurer who was trying to break the curse died in the monastery. While trying to break the curse themselves, the nuns fell prey to the curse and became obsessed with possessing and protecting the sword. Eventually, they killed each other over it. They became ghouls, haunting the convent and killing anyone who tried to retrieve the sword. (The Odyssey Begins - Adventures for Odysseys & Overlords)
Ghoulish Hands spell. (Necromancers)
Undeath spell. (Necromancers)
Ghoul, Handak: ?
Ghoul, Larissa the Elder Nun: A long time ago, a monastery in the Gauntlet acquired a cursed sword when the adventurer who was trying to break the curse died in the monastery. While trying to break the curse themselves, the nuns fell prey to the curse and became obsessed with possessing and protecting the sword. Eventually, they killed each other over it. They became ghouls, haunting the convent and killing anyone who tried to retrieve the sword. (The Odyssey Begins - Adventures for Odysseys & Overlords)
Ghoul, Mayumi: ?
Ghoul, Minh: ?
Ghoul, Sefu: ?
Ghoul Obsessed: A long time ago, a monastery in the Gauntlet acquired a cursed sword when the adventurer who was trying to break the curse died in the monastery. While trying to break the curse themselves, the nuns fell prey to the curse and became obsessed with possessing and protecting the sword. Eventually, they killed each other over it. They became ghouls, haunting the convent and killing anyone who tried to retrieve the sword. (The Odyssey Begins - Adventures for Odysseys & Overlords)
Ghoul Twin: A long time ago, a monastery in the Gauntlet acquired a cursed sword when the adventurer who was trying to break the curse died in the monastery. While trying to break the curse themselves, the nuns fell prey to the curse and became obsessed with possessing and protecting the sword. Eventually, they killed each other over it. They became ghouls, haunting the convent and killing anyone who tried to retrieve the sword. (The Odyssey Begins - Adventures for Odysseys & Overlords)
Ghoul Cockroach Giant: Animated through the use of foul magics, Giant Ghoul Cockroaches are ravenous monsters, seeking to devour all flesh. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Ghoul Ghast: Humanoids bitten by ghasts may be infected with ghoul fever. Each time a humanoid is bitten, there is a 10% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day. (Basic Fantasy)
An afflicted humanoid who dies of a ghast's ghoul fever rises as a ghast at the next midnight. (Basic Fantasy)
Undeath spell. (Necromancers)
Giant Ghoul Cockroach: See Ghoul Cockroach Giant.
Greater Blade Spirit: See Blade Spirit Greater.
Greater Bone Horror: See Bone Horror Greater.
Gwelayn: See Zombie, Gwelayn.
Handak: See Ghoul, Handak.
Haunted Bones: See Skeleton Haunted Bones.
Headless Horseman: Call Horseman spell. (Necromancers)
Heucova: Heucova are clerics who have been cursed to undeath for their faithlessness. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Horseman Headless: See Headless Horseman.
Hound Plague: See Plague Hound.
Insect Zombie: See Zombie Insect.
Larissa the Elder Nun: See Ghoul, Larissa the Elder Nun.
Leaded Skeleton: See Skeleton Leaded.
Leper Zombie: See Zombie Leper.
Lich: A Lich is a former magic-user or cleric (of at least 10th level with all spells and powers intact) who used dark magic to prolong their life into a state of undeath. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Mayumi: See Ghoul, Mayumi.
Minh: See Ghoul, Minh.
Mohrg: Mohrgs are the animated corpses of mass murderers or similar heinous villains. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Moldoveanu, Daniela: See Vampire, Daniela Moldoveanu.
Mummy: Mummies are undead monsters, linen-wrapped preserved corpses animated through the auspices of dark desert gods best forgotten. (Basic Fantasy)
Mummify spell. (Necromancers)
Necrotic Ooze: The GM should keep track of who is struck by a necrotic ooze; after a fight is over, each stricken victim must save versus poison. If failed the victim will suffer a rotting disease that deals 1d4 points of damage per day unless cured by Cure Disease or better (normal healing has no effect). If slain by the rotting disease, the victim will turn into a necrotic ooze. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Nidallir: See Ghost, Nidallir.
Obsessed Ghoul: See Ghoul Obsessed.
Odeum: They are formed from the souls of the murderously insane and will force others to perform similarly heinous acts. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Ooze Necrotic: See Necrotic Ooze.
Pitch Skeleton: See Skeleton Pitch.
Plague Hound: Plague Hounds are undead canines infected with an infliction similar to ghouls or ghasts. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
The plague hound's bite also carries the ghoul fever affliction, but is even more virulent. Each bite has a 10% cumulative chance of infecting the victim with ghoul fever. (Roll once per bitten character, after the encounter is over, at 10% per each bite; for example, a character bitten three times has a 30% likelihood of begin infected). If so afflicted, the victim must save versus Death Ray (at a penalty of -4) or die within a day, only to rise at the next sunset as a ghoul. Any dog or wolf will return as a plague hound. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Ragnar's Reaver: If Jordemor is killed, then the curse on the Goddess’ cult is lifted, as the original line back to the cult is destroyed. This triggers a new curse: The revenge of Ragnar’s Reavers. (The Odyssey Begins - Adventures for Odysseys & Overlords)
If Jordemor is slain, the temple begins to shake. The tower is struck by violent tremors and it begins to collapse. The characters have three rounds to exit the tower. Thereafter anyone in area #10, #11 and #12 takes 1d6 damage and the damage increases by one die for each round, until the tower collapses after 10 rounds. (The Odyssey Begins - Adventures for Odysseys & Overlords)
While the dust settles, tremors are still felt throughout the temple. The center of the tremors is the hallway (area #1), where the large stone tiles in the floor are being pushed aside, as the rotting, animated corpses of Ragnar’s Reavers come crawling out. (The Odyssey Begins - Adventures for Odysseys & Overlords)
Until the undead warriors are all slain, they will each night sally forth from the temple to kidnap people from the nearby villages and bring them back to the temple, where the Ragnar High Priest, now a wraith, transforms the villagers into new undead warriors. (The Odyssey Begins - Adventures for Odysseys & Overlords)
Reaver Ragnar's: See Ragnar's Reaver.
Rot Vulture: ?
Sefu: See Ghoul, Sefu.
Skeletaire: A Skeletaire is the final form of a zombraire which has rotted away completely. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Skeleton: Skeletons are mindless undead created by an evil Magic-User or Cleric, generally to guard a tomb or treasure hoard, or to act as guards for their creator. (Basic Fantasy)
Animate Dead spell. (Basic Fantasy)
Animate Dead spell. (Necromancers)
Animate Dead spell. (Odysseys & Overlords Player's Guide)
Corpse Servant spell. (Necromancers)
Horn of Doom magic item. (Odysseys & Overlords Game Master's Guide)
Skeleton Carnivorous Ape: ?
Skeleton Crimson Bones: Crimson Bones are a special type of undead created through a combination of alchemy and necromancy. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Skeleton Haunted Bones: Haunted Bones are the undead skeletal remains of fallen warriors possessed by malicious spirits. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Skeleton Leaded: Leaded Skeletons are an altered form of a standard Skeleton with a coat of lead over their bones, making them slower but much tougher. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Skeleton Pitch: ?
Spectre: The same terrible conditions and negative consequences that have created an abundance of ghosts in the wake of the Schism have contributed to an uptick in the population of spectres. (Odysseys & Overlords Game Master's Guide)
Undeath spell. (Necromancers)
Spirit Blade: See Blade Spirit.
Starisel Zelinth: See Zombie Necromancer, Starisel Zelinth.
Twin Ghoul: See Ghoul Twin.
Vampire: The vampire's bite inflicts 1d3 damage, then each round thereafter one energy level is drained from the victim. The vampire regenerates a 1d6 hit points (if needed) for each energy level drained. If the victim dies from the energy drain, he or she will arise as a vampire at the next sunset (but not less than 12 hours later). Vampires spawned in this way are under the permanent control of the vampire who created them. (Basic Fantasy)
The vampire's bite inflicts 1d3 damage, then each round thereafter one energy level is drained from the victim. The vampire regenerates a 1d6 hit points (if needed) for each energy level drained. If the victim dies from the energy drain, he or she will arise as a vampire at the next sunset (but not less than 12 hours later). (Odysseys & Overlords Game Master's Guide)
Undeath spell. (Necromancers)
Vampire, Daniela Moldoveanu: ?
Vampire Spawn: Vampire Spawn are undead creatures that are created when Vampires slay mortals. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Vulture Rot: See Rot Vulture.
Wight: Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later). (Basic Fantasy)
Wights are mystically imbued corporeal undead who act as energy vampires, sucking the life force from their victims. It is said that the first wights were created by Husque to act as foot soldiers during the schism. (Odysseys & Overlords Game Master's Guide)
Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later). (Odysseys & Overlords Game Master's Guide)
Undeath spell. (Necromancers)
Wraith: If Jordemor is killed, then the curse on the Goddess’ cult is lifted, as the original line back to the cult is destroyed. This triggers a new curse: The revenge of Ragnar’s Reavers. (The Odyssey Begins - Adventures for Odysseys & Overlords)
Until the undead warriors are all slain, they will each night sally forth from the temple to kidnap people from the nearby villages and bring them back to the temple, where the Ragnar High Priest, now a wraith, transforms the villagers into new undead warriors. (The Odyssey Begins - Adventures for Odysseys & Overlords)
Undeath spell. (Necromancers)
Zelinth, Starisel: See Zombie Necromancer, Starisel Zelinth.
Zombie: Those struck by the heucova's claws must save vs poison or contract a terrible wasting disease. Each day the target takes 1d3 points of Constitution damage. Those reduced to 0 Constitution die and rise as a zombie on the following day under the control of the heucova. A Cure Disease spell must be used to prevent death. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
The Altar [of Darkness] has the power to animate the dead as zombies. (BF1 Morgansfort)
Zombies are the undead corpses of humanoid creatures. (The Odyssey Begins - Adventures for Odysseys & Overlords)
If the party uses the Horn of Doom to animate the corpses of fallen Cromags, they rise as zombies. (The Odyssey Begins - Adventures for Odysseys & Overlords)
Animate Dead spell. (Basic Fantasy)
Animate Dead spell. (Necromancers)
Animate Dead spell. (Odysseys & Overlords Player's Guide)
Corpse Servant spell. (Necromancers)
Horn of Doom magic item. (Odysseys & Overlords Game Master's Guide)
Zombie, Gwelayn: She knows Zelinth planned to make Gwelayn his wife; when he told Gwelayn this, she said “Never!” He replied, “Don’t worry, my dear, you’ll change your mind after you’ve arisen from my altar.” (BF1 Morgansfort)
If not encountered elsewhere, Zelinth will be here with his “wife,” the merchant’s daughter Gwelayn, a beautiful young woman transformed into a zombie by him. (BF1 Morgansfort)
He performed his “wife's” transformation in the same way he did his own, by poisoning her with arsenic while she lay bound to the Altar of Darkness. (BF1 Morgansfort)
Zombie Diner: ?
Zombie Displacer: ?
Zombie Flesh Eater: Those who are bitten by a flesh eater zombie and survive have a 5% chance per point of damage of contracting a fatal disease, causing death in 2d4 turns. Those who die from this disease rise in 2d4 rounds as flesh eaters. Cure Disease will prevent death, or if cast on the corpse after death will prevent the corpse from rising. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Zombie Insect: Animate Vermin spell. (AA1 Adventure Anthology One)
Zombie Leper: Humanoids bitten by leper zombies may be infected with zombie leprosy. Each time a humanoid is bitten or clawed, there is a 10% (cumulative per bite and blow) chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies in 3 days. An afflicted humanoid who dies of zombie leprosy rises as a leper zombie at the next midnight. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Equipment, arms and armor of one slain by a leper zombie (or used to destroy a leper zombie) carries a 5% chance of transmitting the disease each day. The infection can be removed from gear by washing in holy water, heating with fire or casting Bless on each item. (The Basic Fantasy Field Guide of Creatures Malevolent and Benign)
Zombie Necromancer, Starisel Zelinth: Deep inside the dungeon is the Altar of Darkness, a powerful evil magic item. A frustrated low-level necromancer named Starisel Zelinth learned of the Altar, and traveled to the caverns to obtain it. (BF1 Morgansfort)
The Altar has the power to animate the dead as zombies. Unfortunately for Starisel, the Altar is too large to move, so he has had to learn about its powers “on location.” (BF1 Morgansfort)
Starisel was a sickly individual, and staying in the cold, damp dungeon and handling the dead made his condition progressively worse. He finally convinced himself that the Altar could make him a lich (a powerful undead wizard) if he poisoned himself while lying on it. (BF1 Morgansfort)
For several days he gave himself small doses of arsenic, until he felt quite sick. Then he laid down on the Altar and drank a large dose of the same poison mixed with a narcotic, and soon he died. The Altar did its work, animating him as a zombie; but as he was also the person controlling the Altar, he was animated in a self-willed form. (BF1 Morgansfort)
He performed his “wife's” transformation in the same way he did his own, by poisoning her with arsenic while she lay bound to the Altar of Darkness. (BF1 Morgansfort)
Zombraire: ?

Basic Fantasy Books
Basic Fantasy
Ghast: Humanoids bitten by ghasts may be infected with ghoul fever. Each time a humanoid is bitten, there is a 10% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.
An afflicted humanoid who dies of a ghast's ghoul fever rises as a ghast at the next midnight.
Ghost: Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.
Ghoul: Humanoids bitten by ghouls may be infected with ghoul fever. Each time a humanoid is bitten, there is a 5% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight.
Mummy: Mummies are undead monsters, linen-wrapped preserved corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: Skeletons are mindless undead created by an evil Magic-User or Cleric, generally to guard a tomb or treasure hoard, or to act as guards for their creator.
Animate Dead spell.
Spectre: ?
Vampire: The vampire's bite inflicts 1d3 damage, then each round thereafter one energy level is drained from the victim. The vampire regenerates a 1d6 hit points (if needed) for each energy level drained. If the victim dies from the energy drain, he or she will arise as a vampire at the next sunset (but not less than 12 hours later). Vampires spawned in this way are under the permanent control of the vampire who created them.
Wight: Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later).
Wraith: ?
Zombie: Animate Dead spell.

Animate Dead Range: touch
Cleric 4, Magic-User 5 Duration: special
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. They remain animated until they are destroyed. The caster may animate a number of hit dice of undead equal to twice his or her caster level, and no more. Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of humans or demi-humans, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated. No character may normally control more hit dice of undead than 4 times his or her level, regardless of how many times this spell is cast.

The Basic Fantasy Field Guide of Creatures Malevolent and Benign
Allip: An Allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life.
Banshee: Banshees are to the fey what ghosts, wraiths, and spectres are to humans.
Blade Spirit: Blade Spirits are restless souls of warriors fallen on the battlefield. The body of a blade spirit appears as a rotting or desiccated form or sometimes seems to be assembled from various corpses, always carrying a distinctive melee weapon. The weapon itself is possessed with the undead spirit which animates the form in order to continue its battles.
Greater Blade Spirit: ?
Bone Horror: Bone Horrors are large, vaguely humanoid creatures constructed from bones and parts from a handful of different creatures, animated to serve its master.
Greater Bone Horror: ?
Cadaver: The conditions that create Cadavers are uncertain, but it's rumored they arise in areas of dungeons or ruins that have been rich in undead for long periods of time.
Giant Ghoul Cockroach: Animated through the use of foul magics, Giant Ghoul Cockroaches are ravenous monsters, seeking to devour all flesh.
Crypt Dweller: Crypt Dwellers are undead creatures improperly buried or placed into graves that have been desecrated or defiled.
Death Dragon: Death Dragons are the skeletal remains of magically powerful dragons that have chosen to become undead for reasons inscrutable to mortals.
Draugr: Draugr are the undead remains of ancient kings, generally found only in their ancient crypts.
Headless Horseman: ?
Heucova: Heucova are clerics who have been cursed to undeath for their faithlessness.
Zombie: Those struck by the heucova's claws must save vs poison or contract a terrible wasting disease. Each day the target takes 1d3 points of Constitution damage. Those reduced to 0 Constitution die and rise as a zombie on the following day under the control of the heucova. A Cure Disease spell must be used to prevent death.
Lich: A Lich is a former magic-user or cleric (of at least 10th level with all spells and powers intact) who used dark magic to prolong their life into a state of undeath.
Mohrg: Mohrgs are the animated corpses of mass murderers or similar heinous villains.
Necrotic Ooze: The GM should keep track of who is struck by a necrotic ooze; after a fight is over, each stricken victim must save versus poison. If failed the victim will suffer a rotting disease that deals 1d4 points of damage per day unless cured by Cure Disease or better (normal healing has no effect). If slain by the rotting disease, the victim will turn into a necrotic ooze.
Odeum: They are formed from the souls of the murderously insane and will force others to perform similarly heinous acts.
Plague Hound: Plague Hounds are undead canines infected with an infliction similar to ghouls or ghasts.
The plague hound's bite also carries the ghoul fever affliction, but is even more virulent. Each bite has a 10% cumulative chance of infecting the victim with ghoul fever. (Roll once per bitten character, after the encounter is over, at 10% per each bite; for example, a character bitten three times has a 30% likelihood of begin infected). If so afflicted, the victim must save versus Death Ray (at a penalty of -4) or die within a day, only to rise at the next sunset as a ghoul. Any dog or wolf will return as a plague hound.
Ghoul: The plague hound's bite also carries the ghoul fever affliction, but is even more virulent. Each bite has a 10% cumulative chance of infecting the victim with ghoul fever. (Roll once per bitten character, after the encounter is over, at 10% per each bite; for example, a character bitten three times has a 30% likelihood of begin infected). If so afflicted, the victim must save versus Death Ray (at a penalty of -4) or die within a day, only to rise at the next sunset as a ghoul.
Rot Vulture: ?
Skeleton Leaded: Leaded Skeletons are an altered form of a standard Skeleton with a coat of lead over their bones, making them slower but much tougher.
Skeleton Crimson Bones: Crimson Bones are a special type of undead created through a combination of alchemy and necromancy.
Haunted Bones: Haunted Bones are the undead skeletal remains of fallen warriors possessed by malicious spirits.
Skeleton Pitch: ?
Vampire Spawn: Vampire Spawn are undead creatures that are created when Vampires slay mortals.
Zombie Flesh Eater: Those who are bitten by a flesh eater zombie and survive have a 5% chance per point of damage of contracting a fatal disease, causing death in 2d4 turns. Those who die from this disease rise in 2d4 rounds as flesh eaters. Cure Disease will prevent death, or if cast on the corpse after death will prevent the corpse from rising.
Zombie Leper: Humanoids bitten by leper zombies may be infected with zombie leprosy. Each time a humanoid is bitten or clawed, there is a 10% (cumulative per bite and blow) chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies in 3 days. An afflicted humanoid who dies of zombie leprosy rises as a leper zombie at the next midnight.
Equipment, arms and armor of one slain by a leper zombie (or used to destroy a leper zombie) carries a 5% chance of transmitting the disease each day. The infection can be removed from gear by washing in holy water, heating with fire or casting Bless on each item.
Zombraire: ?
Skeletaire: A Skeletaire is the final form of a zombraire which has rotted away completely.

AA1 Adventure Anthology One
Insect Zombie: Animate Vermin spell.

Animate Vermin Range: touch
Cleric 1, Magic-User 1 Duration: special This spell turns bodies of dead insects into insect zombies that follow the caster’s spoken commands. They remain animated until they are destroyed. The caster may animate a number of hit dice of undead equal to twice his or her caster level, and no more. The animated vermin have 1 hit dice. An animated vermin can be created only from a mostly intact insect. The caster must touch the remains to be animated. No character may normally control more hit dice of undead than 4 times his or her level, regardless of how many times this spell is cast.

BF1 Morgansfort
Ghoul: ?
Skeleton: ?
Zombie: The Altar [of Darkness] has the power to animate the dead as zombies.
Starisel Zelinth, Zombie Necromancer: Deep inside the dungeon is the Altar of Darkness, a powerful evil magic item. A frustrated low-level necromancer named Starisel Zelinth learned of the Altar, and traveled to the caverns to obtain it.
The Altar has the power to animate the dead as zombies. Unfortunately for Starisel, the Altar is too large to move, so he has had to learn about its powers “on location.”
Starisel was a sickly individual, and staying in the cold, damp dungeon and handling the dead made his condition progressively worse. He finally convinced himself that the Altar could make him a lich (a powerful undead wizard) if he poisoned himself while lying on it.
For several days he gave himself small doses of arsenic, until he felt quite sick. Then he laid down on the Altar and drank a large dose of the same poison mixed with a narcotic, and soon he died. The Altar did its work, animating him as a zombie; but as he was also the person controlling the Altar, he was animated in a self-willed form.
He performed his “wife's” transformation in the same way he did his own, by poisoning her with arsenic while she lay bound to the Altar of Darkness.
Lich: ?
Gwelayn, Zombie: She knows Zelinth planned to make Gwelayn his wife; when he told Gwelayn this, she said “Never!” He replied, “Don’t worry, my dear, you’ll change your mind after you’ve arisen from my altar.”
If not encountered elsewhere, Zelinth will be here with his “wife,” the merchant’s daughter Gwelayn, a beautiful young woman transformed into a zombie by him.
He performed his “wife's” transformation in the same way he did his own, by poisoning her with arsenic while she lay bound to the Altar of Darkness.
Zombie Displacer: ?
Wight: ?
Zombie Diner: ?
Carnivorous Ape Skeleton: ?

Mystery of the Cursed Monastery
Ghoul: A long time ago, a monastery in the Gauntlet acquired a cursed sword when the adventurer who was trying to break the curse died in the monastery. While trying to break the curse themselves, the nuns fell prey to the curse and became obsessed with possessing and protecting the sword. Eventually, they killed each other over it. They became ghouls, haunting the convent and killing anyone who tried to retrieve the sword.
Mayumi, Ghoul: ?
Ghoul Twin: ?
Sefu, Ghoul: ?
Minh, Ghoul: ?
Obsessed Ghoul: ?
Larissa the Elder Nun, Ghoul: ?

Necromancers
Skeleton: Animate Dead spell.
Corpse Servant spell.
Zombie: Animate Dead spell.
Corpse Servant spell.
Headless Horseman: Call Horseman spell.
Ghoul: Ghoulish Hands spell.
Undeath spell.
Mummy: Mummify spell.
Ghast: Undeath spell.
Spectre: Undeath spell.
Vampire: Undeath spell.
Wight: Undeath spell.
Wraith: Undeath spell.
Ghost: Undeath spell.
Undead: Undeath spell.

Animate Dead Range: touch
Necromancer 4 Duration: special
Virtually identical to the Cleric or standard Magic-User version, this spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. They remain animated until they are destroyed. The Necromancer may animate a number of hit dice of undead equal to three times his or her caster level, and no more (other casters can only animate twice their level in hit dice). Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of humans or demi-humans, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated. Normally, no character may normally control more hit dice of undead than 4 times his or her level, regardless of how many times this spell is cast, but for the Necromancer the limit is 6 times his or her level.

Call Horseman Range: 20'
Necromancer 7 Duration: special
This spell calls forth a Headless Horseman which is subsequently given a task to accomplish such as the slaying of one individual. The skull of an appropriately leveled warrior (of the mounted variety) is required to complete the summoning. The maximum level of the summoned Headless Horseman is equal to the caster's level or the actual level of the horseman at the time of his death (whichever is lowest). Thus the aspiring summoner usually works to get the most powerful warrior available, often by arranging the death of the warrior.
Each Horseman is an individual and usually appears in knightly garb similar to that they wore in life only darker and more grim (albeit all non-magical). Of course, as their name indicates, they are headless, but may appear with jack-o-lanterns in lieu of their actual head, ghost-like vestiges, vacant helmets and hoods, or other variations on this theme. The mount of the horseman is always summoned alongside its master. See the Headless Horseman monster entry for additional details and statistics.
The summoner must have possession of the actual skull of the Horseman in order to maintain control over him. If possession of the skull is lost, the horseman will attempt to gain possession of the skull with all the same fervor of his appointed task. If successful, the Horseman may become free-willed or simply vanish (GM's discretion). The spell can only be cast during the night (even if summoned underground), and the Horseman (and mount) remains until the task is complete or the sun rises. The spell must be recast the following night if the task was left unfinished or the Horseman is slain while on task.
The GM might allow other classes access to this spell. The spell remains seventh level, but the maximum level of the horseman is half the level of the caster (instead of equal to the Necromancer's level).

Corpse Servant Range: touch
Necromancer 1 Duration: one hour/level
This spell allows the caster temporarily animate skeletons or zombies. A number of hit dice equal to the caster's level may be animated for up to one hour per caster level. These non-permanent undead do not count towards the Animate Dead spell limitations, but they otherwise conform to the permanent undead created by that spell. Only one instance of this spell may be active at a time for any particular caster.
Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of humans or demihumans, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated.

Ghoulish Hands Range: touch or self
Necromancer 2 Duration: one round/level
This spell causes the hands of one living creature to become like the horrible claws of ghouls. The bearer of these ghoulish hands may make two clawing attacks that cause 1d4 points of damage each. If the recipient of this spell already had better claw attacks, then they gain a +2 damage bonus to their damage rolls while this spell is in effect. In addition to the damage, those struck by the hands must Save vs. Paralysis or be paralyzed for 2d8 turns (elves immune), exactly like the attacks of a ghoul.
Recipients of this spell must be true living creatures; other creatures such as undead, constructs, elementals, and the like would only waste the spell and they would not receive the effects. There is a 1% non-cumulative chance that on any particular casting of this spell that the recipient is actually infected with Ghoul Fever (per the monster description), which if proper curative steps are not taken, may ultimately result in the recipient's death and rising as an actual ghoul.

Mummify Range: touch
Necromancer 5 Duration: permanent
After careful ceremonial preparations lasting five days, and the application of many rare and expensive unguents, the caster is able to call back the spirit of the dead to reanimate its corpse as a mummy. Mummies so created are of the standard sort (see monster entry). Mummies do not count against the normal limits of controllable undead (per Animate Dead spell), but the caster can maintain control over as many Hit Dice of Mummies as his own level.
Mummies do not travel well, being slow and quickly wear down taking damage on long journeys. They make better guardians for the animator's lair. Preparations for mummification cost 100gp per hit die (500gp per Mummy). A separate casting of the spell is necessary for each Mummy created. It might be possible to create a mummy from a large humanoid such as a giant, however the costs associated with preparation increase dramatically to 5000gp per Hit Die of the final product. More powerful mummies, such as those with intact class-based powers, are generally created through the use of the Undeath spell.
Mummification is generally in the realm of the Necromancer, but occasionally Clerics of certain cults might have access as well.

Undeath Range: touch
Necromancer 6 Duration: instantaneous
As a vile necromantic alternative to the reincarnation spell, this spell can be used to bring back individuals to the world of the living. Upon casting this spell, the caster brings back a dead character (or creature) in an undead state, whether as some sort of reanimated body or as spiritual or ghost-like form. Wicked, cruel, murderous, or so called evil beings will often want to continue their predations in undeath, but for most beings the subject's soul is not willing to return in such a state. Most normal individuals roll a saving throw vs. magic to avoid coming back (rolled as if they were still alive and well), and if successful the spell fails completely as the soul cannot be compelled to return.
Roll on the following table to determine what sort of undead creature the character becomes. Entries marked with (ms) indicate creatures from the Monster Supplement. If that supplement is not available or another result seems more appropriate then the GM may alter the result accordingly.
d% Undead Form
01-25 Ghoul
26–40 Ghast (ms)
41-50 Mummy
51-55 Spectre
56-60 Vampire
61-75 Wight
81-90 Wraith
85-90 Ghost (ms)
91-00 Other (GM's choice)
Since the dead character is returning in a state of undeath, all physical ills and afflictions are generally irrelevant. The condition of the remains is not really a factor so long as the body is largely intact. The magic of the spell repairs or otherwise accommodates any changes necessary to conform to the new undead state, the process taking one hour to complete. When the spell is finished, the new undead being becomes aware and active. The caster has absolutely no special control over the newly 'risen' being. Of course, subsequent spells may be cast, having completely normal effects upon the new undead.
The newly undead character recalls the majority of its former life and form. Its class is unchanged, as are the character's Intelligence, Wisdom, and Charisma (but see below). The physical abilities of Strength, Dexterity, and Constitution should be rerolled or determined by the parameters of the new form. The subject’s level (or Hit Dice) is reduced by 1; this is a real reduction, not a negative level, and is not subject to magical restoration. The subject of this spell takes on all the abilities, hindrances, and disadvantages of the new undead state, having either the undead creature's normal hit dice or will have hit points according to the character's reduced level, whichever is higher. In either case, the character's class abilities are available to the newly risen form excepting any obviously contradicting situations. For instance, climbing is probably of little importance to a ghost-like form. The spell can thus create generally superior undead beings who often go on to lead others of their kind. The undead creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but also must confront any special tendencies of the new state. For instance, a newly risen ghoul hungers voraciously for fetid flesh, and a new vampire thirsts for blood. The compulsions of the undead is very strong, and the behaviors will soon overcome any previous relationships with living beings, although it may experience remorse over killing its former friends. For undead such as ghouls, ghasts, wights, and similar beings, the urges to kill and feed are so strong that they can become effectively mindless (-6 to Intelligence and Wisdom scores) until the urges are temporarily satisfied. Vampires have a bit more conscious control over their hunger and they do not have this penalty. For other types of undead not listed here the GM may assign relevant behaviors that must be followed.
Constructs, elementals, and similar creatures cannot become undead. The creature must have originally been a living corporeal being with some semblance of intelligence. The GM has the final say whether a being rises from the use of this spell. Likewise the GM decides any special situations or special manifestations that may occur from the use of this spell. Generally, any character who becomes an undead immediately becomes an npc under the control of the GM unless he has made special accommodations to allow for undead player characters.
Note: this spell is intended only for Necromancers, as the other spell casting classes have access to similar types of spells (reincarnation and raise dead).

Odysseys & Overlords Game Master's Guide
Daniela Moldoveanu, Vampire: ?

Ghost: Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. This circumstance has become far more common in the years since the destruction of Husque, the God of Death.
Ghoul: Humanoids bitten by ghouls may be infected with ghoul fever. Each time a humanoid is bitten, there is a 5% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way must make an Intelligence Ability Roll. Failure on this check means that the newly risen ghoul retains none of the knowledge or abilities they possessed in life. However, if the ghoul succeeds, they retain the majority of their knowledge and memories, becoming an intelligent ghoul.
Spectre: The same terrible conditions and negative consequences that have created an abundance of ghosts in the wake of the Schism have contributed to an uptick in the population of spectres.
Vampire: The vampire's bite inflicts 1d3 damage, then each round thereafter one energy level is drained from the victim. The vampire regenerates a 1d6 hit points (if needed) for each energy level drained. If the victim dies from the energy drain, he or she will arise as a vampire at the next sunset (but not less than 12 hours later).
Wight: Wights are mystically imbued corporeal undead who act as energy vampires, sucking the life force from their victims. It is said that the first wights were created by Husque to act as foot soldiers during the schism.
Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later).
Skeleton: Horn of Doom magic item.
Zombie: Horn of Doom magic item.
Wraith: ?
Mummy: ?

Horn of Doom: When blown, this horn will create animated skeletons or zombies as if by the spell animate dead. Up to 3d6 hit dice of undead monsters will be so created from remains within a 60’ radius of the character who blew the horn. If both skeletal and fleshy remains are available in the area of effect, skeletons will be animated in preference over zombies. If the user is a magic-user or cleric, the created undead may be controlled so long as that character retains the horn. If blown by a fighter or thief, the undead created will be uncontrolled. Uncontrolled undead monsters will attack any living creatures nearby. The horn may be used once per day, but no more than 18 hit dice of undead created by the horn may exist at any one time.

Odysseys & Overlords Player's Guide
Undead: If the character’s hit points are reduced to zero or less by means of energy drain, the victim is immediately slain. If the energy drain is caused by an undead monster, the victim will usually be transformed into that sort of undead (exact details vary by type of monster).
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: ?
Wight: ?
Wraith: ?
Mummy: ?
Spectre: ?
Vampire: ?
Ghost: ?

Animate Dead
Cleric 4, Magic-User 5
Range: touch
Duration: special
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster’s spoken commands. They remain animated until they are destroyed. The caster may animate a number of hit dice of undead equal to twice their caster level, and no more. Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of humans or humanoids, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated. No character may normally control more hit dice of undead than 4 times their level, regardless of how many times this spell is cast.
Forbidden: This spell is forbidden to Clerics of Chandra.

The Odyssey Begins - Adventures for Odysseys & Overlords
Handak, Ghoul: ?
Ghoul: Humanoids bitten by ghouls may be infected with ghoul fever. Each time a humanoid is bitten, there is a 5% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight.
A long time ago, a monastery in the Gauntlet acquired a cursed sword when the adventurer who was trying to break the curse died in the monastery. While trying to break the curse themselves, the nuns fell prey to the curse and became obsessed with possessing and protecting the sword. Eventually, they killed each other over it. They became ghouls, haunting the convent and killing anyone who tried to retrieve the sword.
Zombie: Zombies are the undead corpses of humanoid creatures.
If the party uses the Horn of Doom to animate the corpses of fallen Cromags, they rise as zombies.
Mayumi, Ghoul: ?
Ghoul Twin: A long time ago, a monastery in the Gauntlet acquired a cursed sword when the adventurer who was trying to break the curse died in the monastery. While trying to break the curse themselves, the nuns fell prey to the curse and became obsessed with possessing and protecting the sword. Eventually, they killed each other over it. They became ghouls, haunting the convent and killing anyone who tried to retrieve the sword.
Sefu, Ghoul: ?
Minh, Ghoul: ?
Obsessed Ghoul: A long time ago, a monastery in the Gauntlet acquired a cursed sword when the adventurer who was trying to break the curse died in the monastery. While trying to break the curse themselves, the nuns fell prey to the curse and became obsessed with possessing and protecting the sword. Eventually, they killed each other over it. They became ghouls, haunting the convent and killing anyone who tried to retrieve the sword.
Larissa the Elder Nun, Ghoul: A long time ago, a monastery in the Gauntlet acquired a cursed sword when the adventurer who was trying to break the curse died in the monastery. While trying to break the curse themselves, the nuns fell prey to the curse and became obsessed with possessing and protecting the sword. Eventually, they killed each other over it. They became ghouls, haunting the convent and killing anyone who tried to retrieve the sword.
Skeleton: ?
Nidallir, Ghost: Nidallir was a midwife who was slain by Ragnar’s Reavers. She grieves the many lives lost when Ragnar’s forces destroyed the temple. She is forced to haunt the ruin until the curse of the harpies is ended, or the worship of the goddess is restored to the ruin.
Wraith: If Jordemor is killed, then the curse on the Goddess’ cult is lifted, as the original line back to the cult is destroyed. This triggers a new curse: The revenge of Ragnar’s Reavers.
Until the undead warriors are all slain, they will each night sally forth from the temple to kidnap people from the nearby villages and bring them back to the temple, where the Ragnar High Priest, now a wraith, transforms the villagers into new undead warriors.
Ragnar's Reaver: If Jordemor is killed, then the curse on the Goddess’ cult is lifted, as the original line back to the cult is destroyed. This triggers a new curse: The revenge of Ragnar’s Reavers.
If Jordemor is slain, the temple begins to shake. The tower is struck by violent tremors and it begins to collapse. The characters have three rounds to exit the tower. Thereafter anyone in area #10, #11 and #12 takes 1d6 damage and the damage increases by one die for each round, until the tower collapses after 10 rounds.
While the dust settles, tremors are still felt throughout the temple. The center of the tremors is the hallway (area #1), where the large stone tiles in the floor are being pushed aside, as the rotting, animated corpses of Ragnar’s Reavers come crawling out.
Until the undead warriors are all slain, they will each night sally forth from the temple to kidnap people from the nearby villages and bring them back to the temple, where the Ragnar High Priest, now a wraith, transforms the villagers into new undead warriors.

Beyond the Wall
Beyond the Wall
Banshee: ?
Creature of Fear and Flame: ?
Ghoul: Undead flesh-eaters, ghouls are brought back from the dead by a ghoul fever, which reanimates corpses, filling them with a hunger for the flesh of the living if they can get it, and the flesh of the dead if they must. Ghouls are found in either the halls of the dead, or the lair of a necromancer. Their touch is a great peril, and if their opponent dies from his wounds, he will return as a ghoul himself.
Lich Lord: Once a mighty wizard with a true heart, fear of death drove this ancient creature to seek out dangerous, forbidden magic and twist his own form and soul into a mockery of the living.
Phantom: A phantom is a minor ghost, the spirit of someone who was not ready to depart our world.
Skeleton: Long dead corpses brought to a simulacrum of life by dark magic, skeletons are mindless automata which follow the commands of a necromancer.
Someone in the village has turned to necromancy and committed a grave sin. The village graveyard has been defiled, and the characters’ ancestors now walk as wicked skeletons.
Raise Undead Horde ritual.
Sluagh: ?
Spectre: They are often those who were wrongfully murdered.
Vampire: It is unclear how this wicked noble from a long-forgotten empire became an undead creature. Some stories say that she was cursed by the gods for an unspeakable crime, others that she is but one in a long line of such horrors.
Wight: It is unclear how this wicked noble from a long-forgotten empire became an undead creature. Some stories say that she was cursed by the gods for an unspeakable crime, others that she is but one in a long line of such horrors.
Wraith: ?
Zombie: These pitiful creatures are most often the product of some necromancer’s experimentations, but there are also stories about plagues sent to men which cause them to move after death and seek the flesh of their former neighbors.
Raise Undead Horde ritual.

Level 8 Ritual
Raise Undead Horde (Intelligence)
Range: Near
Duration: Permanent
Save: no
The mightiest necromancers can command whole legions of the dead, and mortals rightly fear such dark magic. This ritual transforms all corpses within range of the caster into appropriate undead creatures, either skeletons or zombies. These creatures are assumed to be under the control of the caster so long as they are animated in this way.
Such dark magic requires the foulest of all components: a human sacrifice. The victim must be bound for the duration of the ritual and then slain with a dagger of iron. Hopefully the heroes can stop the ritual in time!

Dark Dungeons
Dark Dungeons Cumulative
Undead: ?
Banshee: See Haunt Banshee.
Floating Horror Undead: See Floating Undead Horror.
Floating Undead Horror: It is not known how floating horrors become undead, but they can do so – and the result is even more horrific. (Dark Dungeons X)
Ghast: ?
Ghoul: Creatures slain by a giant vampire bat must make a saving throw vs Spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list: (Dark Dungeons)
1-3 = zombie
4-5 = ghoul
6 = wight (Dark Dungeons)
Creatures slain by a giant vampire bat must make a saving throw vs. spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list: (Dark Dungeons X)
1–3 = zombie
4–5 = ghoul
6 = wight (Dark Dungeons X)
Haunt Banshee: A banshee is an undead spirit that protects an outdoor location that it had a connection to in life from all intruders. (Dark Dungeons)
Haunt Ghost: A ghost is an undead spirit that tries to fulfill a task it left unfinished in life. (Dark Dungeons)
Haunt Poltergeist: A poltergeist is the undead spirit of a dead child. (Dark Dungeons)
A poltergeist is the undead spirit of a dead child. (Dark Dungeons X)
Intelligent Undead: ?
Lich: A lich is a human magic-user or cleric who has used a forbidden arcane ritual to turn themselves into an undead creature. Although theoretically a lich can have any personality and alignment, it is normally only the most depraved or desperate individuals who are willing to perform the ritual. (Dark Dungeons)
A lich is a human magic-user or cleric who has used a forbidden arcane ritual to turn themselves into an undead creature. (Dark Dungeons X)
Mummy: Mummies are re-animated corpses that have been specially prepared and wrapped so that they will become undead. (Dark Dungeons)
Mummies are re-animated corpses that have been specially prepared and wrapped so that they will become undead. (Dark Dungeons X)
Nightcrawler: See Nightshade Nightcrawler.
Nightshade: ?
Nightshade Nightcrawler: ?
Nightshade Nightwalker: ?
Nightshade Nightwing: ?
Nightwalker: See Nightshade Nightwalker.
Nightwing: See Nightshade Nightwing.
Owlwitch: When an Owlwitch has drained four levels from victims it splits in two, creating a new Owlwitch through a form of undead asexual reproduction. (House of Darkness)
Anyone killed by an Owlwitch will if female rise as an Owlwitch themselves the following night unless a Dispel Evil or a Raise Dead is cast upon their corpse or ashes. (House of Darkness)
Phantom: ?
Phantom Apparition: Any human or demi-human killed by an apparition will fade away and become one in a week (even if raised) unless a Dispel Evil is cast on them. (Dark Dungeons)
Any human or demi-human killed by an apparition will fade away and become one in a week (even if raised) unless a Dispel Evil is cast on them. (Dark Dungeons X)
Phantom Shade: ?
Phantom Vision: A vision is a composite undead creature, consisting of the transparent forms of 2d4 creatures. (Dark Dungeons X)
Skeleton: Animate Dead spell. (Dark Dungeons)
Animate Dead spell. (Dark Dungeons X)
Skeleton Dragon: A skeleton dragon is the undead form of a dragon. (Dark Dungeons)
Spectre: Anyone slain by a spectre will rise the following night as another spectre unless raised. (Dark Dungeons)
Anyone slain by a spectre will rise the following night as another spectre unless raised. (Dark Dungeons X)
Firstly, any undead that creates creatures similar to itself by draining the life from victims (e.g. a spectre or a vampire) can automatically take control of those new undead as soon as they rise, even though they have more than half the number of hit dice that the liege has. (Dark Dungeons X)
Undead really weren’t her thing and she’d actually died fighting those awful spectres. Luckily, Elfstar had been able to revive her before she turned into one herself; but she still had nightmares where she could feel their icy touch and feel her life being sucked from her. (Dark Dungeons X)
Spirit: ?
Spirit Druj: ?
Spirit Druj Skeletal Hand: ?
Spirit Druj Eye: ?
Spirit Druj Skull: ?
Spirit Odic: ?
Spirit Revenant: ?
Uvanx: See Vampire Uvanx.
Undead Floating Horror: See Floating Undead Horror.
Vampire: Any human or demi-human killed by a vampire will rise in three days time as a vampire themselves, unless they have a Dispel Evil cast on them or they are raised. (Dark Dungeons)
Any human or demi-human killed by a vampire will rise in three days’ time as a vampire themselves, unless they have a Dispel Evil cast on them or they are raised. (Dark Dungeons X)
Firstly, any undead that creates creatures similar to itself by draining the life from victims (e.g. a spectre or a vampire) can automatically take control of those new undead as soon as they rise, even though they have more than half the number of hit dice that the liege has. (Dark Dungeons X)
Vampire Uvanx: An Uvanx is a subtype of Vampire created on the Elemental Plane of Water or in the coldest regions of the Prime plane. (House of Darkness)
Wight: The touch of a wight does an Energy Drain to the victim, draining a single level. Any humanoid killed by a wight in this manner will become a wight themselves in 1d4 days unless a Dispel Evil is cast on them or they are raised. (Dark Dungeons)
Creatures slain by a giant vampire bat must make a saving throw vs Spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list: (Dark Dungeons)
1-3 = zombie
4-5 = ghoul
6 = wight (Dark Dungeons)
The touch of a wight does an Energy Drain to the victim, draining a single level. Any humanoid killed by a wight in this manner will become a wight themselves in 1d4 days unless a Dispel Evil is cast on them or they are raised. (Dark Dungeons X)
Creatures slain by a giant vampire bat must make a saving throw vs. spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list: (Dark Dungeons X)
1–3 = zombie
4–5 = ghoul
6 = wight (Dark Dungeons X)
Wraith: Anyone killed by a wraith will rise as a wraith themselves the following night unless a Dispel Evil or Raise Dead is cast on them. (Dark Dungeons)
Anyone killed by a wraith will rise as a wraith themselves the following night unless a Dispel Evil or Raise Dead is cast on them. (Dark Dungeons X)
Zombie: Zombies are mindless undead created by an Animate Dead spell. (Dark Dungeons)
Creatures slain by a giant vampire bat must make a saving throw vs Spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list: (Dark Dungeons)
1-3 = zombie
4-5 = ghoul
6 = wight (Dark Dungeons)
Zombies are mindless undead created by an Animate Dead spell. (Dark Dungeons X)
Creatures slain by a giant vampire bat must make a saving throw vs. spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list: (Dark Dungeons X)
1–3 = zombie
4–5 = ghoul
6 = wight (Dark Dungeons X)
Animate Dead spell. (Dark Dungeons)
Animate Dead spell. (Dark Dungeons X)

Dark Dungeons Gurbintroll Games
Dark Dungeons
Floating Undead Horror: ?
Ghast: ?
Ghoul: Creatures slain by a giant vampire bat must make a saving throw vs Spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list:
1-3 = zombie
4-5 = ghoul
6 = wight
Haunt Banshee: A banshee is an undead spirit that protects an outdoor location that it had a connection to in life from all intruders.
Haunt Ghost: A ghost is an undead spirit that tries to fulfill a task it left unfinished in life.
Haunt Poltergeist: A poltergeist is the undead spirit of a dead child.
Lich: A lich is a human magic-user or cleric who has used a forbidden arcane ritual to turn themselves into an undead creature. Although theoretically a lich can have any personality and alignment, it is normally only the most depraved or desperate individuals who are willing to perform the ritual.
Mummy: Mummies are re-animated corpses that have been specially prepared and wrapped so that they will become undead.
Nightcrawler: ?
Nightwalker: ?
Nightwing: ?
Phantom Apparition: Any human or demi-human killed by an apparition will fade away and become one in a week (even if raised) unless a Dispel Evil is cast on them.
Phantom Shade: ?
Phantom Vision: ?
Skeleton: Animate Dead spell.
Skeleton Dragon: A skeleton dragon is the undead form of a dragon.
Spectre: Anyone slain by a spectre will rise the following night as another spectre unless raised.
Spirit Druj: ?
Spirit Druj Skeletal Hand: ?
Spirit Druj Eye: ?
Spirit Druj Skull: ?
Spirit Odic: ?
Spirit Revenant: ?
Vampire: Any human or demi-human killed by a vampire will rise in three days time as a vampire themselves, unless they have a Dispel Evil cast on them or they are raised.
Wight: The touch of a wight does an Energy Drain to the victim, draining a single level. Any humanoid killed by a wight in this manner will become a wight themselves in 1d4 days unless a Dispel Evil is cast on them or they are raised.
Creatures slain by a giant vampire bat must make a saving throw vs Spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list:
1-3 = zombie
4-5 = ghoul
6 = wight
Wraith: Anyone killed by a wraith will rise as a wraith themselves the following night unless a Dispel Evil or Raise Dead is cast on them.
Zombie: Zombies are mindless undead created by an Animate Dead spell.
Creatures slain by a giant vampire bat must make a saving throw vs Spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list:
1-3 = zombie
4-5 = ghoul
6 = wight
Animate Dead spell.

Animate Dead
Cleric 4, Druid 4, Magic-User 5, Elf 5, Sorcerer 5
Target: One or more corpses
Range: 60’
Duration: Permanent
When this spell is cast, a number of dead bodies or skeletons within range will be animated and will become zombies or skeletons respectively.
A created skeleton will have the same number of hit dice as the race of the original creature had (not including extra hit dice gained from class levels). A created zombie will have one more hit dice than the original creature had (not including extra hit dice gained from class levels).
Therefore a human or demi-human skeleton will always have 1 hit die, and a human or demi-human zombie will always have 2 hit dice.
Each casting of the spell will create a total number of hit dice of undead equal to the caster’s level, starting with those nearest the caster.
See Chapter 18: Monsters for more details about skeletons and zombies.
The animated undead will mindlessly obey the commands of the caster, and there is no limit to the total number of undead that the caster can create and control using multiple castings of this spell.
The zombies and skeletons created by this spell can be turned or destroyed normally. Unless the caster of this spell is an Immortal, they are also vulnerable the Dispel Magic spell.

Dark Dungeons X
Undead: ?
Floating Undead Horror: It is not known how floating horrors become undead, but they can do so – and the result is even more horrific.
Ghast: ?
Ghoul: Creatures slain by a giant vampire bat must make a saving throw vs. spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list:
1–3 = zombie
4–5 = ghoul
6 = wight
Haunt Banshee: ?
Haunt Ghost: ?
Haunt Poltergeist: A poltergeist is the undead spirit of a dead child.
Lich: A lich is a human magic-user or cleric who has used a forbidden arcane ritual to turn themselves into an undead creature.
Mummy: Mummies are re-animated corpses that have been specially prepared and wrapped so that they will become undead.
Nightshade: ?
Nightshade Nightcrawler: ?
Nightshade Nightwalker: ?
Nightshade Nightwing: ?
Phantom: ?
Phantom Apparition: Any human or demi-human killed by an apparition will fade away and become one in a week (even if raised) unless a Dispel Evil is cast on them.
Phantom Shade: ?
Phantom Vision: A vision is a composite undead creature, consisting of the transparent forms of 2d4
creatures.
Skeleton: Animate Dead spell.
Skeleton Dragon: ?
Spectre: Anyone slain by a spectre will rise the following night as another spectre unless raised.
Firstly, any undead that creates creatures similar to itself by draining the life from victims (e.g. a spectre or a vampire) can automatically take control of those new undead as soon as they rise, even though they have more than half the number of hit dice that the liege has.
Undead really weren’t her thing and she’d actually died fighting those awful spectres. Luckily, Elfstar had been able to revive her before she turned into one herself; but she still had nightmares where she could feel their icy touch and feel her life being sucked from her.
Spirit: ?
Spirit Druj: ?
Spirit Druj Eye: ?
Spirit Druj Hand: ?
Spirit Druj Skull: ?
Spirit Odic: ?
Spirit Revenant: ?
Vampire: Any human or demi-human killed by a vampire will rise in three days’ time as a vampire themselves, unless they have a Dispel Evil cast on them or they are raised.
Firstly, any undead that creates creatures similar to itself by draining the life from victims (e.g. a spectre or a vampire) can automatically take control of those new undead as soon as they rise, even though they have more than half the number of hit dice that the liege has.
Wight: The touch of a wight does an Energy Drain to the victim, draining a single level. Any humanoid killed by a wight in this manner will become a wight themselves in 1d4 days unless a Dispel Evil is cast on them or they are raised.
Creatures slain by a giant vampire bat must make a saving throw vs. spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list:
1–3 = zombie
4–5 = ghoul
6 = wight
Wraith: Anyone killed by a wraith will rise as a wraith themselves the following night unless a Dispel Evil or Raise Dead is cast on them.
Zombie: Zombies are mindless undead created by an Animate Dead spell.
Creatures slain by a giant vampire bat must make a saving throw vs. spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list:
1–3 = zombie
4–5 = ghoul
6 = wight
Animate Dead spell.
Intelligent Undead: ?

Animate Dead
Energy, Inertia
Cleric 4, Druid 4, Magic-User 5, Elf 5, Sorcerer 5
Target: one or more corpses
Range: 60’
Duration: permanent
When this spell is cast, a number of dead bodies or skeletons within range will be animated and will become zombies or skeletons respectively.
A created skeleton will have the same number of hit dice as the race of the original creature had (not including extra hit dice gained from class levels). A created zombie will have one more hit dice than the original creature had (not including extra hit dice gained from class levels).
Therefore, a human or demi-human skeleton will always have 1 hit die, and a human or demi-human zombie will always have 2 hit dice.
Each casting of the spell will create a total number of hit dice of undead equal to the caster’s level, starting with those nearest the caster.
See Chapter 18 – Monsters for more details about skeletons and zombies.
The animated undead will mindlessly obey the commands of the caster, and there is no limit to the total number of undead that the caster can create and control using multiple castings of this spell. The zombies and skeletons created by this spell can be turned or destroyed normally. Unless the caster of this spell is an immortal, they are also vulnerable the Dispel Magic spell.

3rd Party Dark Dungeons
House of Darkness
Owlwitch: When an Owlwitch has drained four levels from victims it splits in two, creating a new Owlwitch through a form of undead asexual reproduction.
Anyone killed by an Owlwitch will if female rise as an Owlwitch themselves the following night unless a Dispel Evil or a Raise Dead is cast upon their corpse or ashes.
Vampire Uvanx: An Uvanx is a subtype of Vampire created on the Elemental Plane of Water or in the coldest regions of the Prime plane.

Dark Fantasy Basic
Dark Fantasy Basic - Player's Guide
Undead: ?
Skeleton: ?

Dungeon Nights
Dungeon Nights
Undead: ?
Banshee: ?
Lich: ?
Skeleton: Animate Dead spell.
Vampire: ?
Wraith: ?
Zombie: Animate Dead spell.
Ghost: ?
Wight: ?

Animate Dead
Spell level: Magic User 5
Range: 100ft
Effect: Corpses animate into zombies and skeletons to do the caster’s bidding. 1d6 per caster level above 8th. Animated dead remain until destroyed.

Epic Legends
Epic Legends Cumulative
Undead: Dagger of Pure Evil magic item. (Epic Legends Basic Rules Cyclopedia)
Baneheart, Vladuchia: See Vampire, Vladuchia Baneheart.
Ghost: Those who died before their time was right, or who have experienced a great wrong in their life, return as ghosts. (Epic Legends Basic Rules Cyclopedia)
Lich: Magic-users who sought immortality, and did the ritual of Lichdom. (Epic Legends Basic Rules Cyclopedia)
Become Lich spell. (Epic Legends Basic Rules Cyclopedia)
Skeleton: ?
Vampire: Sometimes humans develop a taste for blood. As they do this more and more, they can no longer walk in the sun, touch running water, or eat normal food. They will become vampires, and they will lurk the night for fresh blood to drink. (Epic Legends Basic Rules Cyclopedia)
Vampire, Vladuchia Baneheart: ?
Vladuchia Baneheart: See Vampire, Vladuchia Baneheart.
Wight: They're vengeful spirits who have possessed a body of a warrior, and wander the land in search of things to kill. (Epic Legends Basic Rules Cyclopedia)
Create 4d6 Undead spell. (Epic Legends Basic Rules Cyclopedia)
Zombie: Undead monsters that have been reanimated from the corpses of the dead. (Epic Legends Basic Rules Cyclopedia)
Anything killed by a zombie, will become a zombie. (Epic Legends Basic Rules Cyclopedia)
Vampires can also create zombies from the corpses of their victims. (Epic Legends Basic Rules Cyclopedia)
Create 4d6 Undead spell. (Epic Legends Basic Rules Cyclopedia)
Raise 2d6 Dead spell. (Epic Legends Basic Rules Cyclopedia)

Epic Legends Books
Epic Legends Basic Rules Cyclopedia
Undead: Dagger of Pure Evil magic item.
Zombie: Undead monsters that have been reanimated from the corpses of the dead.
Anything killed by a zombie, will become a zombie.
Vampires can also create zombies from the corpses of their victims.
Create 4d6 Undead spell.
Raise 2d6 Dead spell.
Skeleton: ?
Wight: They're vengeful spirits who have possessed a body of a warrior, and wander the land in search of things to kill.
Create 4d6 Undead spell.
Lich: Magic-users who sought immortality, and did the ritual of Lichdom.
Become Lich spell.
Ghost: Those who died before their time was right, or who have experienced a great wrong in their life, return as ghosts.
Vampire: Sometimes humans develop a taste for blood. As they do this more and more, they can no longer walk in the sun, touch running water, or eat normal food. They will become vampires, and they will lurk the night for fresh blood to drink.
Vladuchia Baneheart, Vampire: ?

Level 6 Magic-User
Raise 2d6 Dead
Reanimate 2d6 dead people as zombies, and let them fight for you.

Level 8 Magic-User
Create 4d6 Undead
You can create 4d6 undead creatures that can range from zombies to wights.

Level 9 Magic-User
Become Lich
You must kill the one you most hate, the one you most love, and 5 innocent people, then make them into a potion, drink it, and you'll become a Lich.

Dagger of Pure Evil
This dagger gives off a dark magical aura, and kills all plant life within 100 feet of it. It deals no real damage when used, but if an attacker scores a critical hit, the defender must roll a save against magic. On a fail, they die, and become undead servants. Only applies to living creatures.

Epic Legends: Expedition Into Greyland
Zombie: ?
Skeleton: ?
Wight: ?
Ghost: ?

Epic Legends: Raiders & Witches
Skeleton: ?
Wight: ?
Lich: ?

Exemplars & Eidolons
Exemplars & Eidolons
Undead: Undead are impervious to the cares of living flesh, called forth by necromancers or unquiet deaths to walk the living lands.
Animate Legion spell.
Revenant: Animate Revenant spell.
Skeleton: Animate Skeleton spell.
Wraith: Animate Wraith spell.
Lich: ?

Animate Legion: As Animate Skeleton, but the single point of Effort allows up to twenty-five hit dice of undead to be animated by the caster, of such types as they choose to call up.
Animate Revenant: As Animate Wraith, but it revives a revenant. Revenants are undead, but fully recall their breathing days and may retain attitudes and ambitions related to that life. They are not suicidally loyal to the necromancer, and when the Effort of their calling is reclaimed they remain animate.
Animate Skeleton: Commit Effort. So long as the Effort remains committed, a mostly-intact corpse can be animated as a skeleton. The skeleton will serve mindlessly but with perfect loyalty until the Effort is reclaimed. A skeleton destroyed by violence will be too damaged to be re-animated.
Animate Wraith: As Animate Skeleton, but calling forth a wraith instead. Wraiths have a human degree of intelligence, but animated ones can remember little or nothing of their living days. If the wraith is destroyed, the corpse it was summoned from disintegrates into dust.

Labyrinth Lord
Labyrinth Lord Cumulative
Undead, Restless Dead: These beings were alive at one time, but through foul magic or by dying at the hands of another undead type, these beings rise again as undead horrors. (Labyrinth Lord: Revised Edition (no-art version))
Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. (Advanced Edition Companion (Labyrinth Lord, no-art version))
Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. (Advanced Labyrinth Lord)
These beings were alive at one time, but through foul magic or by dying at the hands of another undead type, these beings rise again as undead horrors. (Advanced Labyrinth Lord)
When the Shou stormed out of the west in years past, many of these young cities and towns were put to the torch and ravaged by the furious humanoids. Men and women of later days tend to shun them for fear of the restless dead, still furious over unburied bones and an uncertain afterlife to come. (An Echo Resounding)
Once a bold keep on the Westmark borderlands, Vanguard Keep was the first conquest of the Witch-Queen Agrahti when she and her hordes rolled out of the Godbarrows. For too many decades, the mountain tribes had been quarrelsome and disorganized, easy prey for disciplined Xianese soldiers. With the Witch-Queen to unite them, their numbers and wild sorcery were too much for the high walls of the keep. The gates were shattered and the soldiers within slaughtered before they even knew what was happening. (An Echo Resounding)
Agrahti knew that haste was her best friend in crushing the Westmark, so she was profligate in hurling soldiers against the strong walls of the keep. Wave upon wave of Shou were sent forward to break upon the stones and to fill the trenches with mounds of their own dead. All the while, Agrahti’s witchcraft conjured elemental forces to shake the foundations of the fort. (An Echo Resounding)
When the fortress was broken and the Shou surged east, nothing was left behind but the unburied dead. The sudden, savage release of so much death and mystical energy left a pall over the ruined keep, one that slowly infected the bones of the dead. It was not long before they rose once more to repeat the battle, rusted swords and broken spears becoming spectral weapons in their hands. Each cloven skull and broken pelvis became whole with each new dusk, and the dead rose once again to repeat their battle. (An Echo Resounding)
Neither side can ever truly win. The patterns of mutual destruction are too strong and old destinies still cling to their bones. The great war-chief Takul leads his rotting kinsmen against the spears of Castellan Liu’s bodyguard, and every time all are slain in the end. The battle begins at dusk, and often runs straight to mid-afternoon of the next day. (An Echo Resounding)
In the days before the Ravaging, White Jade Hill was a prosperous quarry town nestled amid the low hills of the Galukan Wald. Where other masons sent heavy blocks of granite or limestone down rivers on wooden barges, the townsmen of Jade Peak sought rare stone- the precious jade that had so much value for Imperial sorcerers and so much beauty for other eyes. (An Echo Resounding)
Countless different kinds of jade were pulled from the low hills that surrounded the forest town: the spring-green luster of “green apple jade”, the brilliant green-flecked white of “moss-in-snow”, the golden luminescence of “sun jade”, and rarest of all, the flawless emerald translucence of celestial jade. The greatest archmages of the Ninefold Celestial Empire used this precious material for some of their most powerful artifacts, as the purest forms could endure the channeling of massive amounts of geomantic energy without shattering. Even aside from the deposits of gem jade were great slabs of creamy mutton-fat jade that could be cut out to adorn the walls of rich merchants’ houses and the palaces of daifus. (An Echo Resounding)
There was always a certain puzzlement at the hills, though. Elsewhere in the Isles, jade was a thing found in loose boulders and worn river stones, not in great masses beneath the earth. Still, who were they to kick at luck? The hillsides were stripped of their trees and became runneled with great strips of black earth torn to bare the white stone below. (An Echo Resounding)
This all ended when the Shou came. The Witch-Queen Agrahti and her horde burned Westmark to the ground, and White Jade Hill was no exception. The people were slaughtered and devoured, the buildings were toppled, and the hillsides were left to return to the forest’s green embrace. The roads that had led to the town were reclaimed by the Galukan Wald and its name became no more than a wistful memory. (An Echo Resounding)
Perhaps it was a consequence of the jade itself- a side-effect of such horror and slaughter committed in the proximity of such magically-potent mineral, but the dead did not rest easily in White Jade Hill. Slowly, fragments of jade dust and powdered stone crusted over the bones of the dead, mantling them in shrouds and layers to give them the seeming of perfect, pallid life. Were it not for their perfectly smooth skins and the pallor of their eyes and faces, the bodies that rose from their uneasy slumber would seem to be entirely normal men and women. (An Echo Resounding)
For decades, these unquiet shapes mimicked the lives they had led before the slaughter, pantomiming the tasks they had been about at the moment of their death. Outsiders were answered in vague, dreamy fashion, or ignored, or torn to bloody pieces if they threatened one of the townsmen. For many years, White Jade Hill lived on as a ghost of itself. (An Echo Resounding)
That changed fifteen years ago, when the wandering adventurer Nobu Kitano and his adventuring party came to liberate the ruins of their remaining fragments of wealth. The Galukan Wald treated the little band harshly, and only Nobu and three companions yet lived by the time they reached the ruins. One of these died not long after they arrived, and Nobu and his friends despaired of escaping the place alive.
It was then that Nobu discovered the power of the place, when his dead companion was crusted in creeping jade dust and rose as if alive once again. He remembered little of his past and cared nothing for more than contemplating the white hills and the soothing perfection of the jade. Nobu counted it a miracle, and became determined to discover the secret of the power that dwelled in the ruins of White Jade Hill. (An Echo Resounding)
With time, he became convinced that the ruin itself was the birthplace of a new god, a spirit summoned of the life of all who died here. He counts himself a priest of this new “Jade God”, and is determined to strengthen it with sacrifices of new life. With each wayfarer and kidnapped farm girl who perishes under his knives, a fresh minion of the Jade God is soon to follow after. (An Echo Resounding)
They spend their days searching for precious jade or studying the magical aura of the ruin, trying to find some way of replicating its undeath-inducing enchantment in a more practical form. (An Echo Resounding)
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! (Barrowmaze Complete)
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. (Barrowmaze Complete)
The Acolytes [of Orcus] commonly raise their own dead to serve as foot soldiers. (Barrowmaze Complete)
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. (Barrowmaze Complete)
The Necromancers will then search the bodies, animate several undead, and head north and east.
Non-evil enveloped by Earth's black blood summoned by a variant Rod of Magma. (Basilisk Goggles & Wishing Wells)
Laelo burial practices include elaborate funerals that end in cremation—if not, Laelo dead always return as undead. (COA01: The Chronicles of Amherth)
Cleric of Hel Drain Life Side Effect (Divinities and Cults)
3. I Stab at Thee! If slain by the life-draining process, the victim reanimates as an undead creature, of equal HD to the level it had in life, hel(l)-bent on getting its life force back from the recipient! It attacks until destroyed. (Divinities and Cults)
The undead are a class of monsters that were alive at one time, but through foul magic or by dying at the hands of another undead type, have risen again powered by the unnatural energies of the Negative Energy Plane. (Ghosts The Incorporeal Undead)
A corpse left without funerary rites leaves its owner’s soul naked to the hunger of the Hell Kings in the afterlife. Good and pious souls can hope for the intercession of the kindly gods and their protection for their wayward soul, but less noble spirits have no such guarantee. Some are too frightened to leave this world, and so linger as fearful ghosts who nurse an unthinking hatred for the living who left them unshriven. It requires either a blessed servant of the gods or a stout weapon to force them onward into the afterlife. Places where great numbers of people died without the care of priests or funerary rites often serve as nests for groups of angry, frightened undead. Due to their lack of souls elves can never become undead, but dwarves and halflings sometimes experience the same terror of the world to come. (Red Tide Campaign Sourcebook)
The undead have a special place in the shadow world. Some seem to the product of human sins and vices, while others appear to be the consequence of magical contamination or otherworldly incursions. Some occultists theorize that the undead are actually intrusions of a different state of being from some neighboring Kelipah, an infection of a different order of life than this world supports. Others claim that they are actually the product of a parasitical outer entity that infests the corpses and minds of the wretched dead. The types given below are merely the most common varieties. Death blooms in strange abundance in the varieties of undead, and unique monstrosities are common to many investigators’ experience. (Silent Legions)
In recent years, the nixthisis‘ ever-waxing power has exerted a new influence on the dungeon. Due to the sheer amount of turbulent emotions that the creature has fed upon over the decades, the nixthisis has become a powerful force of Chaos. Like a massive turbine, the nixthisis constantly generates and expels waves of chaotic energy. This energy is causing the normally immutable forces of Law to degrade within the dungeon. On Stonehell‘s lowest levels, this malignant Chaos has transformed sections of the dungeon into nightmare realms of unpredictability, with the nixthisis as their ruler. Closer to the surface, the influence of Chaos is less visible, manifesting mostly in the form of the spontaneously created undead which prowl the upper levels. (Stonehell)
For many decades, these prisoner-slaves worked away at the gold veins under the mountains. It came to pass that, as the miners dug away at a seam of gold, they uncovered a curious stele entombed in the earth. With the discovery of this ancient stone monolith, the miners unleashed a malevolent spirit back into the world, and, in an orgy of violence and blood, the miners turned on one another. Those who died in the mines rose again in new and awful undead forms. (Stonehell)
Unfortunately, one of the items buried with the merchant was a garnet pin. The stone was large and of an unusually deep red, so as to appear almost black. How he had come by it, no one knows, but he was not the original owner. It had been the prized possession of an evil necromancer years before, and was imbued with many of that wizard’s foul magics. The merchant had no inkling of the item’s powers, and so never used it. (The Black Gem)
As the gem lay in the ground, surrounded by death, its power reached out and began to corrupt the cemetery’s residents. Every new moon, its power would reach an apex, and the dead would rise. At first only one or two would shuffle out of their tombs or graves; but as time went on, more and more would stir. (The Black Gem)
One day the new Abbot, Erkmar, was given a strange book made of human skin and written in blood, the so-called Dark Book of Grimic. (The Village of Larm)
He knew he had to destroy it, so he initiated a ritual involving every single monk and cleric in the temple. They gathered in the church crypt, began chanting songs and prayers, lit magic candles and a huge fire, then threw the book on top of it. (The Village of Larm)
The complex ritual wasn’t necessary, as this sort of book “wants” to be destroyed (see Appendix 6). Erkmar could have destroyed it with just a candle. Still his quick actions afterwards, and the fact that he immediately sealed the temple, prevented an even greater catastrophe occurring. (The Village of Larm)
At first nothing happened, the book seemed to resist the fire. But suddenly, the Abbot was blinded by a roaring flame and the whole temple was engulfed in heavy black smoke that made it hard to breathe. (The Village of Larm)
When he was able to see and breathe again, he gasped in horror, for what he saw was too terrible for him to behold. (The Village of Larm)
Everyone in the temple, except for himself, had been transformed into a zombie, skeleton or other terrible form of undead. In shock, he stumbled all the way out of the temple and banged the door shut behind him, never to return again. (The Village of Larm)
All the undead in this temple were transformed by The Dark Book of Grimic about 30 years ago. (The Village of Larm)
In the Ancients’ movies and literature, undead were often created by magic, curses, or other supernatural phenomena. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Numerous types of undead monsters can be found in the post-apocalyptic world and might have been created in a number of ways. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Curse of Undeath spell. (Theorems & Thaumaturgy Revised Edition)
Death Geas spell. (Theorems & Thaumaturgy Revised Edition)
Raise Dead Lesser spell. (Theorems & Thaumaturgy Revised Edition)
Summon Necromantic Familiar spell. (Theorems & Thaumaturgy Revised Edition)
Steal Life Force spell. (Theorems & Thaumaturgy Revised Edition)
Chaotic Raise chaos magic spell. (Brave the Labyrinth 4)
Death Ward Ring magic item. (Theorems & Thaumaturgy Revised Edition)
Slab of Redemption magic item. (Basilisk Goggles & Wishing Wells)
The Black Gem magic item. (The Black Gem)
Masque of the Tomb King relic. (DF To Light the Shadows)
Tablet of Chaos relic. (Barrowmaze Complete)
Magic Effects 86-90. (Mad Monks of Kwantoom)
Aag Aat: See Ghoul Shadow, Aag Aat.
Aat, Aag: See Ghoul Shadow, Aag Aat.
Abbess: See The Abbess.
Abbess Blackbone: See Blackbone Abbess.
Able Blackshield: See Wraith, Able Blackshield.
Aberration Crypt: See Crypt Aberration.
Abide: When a magic-user or cleric of 8th level or greater achievement possesses an abnormally powerful drive or devotion towards a specific goal, that willpower can be sufficient to overcome Death itself. Sustained by both their sheer will and mystical energies, these atypical mortals linger on past their allotted time to become undead creatures known as abides. (Stonehell Buried Secrets)
Abide, Klydessia: So strong was her devotion and magic that she lingers on long after she should have gone on to her final reward. She has become an abide, a minor form of lich sustained by her power and the nixthisis‘ duplicitous mission. (Stonehell Buried Secrets)
Klydessia‘s magic and devotion have prolonged her existence long beyond her natural span of years. These forces have transformed her into an abide, a rare type of undead similar to a lich. (Stonehell Buried Secrets)
A note about Klydessia: She is an unusual abide due to the fact that she wasn't a true magic-user or cleric prior to her transformation. Klydessia was a witch-priestess, a special NPC class that will be detailed in a future Stonehell Dungeon Supplement. (Stonehell Buried Secrets)
Abomination Barrow: See Barrow Abomination.
Acid Ghost: See Ghost Acid.
Agheer, Lek: See Ghoul Warrior, Lek Agheer.
Agony: Agonies are the undead spirits of those who were judged unworthy of receiving the Lady of Whips' final reward. (Stonehell)
Alien Ghost: See Ghost Alien.
Allor: See Mummy Hill, Allor.
Ambrogio: See Vampire, Ambrogio.
Amphisbaenid Undead: See Undead Amphisbaenid.
Anamhedonic Ghost: A target reduced to zero Charisma [by an anamhedonic ghost] becomes a ghost themselves. (Dungeon Full of Monsters)
Ancestral Ghost: See Ghost Ancestral.
Ancient Lizardfolk Mummified Undead: See Mummified Undead Ancient Lizardfolk.
Ancient Lizardman Priest Undead Shell: ?
Ancient Skeleton: See Skeleton Ancient.
Andras Black: See Myrkridder Unique, Black Andras.
Angry Dead: The dead of the ruins are furious. Sometimes these spirits are angry for comprehensible reasons, such as the unburied and unlamented condition of their bodies or the terrible way in which they died. In other cases these angry dead seem to spontaneously erupt from incomprehensible causes and strange tides of evil fortune. Necromancers and other deathworkers are the most common sources of this plague of wrathful corpses. (An Echo Resounding)
Animal Ghost: See Ghost Animal.
Animal Skeleton: See Skeleton Animal.
Animate Corpse: ?
Animated Fallen Warrior: Animate Fallen Warrior spell. (Petty Gods)
Animated Kobold Skeleton: See Skeleton Kobold Animated.
Animated Skeleton: See Skeleton Animated.
Ant Giant Exoskeleton: See Exoskeleton Giant Ant.
Ape Undead: See Undead Ape.
Apparition: See Ghost Lesser Apparition.
Archmage Undead: See Undead Archmage.
Arkaan Makaar: See Gahoul Fighter 9, Arkaan Makaar.
Arkyn the Ancient: See Myrkridder Unique, Arkyn the Ancient.
Armchair-Tactician Ghost: See Ghost Armchair-Tactician.
Armored Ghost: See Ghost Armored.
Arnaxella: See Ghast Human, Arnaxella.
Ascyet Vie Yannarg: See Lich, Ascyet Vie Yannarg, The Keeper of the Tablet.
Ash Tree Sentient Undead: See Undead Sentient Ash Tree.
Ashogarr: Ashogarrs are the remains of drowning victims, particularly those killed by murder or neglect. (COA01: The Chronicles of Amherth)
Astronaut Zombie: See Zombie Astronaut.
Audolf: See Myrkridder Unique, Audolf.
Autumnal Rider: ?
Azure Skeleton: See Skeleton Azure.
Balegarm: See Skeletal Fighter, Balegarm.
Banshee: See Groaning Spirit, Banshee.
Banshee: See Nanotech Undead Banshee.
Bareus of Barrowcrest: See Wraith, Bareus of Barrowcrest.
Barrow Abomination: A Barrow Abomination is a physical manifestation of Nergal’s chaos energy and the corruptive power of The Tablet of Chaos. (Barrowmaze Complete)
Barrow Ghast: See Ghast Barrow, Greater Ghast.
Barrow Mummy: See Mummy Barrow.
Barrow Mummy Unique: See Mummy Barrow Unique.
Barrow Naga: See Skeletal Naga, Barrow Naga.
Barrow Wight: See Wight Barrow.
Beak Bone: See Bone Beak.
Bearer Plague: See Vampire Lhamphir, Plague Bearer.
Beheaded: A beheaded is a severed head or skull animated as a mindless undead sentinel that silently floats at eye level as it lies in wait for living prey or is sent out into the lands of the living to terrorize everyone it finds. (The Basic Witch: The Pumpkin Spice Witch Tradition)
Being of Death: ?
Bhabaphir: See Vampire Bhabaphir, Granny Soul-Sucker.
Big Bruin: See Myrkridder Unique, Big Bruin.
Black Andras: See Myrkridder Unique, Black Andras.
Black Bones: See Skeleton Black, Black Bones.
Black Skeleton: See Skeleton Black, Black Bones.
Blackbone Abbess: ?
Blackbone Nun: ?
Blackhand Harlan: See Lich, Harlan Blackhand.
Blackshield, Able: See Wraith, Able Blackshield.
Blackshield, Roeth: See Wraith, Roeth Blackshield.
Blind Man Severed Head: See Severed Head Blind Man.
Blinking Ghost: See Ghost Blinking.
Blood Reaper: ?
Blood Slime: See Nanotech Undead Blood Slime.
Bloody Bones: See Skeleton Bloody Bones.
Bloody Ghost: See Ghost Bloody.
Bloody Skeleton: See Nanotech Undead Skeleton Bloody.
Bluebeard Ghoul: See Ghoul Bluebeard.
Bog-Standard Bogman: See Bogling Bog-Standard Bogman.
Bogan: Any goblin killed by a bogan or ghoul will rise as a bogan after it is buried. (The Basic Witch: The Pumpkin Spice Witch Tradition)
Bogling Bog-Standard Bogman: Bog-standard bogmen are the remains of people who died after a long struggle to get unstuck from an ignominious death in swamps or tar pits. Just as the torches of the search parties disappeared into the surrounding mire, they squeaked a last, pathetic plea for salvation and were summarily instilled with a mote of blasphemous quintessence of the god of that bog (known in some locations by the name “The Bogfather”). As years of erosion or human activity sometimes results in a situation in which a bogman becomes uncovered again, it will finally rip itself free of its prison as the first rays of moonlight touch it. A bogman desires to find living souls to take its place beneath the muck; and any humanoids it places there will rise in a similar manner the next night. (Petty Gods)
Bogling Hanged Bogman: Criminals in some areas are often hanged and given over to The Bogfather (a dark, petty god of swamps and coal), or to other gods of the bog, as a form of eternal punishment. However, sometimes a soul escapes the cool reach of the bog god’s realm and returns to its body. Preserved in weird ways by the acids of the swamp waters, hanged bogmen resemble soggy mummies. (Petty Gods)
Bogman Bog-Standard: See Bogling Bog-Standard Bogman.
Bogman Hanged: See Bogling Hanged Bogman.
Bombie: See Zombie Funeral Pyre, Bombie.
Bone Beak: ?
Bone Dervish: See Nanotech Undead Bone Dervish.
Bone Guardian: ?
Bone Monkey: Spawned by a mixture of the magical residue in this area and the Chaotic energies of the nixthisis, these creatures are the animated skeletal remains of baboons. (Stonehell)
Bone Thing: ?
Bones Black: See Skeleton Black, Black Bones.
Bones Bloody: See Skeleton Bloody Bones.
Bones Dry: See Nanotech Undead Dry Bones.
Bones Ore: See Ore Bones.
Bonewraith: A bonewraith is an undead monster formed from the restless spirits of fallen soldiers. (COA02: Ghoul Keep and the Ghoul Lands)
Boyar Commander Fallen: See Undead Boyar Commander, Fallen Boyar Commander.
Boyar Commander Undead: See Undead Boyar Commander, Fallen Boyar Commander.
Bride: See Skeleton, Bride.
Broodina: See Son of Gaxx, Broodina.
Bruja Zugarramurdi: See Zugarramurdi Bruja.
Bruin Big: See Myrkridder Unique, Big Bruin.
Burning Zombie: See Zombie Burning.
Butler: See Zombie Hydra Revenger The Butler.
Butler Ghost: See Ghost Butler.
Cabinet Keeper: See Ghost Cabinet Keeper, Cabinet of the Keeper.
Cabinet of the Justiciar: See Ghost of Law Justiciar, Cabinet of the Justiciar.
Cabinet of the Keeper: See Ghost Cabinet Keeper, Cabinet of the Keeper.
Cal Waruk: See Ghoul Warrior, Cal Waruk, Captain of the Dead.
Calcified Zombie: See Zombie Calcified.
Candle Corpse: See Corpse Candle.
Captain of the Dead: See Ghoul Warrior, Cal Waruk, Captain of the Dead.
Captive Spirit: See Sepultural Wyrm Captive Spirit.
Caput Decamort: See Zombie Creature Caput Decamort.
Carnation: ?
Carrion Steed: See Myrkridder Carrion Steed.
Castellan Liu: See Mummified Xianese Officer, Castellan Liu.
Cat Mummified: See Neb'Enakhet, Mummified Cat.
Cataphracts of the Palatine Chitin-Armored: ?
Catfish Giant Zombie: See Zombie Giant Catfish.
Chained Ghost: See Ghost Chained.
Champion Myrkridder: See Myrkridder Champion.
Chen: See Wraith, Poor Chen.
Child Ghost: See Ghost Child.
Child of Twilight: See Vampire Twilight's Child, Child of Twilight.
Child Twilight's: See Vampire Twilight's Child, Child of Twilight.
Chitin-Armored Cataphracts of the Palatine: See Cataphracts of the Palatine Chitin-Armored.
Chokgyur: See Mummified Monk, Chokgyur, Who Has Seen the Afterlife.
Chokgyur Worshipper: See Undead Monk Chokgyur Worshipper.
Cleric Evil Severed Head: See Severed Head Evil Cleric.
Coffer Corpse: ?
Cold Shadow: See Nanotech Undead Shadow Cold.
Collector Flesh: See Nanotech Undead Flesh Collector.
Commander Boyar Fallen: See Undead Boyar Commander, Fallen Boyar Commander.
Commander Boyar Undead: See Undead Boyar Commander, Fallen Boyar Commander.
Compound Zombie: See Zombie Compound.
Corporeal Undead: See Undead Corporeal
Corpse Animate: See Animate Corpse.
Corpse Candle: Anyone killed by a corpse candle has a 10% chance of rising as one in 1d4 rounds. (Barrowmaze Complete)
Corpse Coffer: See Coffer Corpse.
Creature Zombie: See Zombie Creature.
Critic: See Zombie Hydra Revenger The Critic.
Crow Killer: See Myrkridder Unique, Crow Killer.
Crypt Aberration: ?
Crypt Guardian: ?
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. (Barrowmaze Complete)
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. (Barrowmaze Complete)
Crypt Knight Lizardman: ?
Crypt Shade: Spawned from chaos and lingering hate, crypt shades feed on the fear and pain of their victims. (Barrowmaze Complete)
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. (Stonehell)
Crypt Shade Greater: Spawned from chaos and lingering hate, these monsters feed on the fear and pain of their victims. (Barrowmaze Complete)
Crypt Shade Greater, Nileed Enad: 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. (Barrowmaze Complete)
Crypt Thing: ?
Cthonic Hound: Chthonic hounds are the reanimated corpses of dogs that have been sacrificed to Chthonia Trimorphia. Infused with the deity‘s power, these zombie dogs act as guardians of sanctuaries dedicated to the goddess, Unlike most reanimated corpses, Chthonic hounds are in near-perfect condition, their bodies only marred by the sacrificial knife wounds that took their lives. (Stonehell Buried Secrets)
The most common sacrifices to Chthonia Trimorphia are dogs, some of which the goddess reanimates to serve her devotees. (Stonehell Buried Secrets)
Cult Zombie: See Zombie Cult.
Cursed Ghost: See Ghost Cursed.
Cycle Undead: See Undead Cycle.
Cyclops Severed Head: See Severed Head Cyclops.
Dala Makaar: See Gahoul Magic-User 7, Dala Makaar.
Dame Helissente: See Spectre, Dame Helissente.
Datura: ?
Daughter of Gaxx: See Son of Gaxx, Daughter of Gaxx.
Daywalker: ?
de O'Veargne, Sir Guy: See Ghost, Sir Guy de O'Veargne.
Dead Angry: See Angry Dead.
Dead Heartless: See Heartless Dead.
Dead Legion: ?
Dead Leprous: See Leprous Dead.
Dead Restless: See Undead, Restless Dead.
Dead Spectral: See Spectral Dead.
Dead Vampire: See Vampire Strighoiphir, Dead Vampire.
Dead Walking: See Nanotech Undead Walking Dead.
Death Knight: It is unknown if they achieved their state through a fall from grace or if they were created by the dark gods. (Barrowmaze Complete)
Death Knight, Lord Varghoulis: ?
Debelinko: See Ghost Tragic Great Pig, Debelinko.
Decamort Caput: See Zombie Creature Caput Decamort.
Defender Ghostly: See Ghostly Defender.
Demon Ghost: See Ghost Demon.
Deodand Great: See Ghost, The Great Deodand, Ghost of the Great Deodand.
Dervish Bone: See Nanotech Undead Bone Dervish.
Dhekeon: See Skeleton Warrior, Dhekeon.
Dog Skeleton: See Skeleton Dog.
Draugr: ?
Dream Killer Ghost: See Ghost Dream Killer.
Dreambringer: See Skeletal Servitor Dreambringer.
Drowned Ghost: See Ghost Drowned.
Drowned Vengeful: See Vengeful Drowned.
Drunken Ghost: See Ghost Drunken.
Dry Bones: See Nanotech Undead Dry Bones.
Dwarf Severed Head: See Severed Head Dwarf.
Dwarf Wight: See Wight Dwarf.
Dwarf Wraith: See Wraith Dwarf.
Dwarf Zombie: See Zombie Dwarf.
Dwarven Ghost: See Ghost Dwarven.
Dwarven Undead: See Undead Dwarven.
Earthly Remains Ghost Chained: See Ghost Chained Earthly Remains.
Egyptian Mummy: See Mummy Egyptian.
Eidolon: Not all who are slain find peace. Many cannot release their hold on the mortal life and linger as spirits with unfinished business. Driven to complete these incomplete obligations, they can find no peace until their business is complete. They are the restless spirits bound to the land of the living by a thread of passion. (Class Compendium)
All Eidolons are driven to continue their tortured existence by an all consuming passion. This passion must be selected at character creation and cannot be changed. Whether it's a quest for revenge, the desire to recover a long lost artifact or to protect a loved one who still dwells amongst the living – this is the very desire which drives the Eidolon to exist. The exact nature of this passion is up to the player and must be agreed upon by the Labyrinth Lord. (Class Compendium)
At the Labyrinth Lord's discretion, player characters who are slain may rise again as 1st level Eidolons. These characters lose all of the previous abilities associated with their class. Former thieves cannot pick pockets and former magic-users cannot cast spells, for example. (Class Compendium)
If the Labyrinth Lord offers the option for a slain character to become an Eidolon, that character must first succeed in a Saving Throw vs. Death based upon the level and class had when they were alive. If successful, they rise in 4d6 hours as a 1st level Eidolon. The player of newly reborn Eidolon and the Labyrinth Lord will need to work together to determine the character's Driving Passion. (Class Compendium)
Only player characters with a Wisdom of 12 or higher have the option of becoming Eidolons. (Class Compendium)
Einar the Angry: See Myrkridder Unique, Einar the Angry.
Eirik the Odious: See Myrkridder Unique, Eirik the Odious.
Ekimmu: See Vampire Ekimmu, Spirit Vampire, Vampire Lord.
Eld Ghost Mommy: See Ghost Mommy Eld.
Eld Mommy Ghost: See Ghost Mommy Eld.
Elf Severed Head: See Severed Head Elf.
Embodied Ghost: See Ghost Embodied.
Emil Muzz: See Ghast Barrow, Emil Muzz.
Enad, Nileed: See Crypt Shade Greater, Nileed Enad.
Enflamor: See Skeletal Servitor Enflamor.
Environmental Ghost: See
Evil Cleric Severed Head: See Severed Head Evil Cleric.
Exoskeleton Ant Giant: See Exoskeleton Giant Ant.
Exoskeleton Giant Ant: These undead creatures are the dry animated husks of giant ants. (Barrowmaze Complete)
Exploding Zombie: See Zombie Exploding.
Eye of Chaos, Fear and Flame: ?
Eye Vampire: See Vampire Eye.
Eyes Snake: See Snake Eyes.
Fallen Boyar Commander: See Undead Boyar Commander, Fallen Boyar Commander.
Fallen Commander Boyar: See Undead Boyar Commander, Fallen Boyar Commander.
Fallen Warior: See Animated Fallen Warrior.
Fast Ghost: See Ghost Fast.
Fear and Flame: See Eye of Chaos, Fear and Flame.
Fecal Nul: See Spectre, Fecal Nul.
Fiery Ghost: See Ghost Fiery.
Fight Zombie: See Zombie Fight.
Fighter Skeletal: See Skeletal Fighter.
Finnbogi the Flayed: See Myrkridder Unique, Finnbogi the Flayed.
Flagellant Nun: ?
Flaming Zombie: See Zombie Flaming.
Flesh Collector: See Nanotech Undead Flesh Collector
Fletcher, Sondra: See Ghost, Sondra Fletcher, Sad Sondra.
Floating Torso: See Nanotech Undead Floating Torso.
Flower Ghoul: See Ghoul Flower.
Flower Lich: See Lich Flower.
Flowered King: See The Flowered King.
Flying Skull: See Skull Flying.
Flying Undead: See Undead Flying.
Former Wife of Gardag: See Wraith, Wife of Gardag, Former Wife of Gardag.
Fossil Skeleton: See Skeleton Fossil.
Friendly Ghost: See Ghost Friendly.
Frightening Ghost: See Ghost Frightening.
Frost Ghost: See Ghost Frost.
Funeral Pyre Zombie: See Zombie Funeral Pyre, Bombie.
Fungal Zombie: See Zombie Fungated, Zombie Fungal.
Fungated Zombie: See Zombie Fungated, Zombie Fungal.
Fungi Shrieker Undead: See Undead Shrieker Fungi.
Furious Ghost: See Ghost Furious.
Gahoul: Once in a great while, one of Lorrgan Makaar’s human wives dies while giving birth to an abominable blend of human and ghoul known as a gahoul. (COA02: Ghoul Keep and the Ghoul Lands)
Gahoul Fighter 5, Urgen Makaar: ?
Gahoul Fighter 7, Jaheen Makaar: ?
Gahoul Fighter 9, Arkaan Makaar: ?
Gahoul Magic-User 6, Yari Makaar: ?
Gahoul Magic-User 7, Dala Makaar: ?
Gahoul Thief 6, Morrow Makaar: ?
Gahoul Thief 9, Treits Makaar: ?
Gamin Vampire: See Vampire Szalbaphir, Vampire Gamin.
Garm the Wolf: See Myrkridder Unique, Garm the Wolf.
Gardag: See Wight, Gardag.
Garth the Heartless: See Myrkridder Unique, Garth the Heartless.
Geist: See Ghost Greater Geist.
Ghaist: ?
Ghaist, Rheuts Ool: ?
Ghast: The Chosen were fanatical followers of Nergal, led by High Priest Rendar Serouc, and have risen in response to the proximity of the Pit and the presence of The Tablet of Chaos. (Barrowmaze Complete)
Ghouls and ghasts are supposedly creatures of Kypselus' own hideous design and are considered particularly sacred. (Petty Gods)
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. (Vampires of the Olden Lands)
Ghast, Minos the Minotaur: If Minos is killed, and the Tablet of Chaos has not been destroyed, he will rise in 1d4 days as a ghast and seek his revenge on the PCs. (Barrowmaze Complete)
Ghast Barrow, Greater Ghast: ?
Ghast Barrow, Emil Muzz: ?
Ghast Greater: See Ghast Barrow, Greater Ghast.
Ghast Greater, Grizelda the Ghastly Gourmet: ?
Ghast Halfling, Krisella: ?
Ghast Human, Arnaxella: ?
Ghost: These incorporeal, ethereal beings are the animated spirits of horribly evil humans. In life their evil was so great as to attract otherworldly attention, and the powers preserved their being as ghosts after death. (Advanced Edition Companion (Labyrinth Lord, no-art version))
These incorporeal, ethereal beings are the animated spirits of horribly evil humans. In life their evil was so great as to attract otherworldly attention, and the powers preserved their being as ghosts after death. (Advanced Labyrinth Lord)
In the hills around the town rise a patchwork of newly-founded farmsteads, most of them reasonably prosperous. Five miles away, however, at the furthest western edge of the territory claimed by the town, a thick scar of burnt-over earth and ruined stone buildings marks the remains of a former town. The Ravaging was more than a century ago, but such were the hideous torments inflicted upon the citizens there that their ghosts still taint the earth with echoes of suffering and loss. (An Echo Resounding)
The ghosts of people whose bodies were thrown into the spawning pit congregate here, and some become visible. (Dungeon Full of Monsters)
These are the souls of people killed by the skinwearers and the iridescent globes. (Dungeon Full of Monsters)
The undead are a class of monsters that were alive at one time, but through foul magic or by dying at the hands of another undead type, have risen again powered by the unnatural energies of the Negative Energy Plane. Incorporeal undead – ghosts – are the souls of the dead animated solely through this energy, having no true physical body present on the Material Plane. (Ghosts The Incorporeal Undead)
Each ghost is unique or nearly so in its origin; sometimes groups of ghosts, known as scares, arise en masse when there is mass murder, battle, or other wanton and horrific slaughter. These ghosts often have commonalities in abilities, such as the ghosts of a party of adventurers who were all slain by the same dragon; or the ghosts of a family caught in a volcanic explosion; or the ghosts of a band of vikings who all sank with their ship in a storm; and so on. (Ghosts The Incorporeal Undead)
Ghosts are not real, in either the physical or spiritual sense. They are reflections of tragedy and evil, which occurred on the Material Plane, of such terror and horror that the psychic energies of the deceased blew through the Ethereal Plane into the Negative Energy Plane, and there engendered a node of negative energy. That node of negative energy tethers the soul of the deceased in the Ethereal Plane, keeping the soul from passing on to its final rest, whether that is in the Celestial Realms, the Netherworlds, or the Hells. (Ghosts The Incorporeal Undead)
Ectoplasm from an ancestral ghost, if consumed, grants the consumer a chance of discovering ancestral secrets and secrets of living relatives of the ghost. The chance of discovering a secret of random sort is 10% per ounce of ectoplasm consumed in one go. The imbiber then falls into a deep sleep for 1d6+6 turns, during which he (potentially) dreams of the secrets of the living and the dead. If the imbiber fails to gain any secrets, he must make a saving throw versus Death; if the save fails he remains stuck in the coma, having horrible nightmares of the ghost’s ancestors and relatives, for a number of days equal to the hit dice of the ghost. At the end of this time another saving throw is required; failure indicates the victim dies, to rise again 24 hours later as a ghost with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Four ounces of corpse ectoplasm consumed allows the imbiber to cast the animate dead spell at a level equal to that of the hit dice of the ghost that provided the ectoplasm. However, every time this is done, there is a percentage chance equal to the hit points of the newly animated dead that the undead becomes occupied by its own spawned ghost (see the new spawn ghost spell in Spooky Spells), which automatically has the Animate Corpse special ability, among any others. This ghost has an unquenchable hatred of its creator, and seeks to slay him immediately. If the animated being is a zombie, there is a 50% chance that the creature inadvertently spawned is a myrkridder (a form of corporeal undead) rather than a ghost. (Ghosts The Incorporeal Undead)
Four ounces of child ectoplasm acts as per a potion of longevity when imbibed. Each time child ectoplasm is consumed, however, the imbiber must roll percentile dice against the number of ounces of child ectoplasm he has consumed in his lifetime. If the roll is less than or equal to the total number of ounces consumed, all reversal of aging is undone; additionally, the imbiber must make a saving throw versus Death. If the save fails, the imbiber not only has all the reversal of aging undone, he also ages a like number of years! This reversal of aging happens instantly. If this aging then ages the imbiber to death, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Four ounces of damned ectoplasm provide the consumer with a limited form of immortality, should he survive consuming the ectoplasm. First, upon consuming the ectoplasm, the imbiber must make a percentile roll against the total number of ounces of damned ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Death. If the save fails, he dies, and rises again 24 hours later as a ghost with hit dice equal to of half his level (rounded up). (Ghosts The Incorporeal Undead)
If he passes through the percentile check without needing to make a saving throw, or if he succeeds in his saving throw, the next time he is slain, his soul does not go on to its eternal reward or damnation… (Ghosts The Incorporeal Undead)
First, upon death, his body (not including any equipment) instantly warps itself into the Deep Ethereal, wreathed in a protective cocoon of ectoplasm. There it remains, floating and bobbing, for a number of days and nights equal to the deceased’s maximum hit points, healing 1 hit point per day and night. (Ghosts The Incorporeal Undead)
Upon the night he reaches full hit points, the deceased bursts forth from the Ethereal Plane into the Material Plane, nude like a newly-born babe and covered in generic ectoplasm. He appears in whatever place he last considered the safest, whether that was his home, a castle, or an inn. He then loses a single life level. If this loss slays him he returns 24 hours later as a ghost with hit dice equal to half his original level (rounded up). (Ghosts The Incorporeal Undead)
Consuming four ounces of blast ectoplasm enables the imbiber to vomit forth a jet of sticky, slimy ectoplasm, with the same range and effect as per the ghost that provided the ectoplasm. The ectoplasm must be vomited forth within 1d6+6 turns of consuming the ectoplasm. Every time this ectoplasm is consumed, the imbiber must roll percentile dice against the total number of ounces of blast ectoplasm he has ever consumed; if the roll is equal to or less than the number consumed, he must make a saving throw versus Spells. Failure of this saving throw indicates the imbiber suffers a number of points of damage internally equal to the number of rounds the slime would have paralyzed a target (1d6 to 10d6). If the ectoplasm slays the imbiber thusly, he explodes dramatically, showering all within 5’ per hit die of the ghost with slimy, sticky ectoplasm (save versus Breath Attacks to avoid). If he dies thusly, the imbiber rises again 24 hours later as a ghost with a number of hit dice equal to half his level, rounded up; the new ghost possesses the Ectoplasmic Blast special ability. (Ghosts The Incorporeal Undead)
Consuming four ounces of touch ectoplasm enables the imbiber to make a touch attack of sticky, slimy ectoplasm, with the same effect as per the ghost that provided the ectoplasm. The ectoplasm must be vomited forth within 1d6+6 turns of consuming the ectoplasm. Every time this ectoplasm is consumed, the imbiber must roll percentile dice against the total number of ounces of touch ectoplasm he has ever consumed; if the roll is equal to or less than the number consumed, he must make a saving throw versus Spells. Failure of this saving throw indicates the imbiber suffers a number of points of damage internally equal to the number of rounds the slime would have paralyzed a target (1d6 to 10d6). If the ectoplasm slays the imbiber thusly, he explodes dramatically, showering all within 5’ per hit die of the ghost with slimy, sticky ectoplasm (save versus Breath Attacks to avoid). If he dies thusly, the imbiber rises again 24 hours later as a ghost with a number of hit dice equal to half his level, rounded up; the new ghost possesses the Ectoplasmic Touch special ability. (Ghosts The Incorporeal Undead)
Four ounces of entropic ectoplasm is equal to a potion of longevity, with the salient differences being that the percentage checked each time entropic ectoplasm is consumed is equal to the number of ounces of entropic ectoplasm the imbiber has consumed in total, and that if the imbiber fails to reverse his aging and instead ages, if he dies he rises again as a ghost with hit dice equal to half his level, rounded up, and possessing the Entropic Attack ability. (Ghosts The Incorporeal Undead)
An imbiber of magician ectoplasm gains the ability to cast spells that the ghost that provided the ectoplasm could cast. Each ounce of ectoplasm is a spell level; imbibing one ounce grants access to one random 1st level spell; two ounces at once grants access to one random 2nd level spell; and so forth, up to the spell levels that the ghost could cast. The spell remains available to cast for 1d6+6 turns; after that the spell fades. The spell is cast at the level of spellcasting ability possessed by the ghost that provided the ectoplasm. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of magician ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the magic of the spell is internalized, and he suffers a number of d6s in damage equal to the level of the spell he sought to cast (no saving throw). If he dies through this damage, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
An imbiber of priest ectoplasm gains the ability to cast spells that the ghost that provided the ectoplasm could cast. Each ounce of ectoplasm is a spell level; imbibing one ounce grants access to one random 1st level spell; two ounces at once grants access to one random 2nd level spell; and so forth, up to the spell levels that the ghost could cast. The spell remains available to cast for 1d6+6 turns; after that the spell fades. The spell is cast at the level of spell-casting ability possessed by the ghost that provided the ectoplasm. (Ghosts The Incorporeal Undead)
Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of priest ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the magic of the spell is internalized, and he suffers a number of d6s in damage equal to the level of the spell he sought to cast (no saving throw). If he dies through this damage, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Any being that is slain through the ghost’s keen ability rises again 24 hours later as a ghost of hit dice equal to its level, up to half the hit dice of the ghost who slew it. (Ghosts The Incorporeal Undead)
Four ounces of lifelike ectoplasm enable the imbiber to polymorph into a ghost of hit dice equal to his own; the effect lasts no longer than 1d6+6 turns. When the imbiber tries to transform back into a living being, however, the imbiber must make a percentile roll against the total number of ounces of lifelike ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Death. If the save fails, he is truly dead, and is stuck as a ghost! (Ghosts The Incorporeal Undead)
Four ounces of negative energy blast ectoplasm enables the imbiber to employ the negative energy blast attack of the ghost that provided the ectoplasm. The imbiber must use the attack within 1d6+6 turns of imbibing the ectoplasm. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of negative energy blast ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the imbiber suffers the damage of the attack. (Ghosts The Incorporeal Undead)
If he dies through this damage, he rises again 24 hours later as a ghost with the Negative Energy Blast power, with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Four ounces of possession ectoplasm enables the imbiber to possess a victim much as above, save that the imbiber’s original body falls into a coma-like state while the possession is ongoing. The imbiber’s body, like that of the victim, need not eat, drink, sleep, or breathe while the imbiber continues to possess the victim. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of possession ectoplasm he has ever imbibed when ending a possession; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, when the possession ends the imbiber’s soul fails to return to his body, his body dies, and he is trapped bodiless as a ghost with hit dice equal to half his level, rounded up! (Ghosts The Incorporeal Undead)
Imbibing four ounces of immunity ectoplasm makes the imbiber immune to the energy sources the ghost was immune to for 1d6+6 turns. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of immunity ectoplasm he has ever imbibed, of whatever immunity types; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm has a completely inverted effect, instantaneously and internally causing the type of damage against which the imbiber sought to gain immunity. The imbiber suffers 1d6 points of the appropriate type of damage per hit die of the ghost who provided the ectoplasm. If this damage kills the imbiber, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Victims of a Spectral Music Ghost's song’s effects that perish as a direct result of those effects while the song is still playing must make a saving throw versus Death; failure indicates that they rise again 24 hours later as a ghost with hit dice of half their level, under the control of the Spectral Music ghost who killed them with its music. (Ghosts The Incorporeal Undead)
Four ounces of teleport ectoplasm enable the imbiber to use the teleport spell once within 1d6+6 turns of imbibing the ectoplasm. Upon teleporting, if the imbiber ends up coming in low, he not only dies, he immediately rises again as a ghost of hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Special ectoplasm, from ghosts with ghostly special abilities, can also be consumed as-is to provide the imbiber with special abilities. The use of ectoplasm in this way is often considered foolhardy by clerics and magic-users alike, as it often leads to the death of the user and/or his friends, and often to the creation of more ghosts. This is especially true of ectoplasm from the more powerful ghosts… (Ghosts The Incorporeal Undead)
Should the wearer of the ring of wraiths ever die while wearing the ring on the Ethereal Plane he rises again instantly as a ghost with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Bestow Curse spell. (Ghosts The Incorporeal Undead)
Spawn Ghosts spell. (Ghosts The Incorporeal Undead)
Ghost Generator magic item. (Ghosts The Incorporeal Undead)
Improper use of a Robe of Etherealness saving throw failure by 16+. (Ghosts The Incorporeal Undead)
Ghost: See Nanotech Undead Ghost.
Ghost, Ludmilla: Five years ago, Yevgeny’s young wife Ludmilla was assassinated by a band of dwarven Repenters who had slipped in by posing as a group of pilgrims. Hated by their brethren, the Repenters are a small sect of dwarven heretics who seek to placate the Mother Below with rites of self-torment and punishment of their rebel brethren. Several of them escaped in the aftermath of the attack, and Yevgeny grieved as he prepared his wife’s body for burial. (An Echo Resounding)
It was only then that he realized that her spirit was not present- the Repenters had stolen it away in one of their blood-runed picks. A secret message soon came to him advising him that if he wished his wife’s soul to be spared hideous torment, he would cooperate with the instructions that followed. (An Echo Resounding)
Ghost, Maliska: ?
Ghost, Nacor: Before Nacor returned to claim the booty, he died at sea. (Wrack & Rune)
Ghost, Sir Guy de O'Veargne: ?
Ghost, Sir Wildrif Raurriel: ?
Ghost, Sondra Fletcher, Sad Sondra: Sondra Fletcher was a young girl of Gant, driven to suicide after being seduced by a wandering adventurer. She has haunted beyond the pale for many years. Since the black gem came to the cemetery, her power has grown. (The Black Gem)
Ghost, Suzkilat: ?
Ghost, The Great Deodand, Ghost of the Great Deodand: ?
Ghost Acid: This ghost met his mortal end through an unpleasant encounter with acid, such the breath of a black dragon, a large vat of acid in a wizard’s laboratory, or some other similar toxic goo that burned and melted its mortal form. (Ghosts The Incorporeal Undead)
As the ectoplasm of an Acid Ghost is mixed with its acid, if the ectoplasm is imbibed within one turn per hit die of the ghost, the imbiber actually ingests acid; he suffers 1d6 points of acid damage per ounce consumed with no saving throw. If he dies through this damage, he rises again 24 hours later as an Acid Ghost with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
When four ounces of acid ectoplasm are imbibed, the imbiber is able to vomit a line of acid similar to that produced by the ghost who provided the acid. Consumed this way, the ability to vomit the acid lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of acid ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the acid burns the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost that provided the ectoplasm. (Ghosts The Incorporeal Undead)
If he dies through this damage, he rises again 24 hours later as an Acid Ghost with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Ghost Alien: Alien Ghosts, also known as Space Ghosts, are ghosts of beings from worlds beyond the knowledge of mortal men. These are ghosts of beings from other worlds, where the bipedal form is unknown, skies are purple and water mauve, and motile flora harvests sessile fauna. (Ghosts The Incorporeal Undead)
Alien ectoplasm allows the imbiber to do whatever the Alien Ghost who provided it did, within the Labyrinth Lord’s judgment. However, it is very dangerous to use. Every time it is imbibed, the imbiber must make a saving throw versus Spells; upon failure, he is polymorphed into the original alien species from whence the Alien Ghost arose. This process requires 1d6 turns, during which the victim is in extreme pain and unable to take any actions. If the alien species is unable to survive on this world, then the newly-formed alien dies… and rises again as an Alien Ghost with hit dice equal to half the level of the victim, rounded up. (Ghosts The Incorporeal Undead)
Ghost Anamhedonic: See Anamhedonic Ghost.
Ghost Ancestral: ?
Ghost Animal: This ghost is either the ghost of an animal, in which case it can only take on the form of an animal, or a humanoid ghost that can take on animal form, in which case it can take on humanoid, animal, and hybrid form. (Ghosts The Incorporeal Undead)
Ghost Armchair-Tactician: ?
Ghost Armored: ?
Ghost Blinking: ?
Ghost Bloody: Victims slain through drowning by a Bloody Ghost, directly or indirectly, even if not slain through life energy loss, rise again 24 hours later as a Bloody Ghost under the control of their slayer. (Ghosts The Incorporeal Undead)
Ghost Butler: ?
Ghost Cabinet Keeper, Cabinet of the Keeper: ?
Ghost Chained Earthly Remains: ?
Ghost Chained Location: ?
Ghost Child: This ghost is the ghost of a child. (Ghosts The Incorporeal Undead)
Ghost Cursed: This ghost was created through the application of the bestow curse spell, cast upon the body of the deceased within one turn (10 minutes) of death. The ghost is in all respects the same as other ghosts, with the limitation that it cannot attack the caster of the curse that created it. Cursed Ghosts can also be created through the cursed scroll of the unholy spirit. (Ghosts The Incorporeal Undead)
Ghost Demon: This ghost is the ghost of a demon that delved too deeply into the Negative Energy Plane seeking dreadful power and eldritch wisdom. It was blasted by that power, with the tattered remnants of the demon’s Chaotic soul impressed into the Material Plane as a ghost. (Ghosts The Incorporeal Undead)
Ghost Dream Killer: Imbibing four ounces of dream ectoplasm enables the imbiber to effectively become a Dream Killer ghost with their normal, everyday abilities, armor, weapons, and so forth. Their soul leaves their body in ethereal form, and the imbiber may then seek out and attack a sleeping target exactly as above. The imbiber gets a number of chances to initiate dream combat equal to the hit dice of the ghost that provide the ectoplasm. Unlike a true Dream Killer ghost, if the imbiber dies in the dream combat, he dies for real. And in such cases, rises again 24 hours later as a Dream Killer ghost with hit dice equal to half their level, rounded up. (Ghosts The Incorporeal Undead)
Ghost Drowned: This ghost resulted from a violent and horrific drowning, usually as a form of murder, though sometimes by tragic accident. (Ghosts The Incorporeal Undead)
Victims slain through drowning by a Drowned Ghost, directly or indirectly, even if not slain through life energy loss, rise again 24 hours later as a Drowned Ghost under the control of their slayer. (Ghosts The Incorporeal Undead)
Imbibing four ounces of drowned ectoplasm enables the imbiber to create and control water as though the imbiber were a Drowned Ghost with the hit dice of the ghost that provided the ectoplasm. The effect lasts for 1d6+6 turns. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of drowned ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, water begins pouring out of the imbiber’s mouth as his lungs fill. Each round for 1d6+6 rounds the imbiber must make a saving throw versus Death; failure indicates he begins drowning, as above. If he drowns, he rises again 24 hours later as a Drowned Ghost with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Ghost Drunken: This ghost died due to excessive drinking of alcohol, died while he was drunk, died by drowning in alcohol, or died while wishing he had one more drink of alcohol. (Ghosts The Incorporeal Undead)
There is no magical benefit to be gained from imbibing Ecto-Nog, the ectoplasm left behind by a Drunken Ghost, beyond the pleasure of drinking the purest form of alcohol known to man (though it still falls short of the nectar of the gods). For that is what the ectoplasm of a Drunken Ghost is, pure, distilled alcohol, otherwise known as “Ghostshine,” or “Haunted Hooch.” A single small shot of one ounce of Ghostshine is as potent as 1d6 mugs of beer, glasses of wine, or shots of other spirits per hit die of the ghost who provided it. (Ghosts The Incorporeal Undead)
Needless to say, Ecto-Nog can be lethal, if consumed in too great a quantity (or too great a quality). (Ghosts The Incorporeal Undead) How this works depends on the method you use in your own campaign regarding alcohol. Generally, if more equivalents of mugs/glasses/shots of normal alcohol are consumed than the Constitution score of the imbiber, the imbiber must make a saving throw versus Poison; failure indicates that the imbiber passes out, drunk, instantly. Failure with a Natural 1 indicates that the victim dies of alcohol poisoning 1d6 turns later, and rises again immediately as a Drunken Ghost with hit dice equal to half their level, rounded up. (Ghosts The Incorporeal Undead)
Ghost Eld Mommy: See Ghost Mommy Eld.
Ghost Embodied: Embodiment is a curse on ghosts, sometimes enforced by the gods, other times by necromancers, and more rarely by more powerful ghosts. (Ghosts The Incorporeal Undead)
Bestow Curse spell. (Ghosts The Incorporeal Undead)
Ghost Dwarven: ?
Ghost Environmental: Consuming four ounces of environmental ectoplasm allows the consumer to have the same abilities and powers … and limitations … as the ghost of that environment for 1d6+6 turns. Essentially, it sets up the imbiber as the anti-ghost of that environment. The imbiber is able to see that ghost, even if it is on the Deep Ethereal, and can attack it as though he were also on the Ethereal Plane (as he is, within the limits of the ghost’s environment). If the environment suffers damage, so does the imbiber; however, if the imbiber dies, nothing happens to the environment. If the imbiber dies while under the effect of the ectoplasm, he rises again immediately as an Environmental Ghost tied to the same environment, of hit dice equal to half his level rounded up, and must make a saving throw versus Spells; failure indicates that he is under the control of the original ghost of that environment. (Ghosts The Incorporeal Undead)
Ghost Fast: ?
Ghost Fiery: This ghost’s mortal form died a fiery death, likely burnt at the stake, fried by a fireball, or charred to ashes by dragon’s breath. (Ghosts The Incorporeal Undead)
When four ounces of fiery ectoplasm is imbibed the imbiber may cast a fireball equal to that of a magic-user with as many levels equal to the hit dice of the ghost that provided the ectoplasm. Consumed this way, the ability to cast the fireball lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of fiery ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm burns the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost that provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as a Fiery Ghost with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Ghost Friendly: Friendly Ghosts died a tragic and sometimes violent death, though during their lifetime they were not Evil, and quite Good, and though empowered by the Negative Energy Plane, have (as yet) resisted the eldritch Evil of that power. (Ghosts The Incorporeal Undead)
The souls of Friendly Ghosts are, in fact, impressed upon by both the Negative Energy Plane and the Positive Energy Plane, placing their ethereal existence in a state of flux. (Ghosts The Incorporeal Undead)
Ghost Frightening: ?
Ghost Frost: This ghost died of frostbite, or from an ice storm, or in the chilly stream of the breath of a white dragon. The ghost’s horrific death molds it in undeath, as the ghost is even colder than the typical ghost. (Ghosts The Incorporeal Undead)
Four ounces of frost ectoplasm enables the imbiber to cast a cone of cold at a level equal to that of a magic-user with as many levels as hit dice o the ghost who provided the ectoplasm. Consumed this way, the ability to cast the cone of cold lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of frost ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm freezes the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost who provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as a Frost Ghost with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Ghost Furious: ?
Ghost Greater: Greater ghosts are more powerful, able to drain life force through a cold-based touch, and usually result from the soul of an evil being rising again after a violent death; through a tragic death where a major life goal remained unfulfilled; or otherwise through treachery, evil magic, or the worship of dark gods. (Ghosts The Incorporeal Undead)
Ghost Greater Geist: Geists are the most powerful of all the ghosts, and arise only from the most evil, vile, and despicable of men and women – kin-slayers, regicides, mass murderers, grand apostates, and cosmic blasphemers. As every geist has a unique origin, so every geist is unique in appearance and powers. (Ghosts The Incorporeal Undead)
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. (Ghosts The Incorporeal Undead)
Ghost Greater Haunt: Haunts are born of pain, suffering, loss, and tragedy. Most haunts shuffled off from the mortal coil with some great task or project uncompleted; this might be something as simple as finishing a journey to as complex and grandiose as building an empire. (Ghosts The Incorporeal Undead)
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
Ghost Greater Phantom: Phantoms are born of the tragic and violent death of an innocent victim, usually one who was powerful, respected, and often much-loved, but was betrayed by his family, friends, and followers. The horrific experience causes the soul of the deceased to rise again as a phantom, often hateful now of all living things, with a burning desire to wreak vengeance upon those who turned on him. Thus, in many ways, they are more potent versions of haunts. (Ghosts The Incorporeal Undead)
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. (Ghosts The Incorporeal Undead)
Ghost Greater Spectre: Spectres are essentially more powerful versions of wraiths – usually born out of hatred, anger, lust, or violence begotten of the desire for ever more wealth and power. Most spectres died a violent death – stabbed in the back by daggers, cut to pieces by blades, burned alive by magic, or even drained of life by other undead. (Ghosts The Incorporeal Undead)
Few if any spectres just happen to rise from the dead – most are made, through the terrible violence and evil of their lives and their deaths. (Ghosts The Incorporeal Undead)
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. (Ghosts The Incorporeal Undead)
Ghost Greater Spirit: Spirits are the malevolent ghosts of petty, treacherous, and cruel men and women who were slain through treachery by their allies, slaughtered by those they wronged, or killed themselves out of spite for the world around them. (Ghosts The Incorporeal Undead)
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. (Ghosts The Incorporeal Undead)
Ghost Greater Wraith: Wraiths are usually born of fear, anger, hatred, and violence. In life they were often warlords, kings, magicians, priests, or other mighty and powerful beings who coveted ever more wealth and power. They made deals with dark forces and, for their efforts, grew great in power, but even greater in evil … and when death came to claim them, they sought even to avoid that great equalizer, and lived on in the form of the dreaded wraith. (Ghosts The Incorporeal Undead)
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
Ghost Greater Wyrd: Wyrds are to spectres as spectres are to wraiths – even more powerful and potent ghosts of the angry, powerful, unquiet evil dead sort. Wyrds, however, result specifically from powerful persons that enjoyed causing pain, suffering, and death in their lifetime; thus their strong and potent connection to the Negative Energy Plane that allows them to drain life force at a prodigious rate and often en masse. (Ghosts The Incorporeal Undead)
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. (Ghosts The Incorporeal Undead)
Ghost Guardian: This ghost is cursed to act as the guardian of a person, place, or thing. (Ghosts The Incorporeal Undead)
Note that if the Guardian Ghost is also a Friendly Ghost, it might not be cursed, but act as a guardian out of the kindness of its heart. If the ghost is a Ghost Lover, it might not be cursed, but merely guarding the life of its erstwhile lover. (Ghosts The Incorporeal Undead)
Ghost Headless: This ghost lost his head in the process of dying and becoming a ghost. (Ghosts The Incorporeal Undead)
If the Headless Ghost takes the head of a victim, and that victim rises as a ghost, the victim rises as a Headless Ghost. (Ghosts The Incorporeal Undead)
Ghost Hungry: This ghost is the soul of someone who died of hunger; or who was wealthy and caused others to die of hunger through their actions; or ironically, was both wealthy and caused others to suffer hunger, then died of hunger themselves. Other forms of greed and even gluttony might cause a ghost to rise as a Hungry Ghost. (Ghosts The Incorporeal Undead)
Ghost Keening: Four ounce of keening ectoplasm allows the imbiber to perform a keen, as per the ghost who supplied the ectoplasm. The imbiber must keen within 1d6+6 turns of imbibing the ectoplasm. The imbiber has no immunity to the keen, and thus must make a saving throw versus Spell; if the save fails, the imbiber dies. If the imbiber is slain through a keen performed in this manner, he rises again as a free-willed Keening Ghost with hit dice equal to half their level when living, rounded up. (Ghosts The Incorporeal Undead)
Ghost Laser: This ghost died when it was struck by lasers – including the light of a prismatic spray spell (these ghosts are also known as Prismatic Ghosts). (Ghosts The Incorporeal Undead)
When imbibed, four ounces of laser ectoplasm enables the imbiber to cast a prismatic spray at a level equal to that of an illusionist with as many levels as the hit dice of the ghost that provided the ectoplasm. The ability to cast the prismatic spray lasts for 1d6+6 turns before the ability fades. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of laser ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm sets off the spray on the insides the imbiber, who suffers the full effects of the prismatic spray with no saving throw. If he dies through this damage, he rises again 24 hours later as a Laser Ghost with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Ghost Lesser: Lesser ghosts are weaker, only able to generate a fear attack though an enervating touch, and are usually created through tragic violence, by mortals being slain by another more powerful ghost. (Ghosts The Incorporeal Undead)
Ghost Lesser Apparition: Apparitions are generally more powerful and intelligent than presences, having a stronger will in life or, perhaps, merely a more tragic and thus more powerful death. (Ghosts The Incorporeal Undead)
If an apparition slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or greater). (Ghosts The Incorporeal Undead)
If a presence, apparition, or lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer killed it, up to the same hit dice as its slayer. (Ghosts The Incorporeal Undead)
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. (Ghosts The Incorporeal Undead)
If a lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or higher). (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a wraith rises again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or higher) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a haunt rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a spectre rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
Ghost Lesser Lost Soul: If a lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or higher). (Ghosts The Incorporeal Undead)
If a presence, apparition, or lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer killed it, up to the same hit dice as its slayer. (Ghosts The Incorporeal Undead)
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a haunt rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a spectre rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
Ghost Lesser Presence: Presences usually arise from weak-willed and petty beings who liked to resolve disputes using physical threats and bullying. Murdered children also often end up as presences, not having the will or resolve to maintain a greater hold on the Material Plane. (Ghosts The Incorporeal Undead)
If a presence slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence. (Ghosts The Incorporeal Undead)
If a presence, apparition, or lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer killed it, up to the same hit dice as its slayer. (Ghosts The Incorporeal Undead)
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. (Ghosts The Incorporeal Undead)
If an apparition slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or greater). (Ghosts The Incorporeal Undead)
If a lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or higher). (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a wraith rises again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or higher) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a haunt rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a spectre rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. (Ghosts The Incorporeal Undead)
Ghost Lifelike: ?
Ghost Lightning: This ghost died when it was struck by lightning – natural lightning, the lightning breath of a dragon, the lightning bolt of a wizard, or perhaps the lightning strike of druid.
Four ounces of ectoplasm enables the imbiber to cast a lightning bold at a level equal to that of a magic-user with levels equal to the hit dice of the ghost that provided the ectoplasm. The ability to cast the lightning bolt lasts for 1d6+6 turns before the ability fades. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of lightning ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm shocks the insides the imbiber, who suffers 1d6 points of damage hit die of the ghost who provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as a Lightning Ghost with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Ghost Lover: Sometimes also known as a Ghost Bride, Ghost Groom, Ghost Wife, or Ghost Husband, this ghost died as a direct result of a love affair, whether licit or illicit, public or private, mutual or unrequited. (Ghosts The Incorporeal Undead)
Ghost Magician: This ghost was a magic-user in life, and retains the ability to use magic spells in death. (Ghosts The Incorporeal Undead)
Ghost Maid: ?
Ghost Manservant: ?
Ghost Mommy Eld: A former (male) Eld commander’s spirit force has been drafted by Bav’s powerful id into playing the grieving mother. (Misty Isles of the Eld)
Ghost Monster: This ghost is the ghost of a monstrous creature (not an animal, demon, or humanoid). Dragons, giants, chimeras, lamias, nagas – just about any Chaotic monster is apt to become a ghost, as are a few Lawful or Neutral types who die tragic deaths. (Ghosts The Incorporeal Undead)
Ghost Mournful, Svetlana: ?
Ghost Music Spectral: See Ghost Spectral Music.
Ghost Nanny: ?
Ghost Nightmare: Imbibing four ounces of nightmare ectoplasm allows the imbiber’s spirit to leave their body and enter the Ethereal Plane; they can then manifest on the Material Plane as a Nightmare Spirit, effectively as a ghost of the same hit dice as the ghost who provided the ectoplasm. The spirit of the imbiber remains a ghost for 1d6+6 turns, and possesses all the basic abilities of the ghost who provided the ectoplasm, plus the Nightmare Ghost special ability. If the spirit of the imbiber does not return to his body by the end of the duration, or if the spirit is slain in ghost form, the imbiber rises again immediately as a Nightmare Ghost, with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Ghost of Law Justiciar, Cabinet of the Justiciar: During their lifetime, they were a famous judge or other dispensator or law, in a land and time where trial by combat was commonplace. (Ford's Faeries: A Bestiary Inspired by Henry Justice Ford)
Ghost of Maliska's Carefree Watercolor Painting Days: ?
Ghost of the Great Deodand: See Ghost, The Great Deodand, Ghost of the Great Deodand.
Ghost Pipeweed: This ghost died from smoking too much pipeweed (such as via pipelung), or died from the secondary effects of a magical form of pipeweed, or simply died while smoking pipeweed and his last thoughts were, “I wish I could have smoked more pipeweed…” (Ghosts The Incorporeal Undead)
This ectoplasm, naturally, invariably takes the form of a pipeweed-like material. Pipeweed ectoplasm must be smoked for it to have any effect. One ounce is enough. When smoked, the smoker must make a saving throw versus Spells; if the save succeeds, the smoker gains the ability to breathe out a cloudkill spell, exactly as per the ghost that provided the ectoplasm. (Ghosts The Incorporeal Undead)
If the saving throw fails, the smoker must check out the results of the failure on the Pipeweed Ectoplasm Failure Table. This result is modified by a number equal to the hit dice of the ghost that provided the ectoplasm; add the hit dice to the total amount by which the smoker failed his saving throw. (Ghosts The Incorporeal Undead)
Pipeweed Ectoplasm Failure Table (Ghosts The Incorporeal Undead)
Failed by Effect
1 to 5
Sleepy: The smoker falls into a deep coma for a number of hours equal to the hit dice of the ghost that provided the ectoplasm.
6 to 10
Freaked: The smoker must make a saving throw versus Spells against fear, using the Fear Effects Table and the hit dice of the ghost that provided the ectoplasm as a penalty to the saving throw. If the saving throw succeeds, the victim suffers effects as per sleepy, above.
11 to 15
Buzzed: The smoker is confused, as per the spell, for 1d6 rounds per hit die of the ghost that provided the ectoplasm.
16-20
Harshed: The smoker goes berserk, attacking anyone he sees with full ability, using all spells and powers to try to kill whatever he can see. This effect lasts for 1d6 rounds per hit die of the ghost that provided the ectoplasm.
21+
Possessed: The ghost that provided the ectoplasm, provided it has not been destroyed, arrives from wherever it might be and instantly possesses the victim, as though with the Possess the Living ability (no saving throw). If that ghost has been destroyed, another Pipeweed Ghost has a chance to pop in and possess the victim immediately, though the victim gets the usual saving throw against this effect, with a penalty equal to half the hit dice of the original ghost, rounded up. (Ghosts The Incorporeal Undead)
In addition, every time he smokes pipeweed ectoplasm, the smoker must make a percentile roll against the total number of ounces of pipeweed ectoplasm he has ever smoked; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, he has contracted a severe and debilitating form pipelung, a disease that often afflicts pipeweed smokers. This version of the disease causes the victim to be unable to heal naturally or magically, except through the use of the cure disease spell to remove the disease entirely. He suffers one hit point of damage every day. Every week he loses one point of Strength, Constitution, and Dexterity. If the disease is not cured with magic, the victim eventually dies of the effects; 24 hours later he rises again as a Pipeweed Ghost, with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Ghost Plague: Consuming four ounces of plague ectoplasm allows the imbiber to possess a victim as though he were a Plague Ghost with hit dice equal that of the ghost who provided the ectoplasm. When the ectoplasm is consumed the imbiber’s soul rises from his body like a ghost; the body remains in a coma, much as with the magic jar spell. The imbiber then has one chance to possess a target within 1d6+6 turns; if he fails, his soul is drawn back to his body instantly. (Ghosts The Incorporeal Undead)
If he succeeds, then he must remain possessing the victim as long as he wishes for the victim to be plagued. If the imbiber remains possessing the victim at the point of death, the imbiber must make a saving throw versus Death; if the save fails, the imbiber also dies, and rises again immediately as a Plague Ghost with hit dice equal to half his level, rounded up. Otherwise he is free to return to his own body. (Ghosts The Incorporeal Undead)
Ghost Poison: This ghost met his mortal end through poison – perhaps in a wine cup among erstwhile friends, or slain by a poison needle trap, or envenomed by a snake or spider, or through the breath of a sea dragon.
As the ectoplasm of a Poison Ghost is mixed with its poison, if the ectoplasm is imbibed within one turn per hit die of the ghost, the imbiber actually poisons himself as per the contact poison, above, with no saving throw, and suffering 1d6 points of poison damage per ounce consumed. If he dies through this damage, he rises again 24 hours later as a Poison Ghost with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Four ounces of poison ectoplasm enables the imbiber to spit a ball of poison equal to that of a ghost with as many hit dice as the ounces of ectoplasm the imbiber consumed. Consumed this way, the ability to spit a ball of poison lasts for 1d6+6 turns before the ability fades. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of poison ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the poison ball explodes inside guts of the imbiber, who suffers 1d6 points of damage per hit die of the ghost who provided the ectoplasm. (Ghosts The Incorporeal Undead)
If he dies through this damage, he rises again 24 hours later as a Poison Ghost with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Ghost Poltergeist: ?
Ghost Priest: This ghost was a cleric in life, and retains that status after death. (Ghosts The Incorporeal Undead)
Ghost Radioactive: This ghost died through radioactive mishap, either through exposure to excessive natural radiation; magical radiation attack; radioactive blast from a radiation gun; walking through a radioactive crater; or by being caught directly in a nuclear explosion. (Ghosts The Incorporeal Undead)
It is a bad idea to imbibe radioactive ectoplasm, as no known magic or science can separate out the radiation from the ectoplasm. Any living being that imbibes radioactive ectoplasm suffers 1d6 points of damage per hit die of the ghost that provided the ectoplasm per ounce, with no saving throw against the damage. If the imbiber dies through this damage, he rises again 24 hours later as a Radioactive Ghost with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Ghost Robotic: This is the ghost of a robot, android, clockwork being, golem, living statue, or some other mechanical or magical construct that was tragically destroyed through mischance and/or violence. Rarely, such creations develop a mind and soul of their own; often in such cases, when their physical existence ends in horror and tragedy, the soul lives on with no place to go, as there are few gods that would claim such a soul for their own. (Ghosts The Incorporeal Undead)
Ghost Servant: ?
Ghost Shackled: ?
Ghost Ship: ?
Ghost Shrouded: ?
Ghost Skull Thrower: Four ounces of this ectoplasm enables the imbiber to form and throw an ectoplasmic bomb in exactly the same fashion as the ghost that provided the ectoplasm. The bomb must be thrown within 1d6+6 turns of consuming the ectoplasm. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of skull thrower ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. A failed save indicates that the bomb goes off in the imbiber’s hand, dealing its damage to the imbiber. If the imbiber dies in this fashion, the imbiber rises again immediately as a Skull Thrower Ghost, with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Ghost Sovereign: This ghost rules over and commands other ghosts with ease, either through legitimate royalty or nobility that carried over into undeath, or through sheer force of will and power. (Ghosts The Incorporeal Undead)
Ghost Spectral Music: ?
Ghost Spectral Steed: ?
Ghost Stuck in Time: If a newly-risen ghost was slain by a ghost that is Stuck in Time, the new ghost must make a saving throw versus Spells; if he fails, he joins his maker in whatever vignette of death and mayhem the creator is stuck. (Ghosts The Incorporeal Undead)
Ghost Tasked: This ghost died with an unfinished task that now ties it to the mortal plane. This might be something as simple as making a journey from one side of the road to the other; or making a journey home from across town; or seeing their little child one last time. The task might be great and monumental, such as building a great pyramid; seeing that the rightful heir is placed on the throne of a kingdom; or even building an empire. (Ghosts The Incorporeal Undead)
Ghost Thunder: Also known as a Storm Ghost, this ghost’s mortal form died during a great thunderstorm, as the result of weather magic, or at the hands of a djinn or other creature with the powers of thunder and lightning. (Ghosts The Incorporeal Undead)
Four ounces of thunder ectoplasm enable the imbiber to emit a thunder strike equal to that of the ghost that provided the ectoplasm. The ability to emit the thunder strike lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of thunder ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the thunder explodes inside the imbiber, who suffers 1d6 points of damage per hit die of the ghost, with no saving throw. (Ghosts The Incorporeal Undead)
If he dies through this damage, he rises again 24 hours later as a Thunder Ghost with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Ghost Tragic Great Pig, Debelinko: If he is slain, subsequent encounters will be with his tragic ghost. (What Ho, Frog Demon)
Ghost Trickster: Having had a miserable if not outright horrific family life while living, this ghost likes to take on the appearance of the recently deceased and haunt their still-living loved ones in order to cause grief and suffering. (Ghosts The Incorporeal Undead)
Four ounces of trickster ectoplasm enable the imbiber to polymorph into a specific individual that he has studied or personally known for at least one week. The physical semblance is perfect, down to facial features, mannerisms, and voice, though the imbiber knows no more of the target than he has learned during his study or acquaintance. The effect lasts for one day per hit die of the ghost that provided the ectoplasm. (Ghosts The Incorporeal Undead)
When the effect ends, the imbiber must make a percentile roll against the total number of ounces of trickster ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the imbiber is permanently stuck in the new form he has taken on; if he dies while in the new form, he rises again 24 hours later as a Trickster Ghost with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Ghost Unwitting: ?
Ghost Vengeful: ?
Ghost Wandering: This ghost is cursed to wander the Earth, unable to remain in any one place for any length of time. (Ghosts The Incorporeal Undead)
Ghost Warning, White Lady: Warning Ghosts often arise because of the tragic nature of their deaths, usually involving murder, treachery, deceit, adultery, or treason. (Ghosts The Incorporeal Undead)
For example, the ghost of a merchant who was slain by bandits along a lonely stretch of road might appear to travelers to warn them when bandits are in the area; or might appear to the bandits, to try to dissuade them from their banditry. The ghost of a noblewoman who was murdered by her husband for her infidelity might appear to a woman who is about to have an adulterous liaison; or might appear to a woman whose husband is about to have an adulterous liaison. The ghost of a woman who died of disease might appear to a person who has contracted a disease, or whose loved ones are diseased. The ghost of a man who was murdered might appear to a person who is about to be murdered, or to the person who is about to commit the murder. The ghost of a sea captain who died setting out to sea in choppy waters might appear to sailors who are about to encounter a storm; and so on. (Ghosts The Incorporeal Undead)
Ghost Wind: Also known as a Rain Ghost, this ghost’s mortal form died during a great windstorm or rainstorm, as the result of weather magic, or at the hands of a djinn or marid or other creature with the powers of rain and wind. (Ghosts The Incorporeal Undead)
Four ounces of wind ectoplasm enable the imbiber to emit a gust of wind equal to that of the ghost that provided the ectoplasm. The ability to emit the gust of wind lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of wind ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the wind tears apart the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost, with no saving throw. If he dies through this damage, he rises again 24 hours later as a Wind Ghost with hit dice equal to half his level, rounded up. (Ghosts The Incorporeal Undead)
Ghostly Defender: ?
Ghostly Head: If the Headless Ghost takes the head of a victim, and that victim rises as a ghost, the victim rises as a Headless Ghost. When the victim’s head rots away completely, the ghost of the head rises as a Ghostly Head. (Ghosts The Incorporeal Undead)
Ghostly Hyperborean: ?
Ghostly Vanguard: ?
Ghoul: All humans slain by ghouls rise again in 24 hours as ghouls, unless the spell bless is cast upon their bodies. (Labyrinth Lord: Revised Edition (no-art version))
Formerly human, but now flesh-eating undead mockeries of their former existence, ghouls are fearsome enemies of all things living. (Advanced Labyrinth Lord)
All humans slain by ghouls rise again in 24 hours as ghouls, unless the spell bless is cast upon their bodies. (Advanced Labyrinth Lord)
Zombie exposure to Hatchery Egg. (Basilisk Goggles & Wishing Wells)
Characters themselves deluded by the mirror's magic will fight real ghouls instead, undead creatures whose attacks paralyze their victims for 2d4 turns (save negates, a cure light wounds spell removes the paralysis). (Castle Gargantua)
Slain victims of an orc ghoul eaten, or rise as ghouls the next night. (In the Shadow of Mount Rotten)
Ghouls and ghasts are supposedly creatures of Kypselus' own hideous design and are considered particularly sacred. (Petty Gods)
Bloody bones are the remains of particularly evil people that have died a violent death. While evil in life, they were not powerful enough to come back to unlife as a ghoul or wight. (The Basic Witch: The Pumpkin Spice Witch Tradition)
Servants of Lord Jourdain whom he tricked into cannibalism and thereby set on the path to becoming ghouls. (The Cursed Chateau)
All debts [in the Casino of the Damned] must be paid before leaving the table. Characters may ask the pit boss for a line of credit. If that credit cannot be paid before leaving the casino, the character will become a ghoul under the control of the pit boss. (Tranzar's Redoubt)
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls. (Vampires of the Olden Lands)
Dark Book of Gimric artifact. (The Village of Larm)
Ghoul: See Nanotech Undead Ghoul.
Ghoul, Guard: ?
Ghoul, Parnell: ?
Ghoul, Player: ?
Ghoul, Referee: ?
Ghoul, Sigyfel: Sigyfel has recently been “reborn” by the demonic beings he worshiped in life. His body still lies in the sarcophagus, but he has become a fearsome ghoul, waiting for any fool to open the heavy lid so he can spring forth. (The Tomb of Sigyfel)
Ghoul Bluebeard: There was a gruesome killer in the past named Bluebeard. He used to lock his wives in closets, then butcher them. Returning from the dead, those wives have found a way to kill him, but took a part of his soul when they did so. (Castle Gargantua)
Ghoul Flower: ?
Ghoul Hungry: ?
Ghoul King: See Ghoul-Human Hybrid, Ghoul King Lorrgan Makaar, King Lorrgan Makaar, The Ghoul King.
Ghoul King: See Ghoulish Creature, Ghoul King Lorrgan Makaar, King Lorrgan Makaar, The Ghoul King.
Ghoul Lacedon, Water Ghoul: ?
Ghoul Orc: ?
Ghoul Reaver: Humans slain by a warrior ghoul’s claw or bite attack rise again in 24 hours as reaver ghouls, unless the spell bless is cast upon their bodies. (COA02: Ghoul Keep and the Ghoul Lands)
Humans slain by a shadow ghoul’s claw or bite attack rise again in 24 hours as reaver ghouls, unless the spell bless is cast upon their bodies. (COA02: Ghoul Keep and the Ghoul Lands)
Humans slain by a sorcerer ghoul’s claw or bite attack rise again in 24 hours as reaver ghouls, unless the spell bless is cast upon their bodies. (COA02: Ghoul Keep and the Ghoul Lands)
Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies. (COA02: Ghoul Keep and the Ghoul Lands)
Ghoul Reaver Ghoulaqi: ?
Ghoul Shadow: Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies. (COA02: Ghoul Keep and the Ghoul Lands)
Ghoul Shadow, Aag Aat: ?
Ghoul Sorcerer: Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies. (COA02: Ghoul Keep and the Ghoul Lands)
Ghoul Sorcerer, Jexahl Ta: ?
Ghoul Warrior: Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies. (COA02: Ghoul Keep and the Ghoul Lands)
Ghoul Warrior, Cal Waruk, Captain of the Dead: ?
Ghoul Warrior, Lek Agheer: ?
Ghoul Warrior, Lek Mercan: ?
Ghoul Water: See Ghoul Lacedon, Water Ghoul.
Ghoul Wolf: ?
Ghoul-Human Hybrid, Ghoul King Lorrgan Makaar, King Lorrgan Makaar, The Ghoul King: Makaar’s severed head and ghoulish right arm were recovered many years ago and dark magics were invoked to join them to the body of a human victim. Makaar soon found that as the years passed, the human body aged and must be replaced by a new one. The new host body is chosen by the High Priests of Rebirth, and is always an excellent male specimen, usually a teenager chosen for his youthful strength and vigor. (COA02: Ghoul Keep and the Ghoul Lands)
Ghoulaqi: See Ghoul Reaver Ghoulaqi.
Ghoulish Creature, Ghoul King Lorrgan Makaar, King Lorrgan Makaar, The Ghoul King: In ages past, when the great Kingdom of Mor fell into ruin, the sorcerer-baron Lorrgan Makaar fled to his ancient palace fortress, but was unable to escape the dark magics unleashed during the destruction of the Great City. Makaar soon succumbed to a strange sickness that left him bedridden for days. Fearing their lord to be cursed, his followers began to desert him, one by one, until at last he was alone. When Makaar awoke from his fever, he found that he was no longer fully human. Lorrgan Makaar had become an unholy ghoulish creature of great power. (COA02: Ghoul Keep and the Ghoul Lands)
Giant Ant Exoskeleton: See Exoskeleton Giant Ant.
Giant Catfish Zombie: See Zombie Giant Catfish.
Giant Toad Zombie: See Zombie Giant Toad.
Giantess's Lingering Spirit: See Spirit Lingering Giantess's.
Giantess's Spirit Lingering: See Spirit Lingering Giantess's.
Gloaming: ?
Glossmira: See Groaning Spirit, Glossmira.
Glowing Skeleton Yellow: See Skeleton Glowing Yellow.
Glowing Yellow Skeleton: See Skeleton Glowing Yellow.
Goblin Skeleton: See Skeleton Goblin.
Goblin Spirit: See Spirit Goblin.
Goblin Witch Doctor Undead: See Undead Goblin Witch Doctor.
Goblin Zombie: See Zombie Goblin.
Goldbelly: See Myrkridder Unique, Goldbelly.
Granny Soul-Sucker: See Vampire Bhabaphir, Granny Soul-Sucker.
Gray Lady: See Spectre, The Gray Lady.
Great Deodand: See Ghost, The Great Deodand, Ghost of the Great Deodand.
Great Pig Ghost Tragic: See Ghost Tragic Great Pig.
Greater Crypt Shade: See Crypt Shade Greater.
Greater Ghast: See Ghast Barrow, Greater Ghast.
Greater Ghost: See Ghost Greater.
Green Mummy: See Mummy Barrow Unique, The Green Mummy.
Grimhilda: See Myrkridder Unique, Grimhilda.
Grizelda the Ghastly Gourmet: See Ghast Greater, Grizelda the Ghastly Gourmet.
Groaning Spirit, Banshee: The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places. (Advanced Edition Companion (Labyrinth Lord, no-art version))
The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places. (Advanced Labyrinth Lord)
Groaning Spirit, Glossmira: ?
Groom: See Skeleton, Groom.
Guard: See Ghoul, Guard.
Guard Lizardman Skeleton: See Skeleton Lizardman Guard.
Guard Skeleton Lizardman: See Skeleton Lizardman Guard.
Guardian Bone: See Bone Guardian.
Guardian Crypt: See Crypt Guardian.
Guardian Ghost: See Ghost Guardian.
Guardian Temple: See Skeletal Servitor Temple Guardian.
Guardian Zombie: See Zombie Guardian.
Gula: A Gula is born when someone dies from starvation, from simply being a poor peasant slowly diminishing away to a criminal locked in a dungeon cell. (Beast Folio Volume 2)
For reasons unknown the starved return from death seeking everything and anything to consume. (Beast Folio Volume 2)
Guy de O'Veargne: See Ghost, Sir Guy de O'Veargne.
Hag Myrkridder: See Myrkridder Hag.
Halfling Ghast: See Ghast Halfling.
Hanged Bogman: See Bogling Hanged Bogman.
Harlan Blackhand: See Lich, Harlan Blackhand.
Haunt: See Ghost Greater Haunt.
Haunting: A haunting is not a true ghost in the undead sense. It is more like an echo of an ended life. Such things are not uncommon, as far as the supernatural goes. Here under the influence of the black gem, they appear much more often. (The Black Gem)
Head Ghostly: See Ghostly Head.
Head Severed: See Severed Head.
Headless Ghost: See Ghost Headless.
Heartless Dead: These spirits are the remains of mortals who were subjected to ixiptla or sacrificial heart-extraction whilst alive. (Petty Gods)
Hedel-Man: Those with the wherewithal to resist her gaze will still have to contend with Xinrael’s hedel-men entourage, a motley assortment of humanoid, rotting fruit-folk brought to un-life by the necro-vivimantic properties of her divine sputum. (Petty Gods)
Helissente: See Spectre, Dame Helissente.
Hell-Hound Severed Head: See Severed Head Hell-Hound.
Hephacates: See Spectral Dead, Hephacates.
Hervisse the Cook: See Wight, Hervisse the Cook.
Hill Mummy: See Mummy Hill.
Hoarder Wealth: See Nanotech Undead Wealth Hoarder.
Hobbit Undead: See Undead Hobbit.
Hobgoblin Skeleton: See Skeleton Hobgoblin.
Hobgoblin Zombie: See Zombie Hobgoblin.
Homunculus Severed Head: See Severed Head Homunculus.
Hound Cthonic: See Cthonic Hound.
Huecuva: Undead spirits of wizards and clerics. (Ruins of the Undercity)
Human Ghast: See Ghast Human.
Hungry Ghost: See Ghost Hungry.
Hungry Ghoul: See Ghoul Hungry.
Hunter: See Skeletal Servitor Hunter.
Husk Zombie: See Zombie Husk.
Huxley Tallbow: See Sir Huxley Tallbow.
Hyacinth: ?
Hybrid Strange Undead: See Undead Hybrid Strange.
Hybrid Undead Strange: See Undead Hybrid Strange.
Hydra Zombie: See Zombie Hydra.
Hydra Zombie Revenger: See Zombie Hydra Revenger.
Hyperborean Ghostly: See Ghostly Hyperborean.
Hypnoghost: ?
Incorporeal Undead: See Undead Incorporeal.
Insidious: See Nanotech Undead Insidious.
Irik Utal: This sarcophagus is decorated with numerous carvings depicting Ghoul Keep as well as Utal’s numerous victories. The remains of Irik Utal lie within. Unknown to any save the sorcerer ghoul Jexahl Ta, Irik Utal has slowly begun to reanimate, and if he awakens fully, he may become a powerful undead, perhaps even a lich. The effect of his reawakening is left for the Labyrinth Lord to decide. (COA02: Ghoul Keep and the Ghoul Lands)
Iron King: See The Iron King.
Jack Wee: See Myrkridder Unique, Wee Jack.
Jackal-Man Mummified: See Mummified Jackal-Man
Jaheen Makaar: See Gahoul Fighter 7, Jaheen Makaar.
Janglebones: See Myrkridder Unique, Janglebones.
Japhet: ?
Jewelled King: See The Jewelled King.
Jexahl Ta: See Ghoul Sorcerer, Jexahl Ta.
Jigsaw: See Myrkridder Unique, Jigsaw.
Jordain: See Lord Jordain.
Juggernaut: See Nanotech Undead Juggernaut.
Juju Zombie: See Zombie Juju.
Justiciar: See Ghost of Law Justiciar, Cabinet of the Justiciar.
Kahladaht: Kahladaht the Once Deified was once a great knight in the service of a god of law and virtue. During a crusade in a foreign land Kahladaht was tricked by a necromancer into slaying the avatar of his own god during an execution. Upon realizing what he had done the knight wandered into the desert. There he dwelt for forty days attempting to repent for his sin. In the end his god was unforgiving. Kahladaht, lost, now thought only of revenge. He sought the necromancer out, but in his fragile state of mind was seduced by the necromancer’s honeyed words. Kahladaht served the necromancer until he was slain in battle, after which he was brought back as a powerful undead being to serve his new master for eternity. Kahladaht, however, grew ambitious and struck his master down, claiming his keep and undead legion for himself. The undead knight spent years studying the forces of necromancy and cults related to the dread practice. In doing so he discovered some of the secrets of immortality, and indeed divinity. From a demon prince, he learned a secret which allowed him to siphon some level of power from the goddess of death. He had secretly stolen enough power to nearly become a true god, but the followers who flocked to him upon acquiring such power also attracted the unwanted attention of adventurers and would-be heroes. One of these bands was able to perform a ritual in an ancient palace known as “Where Angels Fear to Tread.” It alerted the goddess of death to Kahladaht’s scheme and he was stopped. Some of his power was taken from him at this time and he was left a broken and petty god, always ambitious and seeking more power. (Petty Gods)
Keening Ghost: See Ghost Keening.
Keeper Cabinet: See Ghost Cabinet Keeper, Cabinet of the Keeper.
Keeper of the Tablet: See Lich, Ascyet Vie Yannarg, The Keeper of the Tablet.
Killer Crow: See Myrkridder Unique, Crow Killer.
King Flowered: See The Flowered King.
King Ghoul: See Ghoul-Human Hybrid, Ghoul King Lorrgan Makaar, King Lorrgan Makaar, The Ghoul King.
King Ghoul: See Ghoulish Creature, Ghoul King Lorrgan Makaar, King Lorrgan Makaar, The Ghoul King.
King Iron: See The Iron King.
King Jewelled: See The Jewelled King.
King Undead: See Undead King.
King Vampire: See The Vampire King.
King Wolf: See The Wolf King.
King's Steed: See Undead Dragon, Traask, The King's Steed.
Kitsune Vampire: See Vampire Kitsune.
Klydessia: See Abide, Klydessia.
Knight Crypt: See Crypt Knight.
Knight Death: See Death Knight.
Kobold Animated Skeleton: See Skeleton Kobold Animated.
Kobold Skeleton Animated: See Skeleton Kobold Animated.
Krawler: See Nanotech Undead Krawler.
Krisella: See Ghast Halfling, Krisella.
Lacedon: See Ghoul Lacedon, Water Ghoul.
Lady Gray: See Spectre, The Gray Lady.
Lady Szara: See Strigoi, Lady Szara.
Lady White: See Ghost Warning, White Lady.
Landri the Majordomo: See Spectre, Landri the Majordomo.
Laser Ghost: See Ghost Laser.
Leachlich: It is thought the creature is a form of restless Wight that chooses to live in corporal beings rather than a barrow. Others think it’s the ember of a failed lich, a whiff of malign consciousness which death’s hand cannot stay, an essence that craves power. (Ford's Faeries: A Bestiary Inspired by Henry Justice Ford)
Legion Dead: See Dead Legion.
Lek Mercan: See Ghoul Warrior, Lek Mercan.
Lek Agheer: See Ghoul Warrior, Lek Agheer.
Leprous Dead: In melee, the leprous dead attack with their fists. Each successful hit carries with it the risk of leprosy infection. The target must save versus poison, with a +3 bonus, or contract the disease. Infected victims suffer a loss of 2 points of CHA per month, dying when CHA reaches 0. Those who die from the disease will themselves become leprous dead. (Theorems & Thaumaturgy Revised Edition)
Lesser Ghost: See Ghost Lesser.
Lhamira: See Vampire Lhamira, Vampire-Witch.
Lhamphir: See Vampire Lhamphir, Plague Bearer.
Lich: A lich is an undead magic-user of at least 18th level (and possibly multiclassed) who has used its magical powers and a phylactery to unnaturally extend its life. (Advanced Edition Companion (Labyrinth Lord, no-art version))
A lich is an undead magic-user of at least 18th level (and possibly multiclassed) who has used its magical powers and a phylactery to unnaturally extend its life. (Advanced Labyrinth Lord)
Tablet of Chaos relic. (Barrowmaze Complete)
Lich, Ascyet Vie Yannarg, The Keeper of the Tablet: 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. (Barrowmaze Complete)
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. (Barrowmaze Complete)
Lich, Harlan Blackhand: Harlan Blackhand used to let the death cultists store bones in these catacombs, and they would practice animating undead here. They still keep the place tidy. (Dungeon Full of Monsters)
He built his sanctum on the ruins of Drakdagor’s old tower, and took a fateful plunge from which there is no coming back—he became a lich. (Dungeon Full of Monsters)
The death ritual was performed at midnight, under the full moon. Harlan slaughtered half a village as payment to the gods of death. All that the survivors could remember about Harlan were his hands, dripping black with blood in the moonlight. It was not his first foray into wanton murder and destruction, and it would not be his last. (Dungeon Full of Monsters)
Lich, Tetsuizke: As she was the first head priestess chosen by Curdle herself to be the head priestess of the order, Curdle took pity on her in death. Curdle begged her father, Ywehbobbobhewy (Lord of Waters, etc., etc.) to beseech the Jale God to grant Tetskuize’s soul immortality on the godling planes. The Jale God challenged Ywehbobbobhewy to a game of Crown & Anchor, and as the game ended in a draw, the Jale God begrudgingly assented to partially fulfill the request: he made Tetskuize a lich whose phylactery (a small cheese press) is kept locked away somewhere secret on one of the godling planes. (Petty Gods)
Lich Flower: ?
Lich Thief: When the Great Empire took hold upon the Eastern Marches, rebels and partisans fled into the wild. Further south, they reached an endless desert of silt and dust where they huddled together, building stockades and tall walls around the rare oases they could find. (Ruins of the Undercity)
Eventually, their villages spread and shaped a vast ramshackle metropolis rising high above the burning sands. The rebels, most of them thieves, scoundrels and bandits soon found ruins underneath. There, forgotten secrets of necromancy were found and the colossal statue of the Red Goddess was unearthed. The ancient cult of the Blood Moon was restored, and its minarets and spires now etch for the sky in the city. (Ruins of the Undercity)
Upon moldy scrolls, the thieves deciphered ancient magic spells and wove them into reality, turning themselves into eldritch undead creatures, shedding their human skin forever. (Ruins of the Undercity)
Lich-Dragon: A lich-dragon is the combination of a Lich and a Black Dragon. (Barrowmaze Complete)
Lich-Dragon, Ossithrax Pejorative: However, The Tablet of Chaos has had an effect most unexpected. Its eldritch energy has animated the skeletal remains of Ossithrax Pejorative. (Barrowmaze Complete)
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. (Barrowmaze Complete)
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. (Barrowmaze Complete)
Untold centuries passed and slowly the chaos energy of The Tablet began calling to Ossithrax to return to his now skeletal form. Ossithrax awoke as a Lich-Dragon, a monster that is both a Lich and a Black Dragon. (Barrowmaze Complete)
The power of The Tablet has also raised the terrible Ossithrax Pejorative. (Barrowmaze Complete)
Lich Sorceress: See Undead Woman, The Lich Sorceress.
Lifelike Ghost: See Ghost Lifelike.
Lightning Ghost: See Ghost Lightning.
Lightning Walker: See Nanotech Undead Lightning Walker.
Limbs Zombie: See Zombie Limbs.
Lingering Giantess's Spirit: See Spirit Lingering Giantess's.
Lingering Spirit Giantess's: See Spirit Lingering Giantess's.
Liu, Castellan: See Mummified Xianese Officer, Castellan Liu.
Living Skeleton: See Skeleton Living.
Living Vampire: See Vampire Mhoroiphir, Living Vampire.
Lizardfolk Ancient Mummified Undead: See Mummified Undead Ancient Lizardfolk.
Lizardfolk Undead: See Undead Lizardfolk.
Lizardman Crypt Knight: See Crypt Knight Lizardman.
Lizardman Guard Skeleton: See Skeleton Lizardman Guard.
Lizardman Priest Ancient Undead Shell: See Ancient Lizardman Priest Undead Shell.
Lizardman Skeleton: See Skeleton Lizardman.
Location Ghost Chained: See Ghost Chained Location.
Lord Jordain: Lord Jourdain turned to necromancy, black magic, and eventually demon worship as means to alleviate his world-weariness and boredom. He communed with elemental spirits, slew his servants and raised them from the dead, and even summoned dark beings from the netherworld, but he found no pleasure in any of these activities. Lord Jourdain eventually came to the conclusion that the mortal realm offered him nothing but tedium and so committed ritual suicide in the hope that the next world might prove more interesting than the present one. (The Cursed Chateau)
Lord Jourdain’s spirit survived his death as he had hoped, but it was bound to his earthly home by a curse he could not explain. Thus, he could not move on to whatever reward – or punishment – awaited him in the afterlife. Instead, he remained forever linked to his chateau. (The Cursed Chateau)
This secret room is also where Lord Jourdain committed ritual suicide, spilling his blood into a large basin that contained numerous magical herbs and chemicals. He hoped that this ritual would not only end his life but allow his spirit to roam freely through the cosmos. Unfortunately, he misunderstood the nature of the ritual he was attempting and so bound himself to the grounds of his chateau. (The Cursed Chateau)
Lord Mummy: See Mummy Lord.
Lord Vampire: See Vampire Ekimmu, Spirit Vampire, Vampire Lord.
Lord Varghoulis: See Death Knight, Lord Varghoulis.
Lorktho, Zvin: See Mummy Lord, Zvin Lorktho.
Lorrgan Makaar: See Ghoul-Human Hybrid, Ghoul King Lorrgan Makaar, King Lorrgan Makaar, The Ghoul King.
Lorrgan Makaar: See Ghoulish Creature, Ghoul King Lorrgan Makaar, King Lorrgan Makaar, The Ghoul King.
Lost Soul: See Ghost Lesser Lost Soul.
Lovely Varskuld: See Myrkridder Unique, Lovely Varskuld.
Lover Ghost: See Ghost Lover.
Ludmilla: See Ghost, Ludmilla.
Magic-User Severed Head: See Severed Head Magic-User.
Magician Ghost: See Ghost Magician.
Maid Ghost: See Ghost Maid.
Makaar, Arkaan: See Gahoul Fighter 9, Arkaan Makaar.
Makaar, Dala: See Gahoul Magic-User 7, Dala Makaar.
Makaar, Jaheen: See Gahoul Fighter 7, Jaheen Makaar.
Makaar, Lorrgan: See Ghoul-Human Hybrid, Ghoul King Lorrgan Makaar, King Lorrgan Makaar, The Ghoul King.
Makaar, Lorrgan: See Ghoulish Creature, Ghoul King Lorrgan Makaar, King Lorrgan Makaar, The Ghoul King.
Makaar, Morrow: See Gahoul Thief 6, Morrow Makaar.
Makaar, Treits: See Gahoul Thief 9, Treits Makaar.
Makaar, Urgen: See Gahoul Fighter 5, Urgen Makaar.
Makaar, Yari: See Gahoul Magic-User 6, Yari Makaar.
Malice: Once the decomposition of the body is complete, the souls of the restless are lost forever. A corporeal energy remains. Such energies coalesce to form the next stage of the undead cycle, the Malice. (Lesser Gnome's Creature Catalog)
The Malice is the second stage in the undead cycle. (Lesser Gnome's Creature Catalog)
This entity has shed its weak restless sinews and gained a focused and evil preternatural mind. (Lesser Gnome's Creature Catalog)
Malice: See Undead Cycle Malice.
Maliska: See Ghost, Maliska.
Maliska's Carefree Watercolor Painting Days Ghost of: See Ghost of Maliska's Carefree Watercolor Painting Days.
Mammut Morbidium: See Zombastodon, Mammut Morbidium.
Man Blind Severed Head: See Severed Head Blind Man.
Manservant Ghost: See Ghost Manservant.
Marionette Severed Head: See Severed Head Marionette.
Mass of Zombie Limbs: See Zombie Limbs Mass of.
Matroni: ?
Meerab, Rorteb: See Wight Barrow, Rorteb Meerab.
Mercan, Lek: See Ghoul Warrior, Lek Mercan.
Messenger: See Skeletal Servitor Messenger.
Mhoroiphir: See Vampire Mhoroiphir, Living Vampire.
Mindless Undead: See Undead Mindless.
Miner Undead: See Undead Miner.
Minos the Minotaur: See Ghast, Minos the Minotaur.
Minotaur Severed Head: See Severed Head Minotaur.
Minstrel Myrkridder: See Myrkridder Minstrel.
Mommy Eld Ghost: See Ghost Mommy Eld.
Mommy Ghost Eld: See Ghost Mommy Eld.
Monastic Zombie: See Zombie Monastic.
Mongoose Skeleton: See Skeleton Mongoose.
Monk Mummified: See Mummified Monk.
Monk Undead: See Undead Monk
Monkey Bone: See Bone Monkey.
Monkey Skeleton: See Skeleton Monkey.
Monster Ghost: See Ghost Monster.
Morbidium Mammut: See Zombastodon, Mammut Morbidium.
Morrow Makaar: See Gahoul Thief 6, Morrow Makaar.
Mournful Ghost: See Ghost Mournful.
Mouse Undead: See Undead Mouse.
Mouse Zombie: See Zombie Mouse.
Mummified Cat: See Neb'Enakhet, Mummified Cat.
Mummified Jackal-Man: ?
Mummified Monk, Chokgyur, Who Has Seen the Afterlife: ?
Mummified Undead Ancient Lizardfolk: ?
Mummified Xianese Officer, Castellan Liu: Once a bold keep on the Westmark borderlands, Vanguard Keep was the first conquest of the Witch-Queen Agrahti when she and her hordes rolled out of the Godbarrows. For too many decades, the mountain tribes had been quarrelsome and disorganized, easy prey for disciplined Xianese soldiers. With the Witch-Queen to unite them, their numbers and wild sorcery were too much for the high walls of the keep. The gates were shattered and the soldiers within slaughtered before they even knew what was happening. (An Echo Resounding)
Agrahti knew that haste was her best friend in crushing the Westmark, so she was profligate in hurling soldiers against the strong walls of the keep. Wave upon wave of Shou were sent forward to break upon the stones and to fill the trenches with mounds of their own dead. All the while, Agrahti’s witchcraft conjured elemental forces to shake the foundations of the fort. (An Echo Resounding)
When the fortress was broken and the Shou surged east, nothing was left behind but the unburied dead. The sudden, savage release of so much death and mystical energy left a pall over the ruined keep, one that slowly infected the bones of the dead. It was not long before they rose once more to repeat the battle, rusted swords and broken spears becoming spectral weapons in their hands. Each cloven skull and broken pelvis became whole with each new dusk, and the dead rose once again to repeat their battle. (An Echo Resounding)
Neither side can ever truly win. The patterns of mutual destruction are too strong and old destinies still cling to their bones. The great war-chief Takul leads his rotting kinsmen against the spears of Castellan Liu’s bodyguard, and every time all are slain in the end. The battle begins at dusk, and often runs straight to mid-afternoon of the next day. (An Echo Resounding)
Mummy: Mummies are preserved undead corpses animated through the auspices of dark desert gods best forgotten. (Labyrinth Lord: Revised Edition (no-art version))
Mummies are preserved undead corpses animated through the auspices of dark desert gods best forgotten. (Advanced Labyrinth Lord)
Seven sealed crypts line the walls of this chamber. These are the final resting places of former wardens of Ghoul Keep. Each crypt contains Hoard Class XXI, but each crypt opened causes the remains to animate as a mummy in 1d4 days. The mummy hunts down the character(s) who disturbed its peace and does not rest until it is slain. (COA02: Ghoul Keep and the Ghoul Lands)
Dark Book of Gimric artifact. (The Village of Larm)
Mummy Barrow: ?
Mummy Barrow Unique, The Green Mummy: ?
Mummy Egyptian: ?
Mummy Hill: Hill mummies are created by rural cults in areas that lack the wealth and power necessary to create greater mummies. These mummies can be worshiped and idolized or they can be used as guardians. If properly raised with the correct rites and rituals they maintain their original alignment and ability scores and can be consulted for wisdom or help. When raised in this manner they will only remain animated for 1 day per cleric level of the high priest or priestess that raised them. After that point they return to their sarcophagus and slumber for at least one year before they can be raised again. If raised improperly by having their coffins unsealed or their true names recited aloud without the accompanying rituals, they will rise as monstrous creatures bent on destroying everything around them, an unfortunate side-effect of the quality of magic used to create them. (Howler (LL))
Mummy Hill, Allor: ?
Mummy Hill, Ruella: ?
Mummy Hill, Zellula: ?
Mummy Lord: Mummy lords were powerful clerics in life and have survived for centuries in a state of undeath. (Barrowmaze Complete)
Mummy Lord, Zvin Lorktho: When The Tablet of Chaos was brought to Barrowmaze, it began twisting and further corrupting Lorktho, his minions, and the elemental sepulchers. (Barrowmaze Complete)
Mummy Lord Age 201-300: ?
Mummy Lord Age 301-400: ?
Mummy Lord Age 401-500: ?
Mummy Lord Age 501+: ?
Mummy of Zuul: A mummy of Zuul is a former priest of the chaos deity of the elements. (Barrowmaze Complete)
When The Tablet of Chaos was brought to Barrowmaze, it began twisting and further corrupting Lorktho, his minions, and the elemental sepulchers. (Barrowmaze Complete)
Mummy Severed Head: See Severed Head Mummy.
Mungbat: See Undead Goblin Witchdoctor, Mungbat.
Music Spectral Ghost: See Ghost Spectral Music.
Muzz, Emil: See Ghast Barrow, Emil Muzz.
Myrkridder: Four ounces of corpse ectoplasm consumed allows the imbiber to cast the animate dead spell at a level equal to that of the hit dice of the ghost that provided the ectoplasm. However, every time this is done, there is a percentage chance equal to the hit points of the newly animated dead that the undead becomes occupied by its own spawned ghost (see the new spawn ghost spell in Spooky Spells), which automatically has the Animate Corpse special ability, among any others. This ghost has an unquenchable hatred of its creator, and seeks to slay him immediately. If the animated being is a zombie, there is a 50% chance that the creature inadvertently spawned is a myrkridder (a form of corporeal undead) rather than a ghost. (Ghosts The Incorporeal Undead)
Myrkridder are intelligent undead animated through magical means, usually by a necromancer exhuming a corpse or assembling one from other bits of corpses, and either by calling back the spirit that once occupied the corpse or by summoning a different fiendish spirit, devil, or demon to animate the assembled corpse. (Myrkridder – The Demonic Dead)
The vast majority of myrkridder spirits are summoned from Hell or one of the other Underworlds of the Damned. These Evil souls are usually quite happy to be dragged back to the world of the living, even in service as an undead creature enslaved to their creator, as this means they are no longer being tormented, and can often act in the evil and vile ways that they enjoyed in life. Souls condemned to one of the more neutral afterlives could be called back, but would be more free-willed and more likely to resist the control of their maker. Some necromancers, if they trap the soul of a recently deceased Goodly person ere it goes to its rightful reward, can magically force the Good soul into a corpse and compel it to serve them as a myrkridder; these accursed beings live a virtual hell on earth, forced to do the vile bidding of their unnatural master. (Myrkridder – The Demonic Dead)
Most myrkridder are created from humans; a few are created from elves, while dwarf and halfling myrkridder are virtually unknown. (Myrkridder – The Demonic Dead)
Myrkridder Carrion Steed: Hestermorth myrkridder outrider special ability. (Myrkridder – The Demonic Dead)
Once per night a myrkridder outrider has the ability to kill a horse (or horse-like animal that can be used as a mount) with a mere touch; the horse rises again as a carrion steed 1d3 rounds later. Carrion steeds created this way are destroyed with the light of the next sunrise. (Myrkridder – The Demonic Dead)
Myrkridder Champion: Myrkridder champions are myrkridder soldiers and sergeants who have risen through the ranks or were prominent villains in their mortal lives; some were created from the body parts of the most despicable villains and animated by the spirit of a potent devil or demon. (Myrkridder – The Demonic Dead)
Myrkridder Hag: The only common female myrkridder are myrkridder hags, created by necromancers with certain unnatural lusts beyond even those common to their kind. These are usually the animated bodies of once-beautiful women; some were witches or sorceresses in life, returned to serve a new master, others courtesans or noblewomen animated by the spirits of devils or demons. (Myrkridder – The Demonic Dead)
Myrkridder Minstrel: Myrkridder minstrels are special myrkridder, in their former lives bards, skalds, minstrels, troubadours, or other musically-inclined entertainers of little to great talents. (Myrkridder – The Demonic Dead)
Myrkridder Myrkulf: Myrkulfs are a horrible form of undead that combines body parts from humans and dire wolves, infused with the magical essence of werewolves and the blood of trolls. (Myrkridder – The Demonic Dead)
Due to the methods and rituals involved in their creation, myrkulfs can pass on the werewolf lycanthropic disease to those whom they have damage[d], as per any normal lycanthrope. (Myrkridder – The Demonic Dead)
Myrkridder Outrider: ?
Myrkridder Sergeant: In life, myrkridder sergeants were warrior noblemen, robber barons, and other mid-level villains of some talent, wealth, and status. (Myrkridder – The Demonic Dead)
Myrkridder Soldier: They are the animated corpses of common soldiers and rabble, their vile souls summoned back from Hell to do their creator’s bidding. (Myrkridder – The Demonic Dead)
Most are inhabited by the souls of brigands, thieves, ruffians, and ne’er-do-wells, though a few are of more elevated origins, such as noblemen or infamous outlaws, and like to remind their fellow myrkridder and their victims of their high-society or famous status. (Myrkridder – The Demonic Dead)
Myrkridder Unique, Arkyn the Ancient: ARKYN THE ANCIENT died of old age and got away with his terrible crimes unpunished during his lifetime. (Myrkridder – The Demonic Dead)
Myrkridder Unique, Audolf: AUDOLF was a noble warrior, part of a warband, though he was craven and cowardly fled from a battle that got his chieftain’s son killed. As punishment he was buried alive in a barrow; too cowardly to kill himself, he drank barrow water and ate rats and the rotting flesh of the barrow’s inhabitants until he slowly died from lack of fresh water and real food. (Myrkridder – The Demonic Dead)
Myrkridder Unique, Big Bruin: BIG BRUIN was a werebear in life; as a myrkridder he is eternally cursed to be caught in the form of a half-man, half-bear, with blood-matted fur, great fangs, and terrible claw-like hands. He betrayed his clan to his necromancer master for gold and power; he just did not understand what the “power” offered by his new master meant. (Myrkridder – The Demonic Dead)
Myrkridder Unique, Black Andras: BLACK ANDRAS was a midwife who amused herself by ensuring the stillborn-births of women she disliked. She was drowned in a bog for her crimes. (Myrkridder – The Demonic Dead)
Myrkridder Unique, Crow Killer: CROW KILLER was a wild-man who killed anyone foolish enough to pass through his fells; eventually the local lord and his men caught up with hi[m] and hung him for the crows. (Myrkridder – The Demonic Dead)
Myrkridder Unique, Einar the Angry: EINAR THE ANGRY was a member of a band of outlaws; he rarely followed orders, and ended up getting himself and several of his companions killed when he didn’t retreat when he was ordered to do so. (Myrkridder – The Demonic Dead)
Myrkridder Unique, Eirik the Odious: EIRIK THE ODIOUS was a most unpleasant man in life; he was an inveterate molester, buggerer, and rapist of anyone and anything he could get his hands on. The law finally caught up with him and he was thoroughly broken on a wheel. His shattered body was mostly re-assembled by his master, though the bits he valued most had been cut away and burnt to ashes by his executioner. He makes for a bitter, angry myrkridder; he walks in a disjointed way, with many a creak and clatter, as his bones never really fused together well with the necromantic ritual. (Myrkridder – The Demonic Dead)
Myrkridder Unique, Finnbogi the Flayed: FINNBOGI THE FLAYED was a cannibal and murder[er], flayed to death for his crimes. (Myrkridder – The Demonic Dead)
Myrkridder Unique, Garm the Wolf: GARM THE WOLF literally has a wolf’s head; his creator discovered the body of a mighty but headless warrior and his dire wolf companion in a barrow, and decided to have an interesting experiment. (Myrkridder – The Demonic Dead)
Myrkridder Unique, Garth the Heartless: GARTH THE HEARTLESS was a fallen paladin of Hermod; he was a giant of a man, given to great mirth and kindness, ere he fell to the wiles of an enchantress. He was slain by his paramour’s enemy, the necromancer who now commands him as a myrkridder champion. His master carved out his heart, which still had a glimmer of hope and goodness, and keeps it in a magically locked and trapped box in a hidden crypt. In place of the heart, in the open wound, Garth now carried a jar holding a cackling imp who mocks the former paladin with the recitation of his sins merely for his master’s amusement. (Myrkridder – The Demonic Dead)
Myrkridder Unique, Goldbelly: GOLDBELLY was a greedy glutton in life, and was put to death for embezzling from his chieftain. (Myrkridder – The Demonic Dead)
Myrkridder Unique, Grimhilda: GRIMHILDA was thought to be a witch, but really she was merely an old gossip who used her knowledge to blackmail her neighbors. They had her condemned as a witch and had her body staked in a bog to keep it from rising as a draugr. Some of the magic of other nearby staked witches passed on to her ere she was brought back as a myrkridder. (Myrkridder – The Demonic Dead)
Myrkridder Unique, Janglebones: JANGLEBONES had lost most of his flesh before he was animated. (Myrkridder – The Demonic Dead)
Myrkridder Unique, Jigsaw: JIGSAW is stitched together from dozens of different bodies and is inhabited by a potent demon; he has a few too many fingers, a couple of odd eyeballs in strange places, and a second face in place of his genitals. (Myrkridder – The Demonic Dead)
Myrkridder Unique, Lovely Varskuld: LOVELY VARSKULD was the concubine of a chieftain who sought to rise higher by killing her master’s wife; she failed, was caught, and was punished by being torn apart by oxen. Her necromancer master re-assembled her, hoping to create a paramour, but her damned soul ripped from Hell was too drear and evil even for him. (Myrkridder – The Demonic Dead)
Myrkridder Unique, Pete o' the Bog: PETE O’ THE BOG is a bog myrkridder; in his case he was a cultist of Loki who stole from his priest and ended up being a sacrifice, tied and drowned in a bog. (Myrkridder – The Demonic Dead)
Myrkridder Unique, Purple Svein: PURPLE SVEIN was a poisoner in life; he was slain by application of large quantities of the same poison he used to kill his victims. (Myrkridder – The Demonic Dead)
Myrkridder Unique, Storr the Mighty: STORR THE MIGHTY was a great outlaw chieftain in life; he now serves his master as a champion. (Myrkridder – The Demonic Dead)
Myrkridder Unique, The Spider: THE SPIDER was a strange experiment; his creator thought perhaps he could get more use out of a single myrkridder with a human body, four human legs, four human arms, and the head of a giant spider, and so one was assembled, with a bestial demon summoned to inhabit the corpse. (Myrkridder – The Demonic Dead)
Myrkridder Unique, Wee Jack: WEE JACK was merely a child of 10 years when he was staked; what crimes he committed none know, not even his master, but the terrible smile that crosses his face when he is asked makes even hardened myrkridder shudder in fear. (Myrkridder – The Demonic Dead)
Myrkulf: See Myrkridder Myrkulf.
Nacor: See Ghost, Nacor.
Naga Barrow: See Skeletal Naga, Barrow Naga.
Naga Skeletal: See Skeletal Naga, Barrow Naga.
Nagging Wife Severed Head: See Severed Head Nagging Wife.
Nanospider: See Nanotech Undead Nanospider.
Nanotech Undead: In the Ancients’ movies and literature, undead were often created by magic, curses, or other supernatural phenomena. The hideous and terrifying creatures now stalking the wastelands are closer to another theme from the ancestors’ popular culture: technology run amuck, the escaped infectious creations of mad scientists. But the Ancient bio-tech engineers were not usually mad, and the infections did not escape. Instead, it was much, much worse: undead were born as nanite terror weapons, and intentionally used. Originally, even during the final wars’ opening salvos, weapons like these were outlawed by all sides. Over time, the desperate, the deranged, and the purely evil ignored these agreements. In secret government facilities and hidden terrorist labs, the various undead “species” were developed using nanites of both forms, robotic and organic. However, each kind of monster is usually particular to one nanite type or the other, with most derived from robotic versions. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Uncounted millions died, ripped apart by these un-living monstrosities, or were changed, recruited in blood on the far side of death’s door, rising to join the undead ranks. Many undead forms were created and released, and more still were “misplaced” as the final wars tore apart what safeguards were left. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The nanites that convert and control the undead come in two basic forms: robotic and organic. The former are like little machines, while the latter are more akin to engineered viruses. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
One of the most terrifying things about these creatures is that they can reproduce. The nanites which created the undead can be passed on to victims through physical contact or injury. In this way, even if a character survives the initial undead attack, he may still die hours or days later, becoming the monster that killed him. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Unless otherwise noted in the monster’s description, characters wounded by undead must save versus poison to avoid being infected by the nanites. Most of the entries below have their own method of infection that appear to go against the rules provided here. These rules are a generalization that the ML can use for their own nanitized undead monstrosities, or be used instead of those provided in the descriptions. However, the ML needs to keep track of the damage the creature inflicts to come up with the final penalty for the saving throw! This roll is modified by three factors: nanite strength, the type of attack (e.g., bludgeoning versus cutting or piercing), and the total amount of damage inflicted upon the victim that round. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The Nanotechnology Strength indicates the particular nanite’s virulence and its resistance, if defending against attacks by other nanites or treatment by Ancient medicine. This number is listed in each of the creatures’ stat blocks. The type of attack is important because piercing attacks, such as bites, drive the nanites deeper into a victim’s body than cuts or impacts, making it harder to resist the infection. Bludgeoning attacks have less chance of breaking the skin, which provides a barrier to infection. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
No matter how many wounds a victim suffers in one round, or how many different kinds of undead are involved, the character has to make only one save per round. Even if there are multiple types of attack (e.g., claw and bite) or multiple attacker types (e.g., bloody skeletons and bone dervishes), this does not present a problem. The victim simply uses only the highest Nanotechnology Strength out of all attackers and the attack with the most severe penalty. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
As an example, Turok gets attacked by those two monsters mentioned above and takes 12 points of damage in one round. The Damage sustained Modifiers table indicates this is a -2 save penalty. The highest Nanotechnology Strength is 3 from the bone dervish, while the attack with the most severe save penalty is the bloody skeleton’s bite (-2). Added together, the modifier to Turok’s poison save this round is -7 (damage: -2, attack type: -2, nanite strength: -3). As this indicates, the undead are nasty, nasty creatures, and should be considered high-level monsters. Fighting them is not a pleasant or good idea; they need to be taken out from range and as quickly as possible. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Several things should be noted with this system. First, the penalties only accumulate during the round when the damage is inflicted, not for all damage the character takes during an entire combat. This means a character will likely make several saves, one during each round she is wounded; if she is not wounded during one round, she does not have to make a save. Second, should a character fail one save, but later roll a natural 20 to save versus poison during another round of the same combat, the character’s immune system is able to block the infection. Last, if the character fails her save, she is infected. Note the total modifier used for the failed roll; this will be used later. See the section below, on Incubation and Treatment. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Attack Type Modifiers
Attack Type Save Modifier
Cutting (e.g., claw) -1
Impact (e.g., punch, bash) +2
Piercing (e.g., bite) -2
Damage Sustained Modifiers
Damage Taken Save Modifier
1-3 +1
4-6 +0
7-10 -1
11-15 -2
16+ -3
Incubation and Treatment (Wisdom from the Wastelands Issue #52 Nanotech Undead)
When a character gets infected by some strain of undead nanotechnology, there are usually two paths to follow: the direct route to death and conversion, and the scenic one. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Again note that most of the nanotech undead creature described below have their own method of conversion and infection. This is a guideline for ML’s who wish to create their own monstrosities. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
If the character is slain fighting one of the undead, the nanites need only 2d6 rounds to multiply inside the victim’s body — unless otherwise noted in the monster’s description. Once this time has passed, the victim rises as a new creature, of the same type as her killer. All former mutations, abilities, and statistics are gone. The character is irretrievably lost, and no trace of her former personality remains. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
If the character survived her battle with the undead, but failed at least one save versus poison (and did not roll a 20 on a later save), she is still infected. Her likely or impending death will take a little longer. The nanites remain within her body, and continue to multiply, but at a much slower rate. This gives her a chance to find medical help capable of purging the nanites from her system. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Every six hours after infection, the victim must make another saving throw, with the same modifiers used when she was initially infected. A failed save means the victim takes CON damage equal to 1d3+(Nanotechnology Strength of the infecting creature). Once the victim’s CON reaches zero, she dies. After 1d4 rounds, she rises as a new version of the creature that killed her. If the victim is lucky enough to roll a natural 20 on one of these saves, her body’s immune system has successfully destroyed the invading nanites, and she is cured. If her CON is high enough that she gets a bonus to poison saving throws, this bonus can be added, trying to get 20 or above. Aside from rolling a 20, the victim’s only hope of surviving is to find the treatment mentioned above. Treatment ideas can be found in the previously mentioned Nanotechnology issues of WftW, as well as those issues dealing with disease, medical equipment, and drugs (#8, #13, and #33, respectively). Once the nanites are purged, the character’s CON returns at her natural healing rate per day. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Banshee: When it kills a target, the banshee ignores other characters nearby (unless it is attacked) and spends 1d3 rounds releasing its nanites into the corpse. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The organic mass of anyone killed and infected by a banshee is converted into robotic nanites, a process that takes 4d6 hours. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Insidious Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Puffer Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Undead Pet Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Blood Slime: Instead of draining blood, a slime occasionally infects a target (10% of the time), transmitting nanites through its tentacles. When a victim fails her save versus poison (see the Transmission section for more information, as well as negative to the victim’s saving throw), the nanites start working rapidly, causing 1d4+1 points of Constitution damage per hour. When her CON reaches 0, the victim dies. Her body melts into a puddle of blood and gore, with the bones, organs, and flesh liquefying within 1d4 rounds. The new slime creature has a number of hit dice equal to half the character’s CON score. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Blood slime differs slightly from other undead, because it is created by organic nanites.
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Puffer Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Undead Pet Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Bone Dervish: A character killed by a dervish is seeded with nanites from the colony. These strip the corpse of flesh in 4d6 hours, leaving a perfectly clean skeleton amid a pile of organic goo, which is disgusting, but harmless. The bones are added to the colony, with each new skeleton giving a dervish three more hit dice. Once a dervish grows to 20+ hit dice, the colony splits into two 10-hit die dervishes. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
When Necros come across a corpse, they will bite it. This will infect the corpse with either the nanite version of the Bone dervishes, Dry Bones, or Walking Dead plague. The nanites will infest and create these creatures. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Dry Bones: During the final wars, these horrors sought out and reanimated skeletons of the long-dead. The nanites burrowed into graveyards, used the surrounding earth to multiply, and then stirred the bones to un-life. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The creatures reproduce by killing and draining the corpses into husks, then reanimating the remains. But they can also reanimate the dead from graveyards, old battlegrounds, or other devastated areas with human or near-human corpses. Reanimation takes 4d12 hours, sometimes less if there is a great deal of moisture in the area. A dry bones may only reanimate one skeleton at a time, but can do this 1d4 times in a row, before needing to “recharge” its nanites, which takes 14 days. Because of this, entire sections of some ruined cities are filled with these creatures. Although the nanites were programmed to convert human skeletons, a ML could also have non-human dry bones, if she wants. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
When Necros come across a corpse, they will bite it. This will infect the corpse with either the nanite version of the Bone dervishes, Dry Bones, or Walking Dead plague. The nanites will infest and create these creatures. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Flesh Collector: When it has secured a full complement of limbs, the creature looks to reproduce, hunting for human victims to infect — not kill outright — transferring nanites through its bite. To resist the infection, a victim must save versus poison, with the saving throw modified by the amount of damage inflicted, as described in the Transmission section above. When a flesh collector is taking limbs, it concentrates on one target at a time until the victim is dead; however, when it attacks to reproduce, the flesh collector does not care if there are dozens of potential victims nearby, or just one: it bites and bites and bites trying to infect infect as many victims as possible during a round. And then it flees, letting the infection do the killing. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Conversion into a flesh collector begins as soon as the victim fails his save, and the nanites enter his bloodstream. It follows the process described in the rules, except for one difference: the nanites immediately infest his brain. Within 2d12 hours, they wipe the cerebral cortex clean, eliminating any trace of the victim’s memory, personality, or conscious thought. Mechanically, the victim loses 1d3 point of Intelligence every hour, until reaching 0. Should the victim somehow be cured of the nanite infestation, the lost INT points return at the character’s natural rate of healing per day. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Physically, the character undergoes a vast transformation during the conversion. Once he’s dead, the nanites spread throughout the victim’s body, increasing his muscular and skeletal density, making the creature terrifically strong and giving it a layer of protective dermal plates. The creature’s knuckles are also transformed, into jagged bony spikes that inflict horrible, bleeding wounds. Any character punched by a flesh collector automatically loses an additional 1d3 hit points per round, per wound from blood loss. For example, a victim punched four times loses 4d3 hit points per round until either the wounds have been bandaged (requiring 1 round per wound), he takes a curative drug, or he uses a medical device that heals damage. Mutants with regenerative capability are immune to this effect. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
While pure humans are a flesh collector’s intended targets, the nanites can also infect mutant humans — but not other creatures, such as mutant animals. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Insidious Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Puffer Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Undead Pet Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Floating Torso: Clearly the product of a deranged mind, these monsters rip off their own skins like Bloody Skeletons during their conversions, but go further, with the torso tearing its spine free from the pelvis. The nanites responsible for creating these horrors imbue their bones with millions of tiny repulsor units, which allow a torso to hover 2-3' off the ground, and move marginally faster than other types of skeletons. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Insidious Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Puffer Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Undead Pet Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Nanotech Undead Ghost: Like banshees, ghosts are created by a strain of weaponized, self-replicating nanites that was engineered to cause fear. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Ghosts mostly (90% of the time) try to kill any living creature they encounter. However, 10% of the time, the entities aim to spread their nanites in order to reproduce. After being touched, the human or near-human target must save versus poison to avoid infection. If the victim fails, he quickly succumbs to the nanites, which then destroy his body and convert it into a nanite cloud that retains his appearance at the moment of death — even his gear. This process takes 1d12 hours; once complete, the former victim is now a fully-functional monster. The destruction is complete and irreversible: the victim cannot be brought back to life by any means, and retains no memory of his living self. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
There are two types of ghosts: those with a fixed territory and those that roam freely. When a character is killed and converted, he has a 50/50 chance of becoming one type or the other. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Ghoul: Those creating nanotech undead often mined mythology and legend for ideas. Ghouls were a slightly different case, as some wasteland scholars believe the creatures were inspired by role-playing games and online virtual reality worlds that existed before the fall. However they were dreamed up, these creatures are the stuff of nightmares. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
After death, these human corpses were reawakened by organic nanites and corrupted into things with an insatiable hunger for blood and flesh. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Ghouls attempt to reproduce, rather than merely eating victims, only if their pack size drops below 16 individuals. They spread their nanites only through their bite, not their claws. Any victim bitten must save versus poison and use the Transmission modifiers to avoid initial contamination as normal, but the remaining ghoul infection process is slightly different from other undead. Every day, an infected victim loses 1d4+1 points of Constitution; once she reaches a -1 CON, she dies. During this time, however, she can still be saved by getting medical help or finding a way to clean the organic nanites from her body. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Anyone dying from the infection reanimates in 2d3 days. The new creature’s wounds are healed, its body is transformed, and any remnants of its former personality or memories have been destroyed. The new ghoul loses any obvious outward mutations (such as extra limbs) during the conversion, but less obvious powers (such as increased physical attributes and some toxic weapons) are retained and still usable. This could be quite a surprise for any would-be exterminators who run into these atypical ghouls. Wasteland scholars are uncertain why only certain mutations disappear; some believe the original nanite designers wanted their creations to have a physical uniformity. Others just shake their heads at the Ancients’ inscrutable whims. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Unlike many other undead, ghouls are created by the rarer, virus-like organic nanites. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
If this Necro individual happens to come across a lone human or mutant, the nanites will force it to attack and bite the target. Often these infected will carry stun weapons in order to make the process all that easier. They will infect victims as such with the Bloody Bones, Ghoul or Walking Dead versions of this plague. One in ten times the nanites will infest the target, creating another Necro. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Insidious: Occasionally, the insidious will venture from his home community and travel to another one nearby, to fulfill its second mission: reproduction. There, the creature tries to find a loner or someone with a small family. Insidious prefer a mated target, because these victims tend to around much less suspicion than a lone drifter. The creature attacks with the same tactics described above, but only infects the victim with insidious nanites. Transforming into an insidious takes 1d3 days, a process so gradual and subtle that a victim will not know what’s happening unless she is carefully monitored or subjected to medical tests. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Puffer Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Juggernaut: After a monster reaches 20 hit dice, it begins to infect humans with the nanites. When it finds a group of humans, the juggernaut aims to kill all but one or two. Then it tries to grab the survivor(s), which requires an attack roll and does 1d12 points of damage (because the creature is pulling its attack). Then it bite its victim, which also requires an attack roll, but only does 1d4 points of damage. The victim must save versus poison or become infected with nanites. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The nanites cause 1d3 points of Constitution damage per hour until the victim reaches 0, when the dies. The victim later rises as a 5 hit die monster, with reduced physical attacks and no bite. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Insidious Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Puffer Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Undead Pet Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Krawler: Before the final wars came to an end, the ancients enjoyed marvels of medical technology which many living in the ruins consider to be nothing short of magic. One of the greatest advances was the ability to grow limbs and organs in order to replace those lost due to disease and accident. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The terrorist organizations responsible for many of the nanotech undead horrors unleashed during the turbulent final years managed to infest these production laboratories with nanites. At first the limbs, organs and so forth seemed to be perfectly healthy and normal, but after 1d6 days after implantation, the true terror of these insidious nanites appeared. The original victims of the infected replacements became one of the many different types of undead (roll on the Puffer infection table, below). The limbs and organs would then detach from the body and through the strange and horrid programming, seek out other creatures to infest. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Lightning Walker: This type of nanite undead is a bit of a contradiction. Most nanite undead are quite susceptible to the effects of electrical attacks, particularly EMP, but the nanites infesting these unfortunate souls are organic nanites, and have undergone a type of tinkering which makes them far heartier than most other types of nanites. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
There are two types of nanites infesting these undead. The first type is the regular organic nanites, which will turn victims into Walking Dead. The second type is the Lightning Walker version, which will cause the victims to rise as a new Lightning Walker. The ratio is approximately 75% Walking Dead to 25% Lightning Walker. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
These undead will always stop and spend at least 1d6 rounds digging into the corpses of any recently killed creature in order to infest it with the nanites. Creatures which are already deceased will have only a 20% chance of becoming either Walking Dead or this particular type of nanotech undead. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Nanospider: This particular brand of creature has only shown up in the wastelands over the past ten or twenty years. It is suspected that some technologically savvy individual or group managed to get hold of blank nanotech and a programmer in order to create these terrors. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
In order to ensure the continuation of the species, these creatures will travel and actively seek out other spiders in order to infest them. Sometimes they will ignore perfectly healthy spiders and instead search for the egg clusters and infect the eggs with the nanites. They will not harm the growing young, but instead will wait until the spiders have reached full maturity before killing them and turning them into spreaders of the nanite horror. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Necro: If this Necro individual happens to come across a lone human or mutant, the nanites will force it to attack and bite the target. Often these infected will carry stun weapons in order to make the process all that easier. They will infect victims as such with the Bloody Bones, Ghoul or Walking Dead versions of this plague. One in ten times the nanites will infest the target, creating another Necro. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Psionic Shambler: Only recently encountered in the wastelands, shamblers may have been created to battle the many mutants with powerful psionic abilities. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The psionic shambler monsters spread their nanite strain through both claw and bite attacks. Infected characters begin wasting away, suffering 1d4+2 points of Constitution damage per day. Upon reaching 0 CON, they die and reanimate in 1d4 hours. If the character was pure human, or a mutant with only physical mutations, he rises as a walking dead (with no mutations). If the victim has mental mutations, he rises as a psionic shambler. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Strangely, unlike the Walking Dead, these Psionic Shambler nanites only reanimate humans or humanoids, not animals. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Puffer Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Undead Pet Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Puffer: In combat, the Puffer creatures first bash targets with their thick, squishy fists. Should a puffer hit with a natural 20, the strike does double damage and the target is stunned for 1d3 rounds unless it successfully saves versus energy. Stunned victims are then bitten, an attack which automatically hits, does damage, and forces the target to make another save. This save versus poison is to avoid being infected by puffer nanites, and uses the modifiers described in the Transmission section above. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Those infected with the Krawler organs must immediately save versus poison with a -5 to the saving throw or be killed. Unlike the appendages below, these victims will lose all their internal organs, which will leave through any orifice available. The remaining husk then becomes a Puffer. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Screaming Skull: Unlike most other undead nanite types, which affect the whole corpse, this strain focuses solely on the skull. After colonization, a bright emerald green glow appears within each eye socket; they move, shifting from side to side, as though actual eyes looking for victims. The altered skull takes on a slightly luminescent, greenish tinge, detaches from its skeleton, and begins to float. The nanites are similar to those found in floating torsos, providing lift with tiny repulser units. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
A flock attacks until all targets are dead, and then they reproduce, peeling away the skin from their victims’ skulls and infecting the bones with nanites, which takes 2d6 rounds. The conversion process, from bone to flying monster, takes 2d12 turns; after which time, the new creature separates from its skeleton and joins the flock. Once a particular flock has 20 members, new additions break away and form a new flock. Unlike other undead, the skulls do not infect living targets; the nanites only work on dead bone, not living tissue. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Shadow Cold: Created before the final wars, these horrifying examples of Ancient science and ingenuity gone wrong were designed not so much as terror weapons, but as nearly-unstoppable assassins. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Rarely (1% of the time), a shadow will bathe its kill in its own nanites, giving rise to a new creature. This conversion takes 2d12 hours; once complete, the victim’s body is gone, consumed by nanites, leaving only the new shadow (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Skeleton Bloody: Just one bloody skeleton can doom an entire community, as the nanite-borne plague spreads like August prairie fire. The creatures are covered by crimson or dark brown blood stains, all that remains after the bones ripped themselves free of the original victim, discarding flesh and organs as though they were soiled clothing. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
This horrific birth begins as the nanites insinuate themselves throughout the victim’s body. His limbs begin moving of their own volition, first tearing off all his clothes and equipment. Then he is forced to bite the flesh from his fingers while still conscious and aware of the pain. When the phalanges are exposed, the victim must watch in helpless agony as his hands claw open skin and rip away muscle. Only when the trauma and blood loss become too great does the victim finally die. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The removal takes 3d6 rounds, but once all meat is gone (including the eyes), the creature is ready to attack and spread infection through its bite and claws. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Insidious Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young (Wisdom from the Wastelands Issue #52 Nanotech Undead)
If this Necro individual happens to come across a lone human or mutant, the nanites will force it to attack and bite the target. Often these infected will carry stun weapons in order to make the process all that easier. They will infect victims as such with the Bloody Bones, Ghoul or Walking Dead versions of this plague. One in ten times the nanites will infest the target, creating another Necro. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Puffer Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Undead Pet Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Stabber: These nanite undead were created to be the combative side of the undead terrors. They appear to be the typical Walking Dead variety, but there is one major difference between them and the other creatures. They have snapped off their forearms, leaving torn flesh and jagged bone. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Unlike other types of nanite undead, these creatures do not care if they kill the victim — anything they kill is going to rise up and join the ranks of the walking dead. There is a 10% chance however a victim will instead rise as one of these creatures. It will still retain part of its memories, and as such it will always try to hunt down and kill and infect friends and family members first. In fact, many of the herds found with these beasts are the remains of friends or family members. The chance of them infecting a friend or family member with this version of the nanites is increased to 50%. Once they have become infected, they will find a suitable location in order to snap off their arms, creating the distinctive look and attack they possess. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Undead Pet: A horde of the walking dead is an effective way to spread fear, but it’s not the best way to spread infectious nanites: potential victims see the monsters coming and run away. Some terror weapon designers decided to fashion a more subtle infectious agent by capturing pets in target areas, converting them into undead, then returning the animals to their neighborhoods. What they created was a highly unusual form of undead, one more suited to infiltration — almost an animal version of the insidious. The type of pet did not matter — cat, lizard, gerbil, etc. — all the “lost” animals were happily welcomed back into their owners’ lives, where they could perform their murderous mission in secret. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
When the pets attack other animals, they specifically transmit the nanite strain for undead pets. After being bitten, the victim animal saves versus poison to avoid infection. If this fails, the victim becomes lethargic, while it loses 1d4-1 points of Constitution per hour. The animal does not die when this stat reaches 0; it lies down and becomes comatose for 1d6 turns. Nothing can waken a victim during this period, but once it’s over, the animal rises as if nothing had happened. But, they were converted into monsters, and begin spreading their plague, looking for other animals to attack and other communities to take them in. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Voracious: It has been determined these creatures were unleashed upon the wastes just after the cessation of the final wars. The lands were filled with untold dead, and those who were responsible for the creation of the many variations of the nanitzied undead felt it was their “civic duty” to create a way to clean up the remains. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Thus were born a new strain of nanitized undead. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Any living human, pure human or humanoid attacked and infected by a Voracious will lose 1d3 points of Constitution score (if a save versus poison is failed) every 6 hours. Once the Constitution score reaches zero, the target will die and rise 1d6 turns later as one of these creatures. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
It should be noted Voracious will also attack and consume animals, but the nanites cannot animate them. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Walking Dead: In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Insidious Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young (Wisdom from the Wastelands Issue #52 Nanotech Undead)
There are two types of nanites infesting lightning walker undead. The first type is the regular organic nanites, which will turn victims into Walking Dead. The second type is the Lightning Walker version, which will cause the victims to rise as a new Lightning Walker. The ratio is approximately 75% Walking Dead to 25% Lightning Walker. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
These undead will always stop and spend at least 1d6 rounds digging into the corpses of any recently killed creature in order to infest it with the nanites. Creatures which are already deceased will have only a 20% chance of becoming either Walking Dead or this particular type of nanotech undead. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Anyone touching the nanospider's webbing is automatically attacked by organic nanites and there is the usual chance of becoming infected. Anyone infected with these nanites and is killed rise as the Walking Dead — this includes animals. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Often when encountered deep in the ruins, the spiders will have a hoard of 2d12 Walking Dead spread throughout their lairs, victims of the virus they spread forever guarding the spiders and making it difficult for anyone to make it through the maze unscathed. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
When Necros come across a corpse, they will bite it. This will infect the corpse with either the nanite version of the Bone dervishes, Dry Bones, or Walking Dead plague. The nanites will infest and create these creatures. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The psionic shambler monsters spread their nanite strain through both claw and bite attacks. Infected characters begin wasting away, suffering 1d4+2 points of Constitution damage per day. Upon reaching 0 CON, they die and reanimate in 1d4 hours. If the character was pure human, or a mutant with only physical mutations, he rises as a walking dead (with no mutations). If the victim has mental mutations, he rises as a psionic shambler. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Strangely, unlike the Walking Dead, these Psionic Shambler nanites only reanimate humans or humanoids, not animals. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Puffer Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Unlike other types of nanite undead, these creatures do not care if they kill the victim — anything they kill is going to rise up and join the ranks of the walking dead. There is a 10% chance however a victim will instead rise as one of these creatures. It will still retain part of its memories, and as such it will always try to hunt down and kill and infect friends and family members first. In fact, many of the herds found with these beasts are the remains of friends or family members. The chance of them infecting a friend or family member with this version of the nanites is increased to 50%. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Undead Pet Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead (Wisdom from the Wastelands Issue #52 Nanotech Undead)
In combat, the young use their child-like characteristics to surprise would-be opponents, or throw off adults conditioned to view children as nonthreatening. The creatures’ bite and claw attacks both inject targets with a class 11 paralytic toxin. To avoid being immobilized, a victim must save versus poison for each separate attack that hits. Each save is modified using the penalties described in the Transmission section. If alone with a target, the young kills its victim immediately, but if fighting a group, the creatures try to paralyze all targets first, then kill them when it is safe to do so. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Passed along within the paralytic secretion are nanites that create the young. These initially seem dormant, activating only after a victim dies. Then, they apparently respond to age-related hormonal markers: children reanimate as one of the young in 2d12 hours, while older teens and adults rise as one of the walking dead in 4d6 turns. During this conversion period, children are spirited away and carefully hidden by the young until their transformation is complete, but adult victims could be left where they fell, or just dragged out of sight. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Should a wounded victim survive being attacked by the young, the nanites stay in her system. If killed soon after, she rises as an appropriate form of undead. How long this period is, and if it is possible to destroy the dormant nanites (or if they simply get flushed from the body by the character’s immune system) is up to the ML. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Wealth Hoarder: It has been speculated these creatures were created by the scientists and others who had a distinct hatred of the wealthy and those who hoarded the wealth before the commencement of the final wars. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Those killed by the creature will always rise as one of these nanitized undead in 1d6 days, although for some very strange reason the organic nanites which animate these corpses will never actually infest targets which are still living — the body’s natural immune system ensures this will not happen. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Wrapped: Wasteland scholars are not certain where these unusual monsters came from, or what they are, exactly. Some believe the wrapped are horribly corrupted tailoring nanites, while others assume the creatures were specifically created as terror weapons. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The wrapped nanites are unlike other nanotech undead: they will not kill a wounded victim. Scholars believe energy within a living creature keeps these nanites from becoming virulent. However, any character killed by the wrapped (either by suffocation or by being sliced) is converted into more nanites, becoming one of these monsters in 4d8 hours. Much like bone dervishes, the wrapped are not merely wearing a dead character’s clothes: the nanites infest and animate the rags. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Nanotech Undead Young: In combat, the young use their child-like characteristics to surprise would-be opponents, or throw off adults conditioned to view children as nonthreatening. The creatures’ bite and claw attacks both inject targets with a class 11 paralytic toxin. To avoid being immobilized, a victim must save versus poison for each separate attack that hits. Each save is modified using the penalties described in the Transmission section. If alone with a target, the young kills its victim immediately, but if fighting a group, the creatures try to paralyze all targets first, then kill them when it is safe to do so. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Passed along within the paralytic secretion are nanites that create the young. These initially seem dormant, activating only after a victim dies. Then, they apparently respond to age-related hormonal markers: children reanimate as one of the young in 2d12 hours, while older teens and adults rise as one of the walking dead in 4d6 turns. During this conversion period, children are spirited away and carefully hidden by the young until their transformation is complete, but adult victims could be left where they fell, or just dragged out of sight. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Should a wounded victim survive being attacked by the young, the nanites stay in her system. If killed soon after, she rises as an appropriate form of undead. How long this period is, and if it is possible to destroy the dormant nanites (or if they simply get flushed from the body by the character’s immune system) is up to the ML. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Insidious Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Puffer Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom. (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Undead Pet Infection Table (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead (Wisdom from the Wastelands Issue #52 Nanotech Undead)
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Nanny Ghost: See Ghost Nanny.
Neb'Enakhet, Mummified Cat: ?
Necro: See Nanotech Undead Necro.
Negator: See Skeletal Servitor Negator.
Nightmare Ghost: See Ghost Nightmare.
Nightshade: ?
Nileed Enad: See Crypt Shade Greater, Nileed Enad.
Nul, Fecal: See Spectre, Fecal Nul.
Nun of the Bone Goddess: But even though they were slaughtered and their monastery was destroyed, the nuns remained unvanquished. For they had taken up worship of the Bone Goddess, and she would not let mere death prevent her followers from attending to her sepulchral bidding. (Dungeon Full of Monsters)
Nun Blackbone: See Blackbone Nun.
Nun Flagellant: See Flagellant Nun.
Nyctalops: See Vampire, Nyctalops.
O'Veargne, Sir Guy de: See Ghost, Sir Guy de O'Veargne.
Officer Xianese Mummified: See Mummified Xianese Officer.
Old Paladin Severed Head: See Severed Head Old Paladin.
Old Witch Severed Head: See Severed Head Old Witch.
One Waiting: See Undead Lizardfolk Cleric 13, Waiting One, Undead Serpent-Priest.
Ool, Rheuts: See Ghaist, Rheuts Ool.
Ooze Undead: See Undead Ooze.
Orc Ghoul: See Ghoul Orc.
Orc Skeleton: See Skeleton Orc.
Orc Zombie: See Zombie Orc.
Ore Bones: Ore bones are indistinguishable from normal undead skeletons until observed up close. Only then are the mineral deposits that cake their exposed bones discernable. These mineral deposits, similar to those that form stalagmites and other cave formations, have seeped into the marrow of the ore bones' skeleton and encrust the exposed bones, making it tougher and more resistant to damage. (Stonehell)
Ossithrax Pejorative: See Lich-Dragon, Ossithrax Pejorative.
Outrider Myrkridder: See Myrkridder Outrider.
Paladin Old Severed Head: See Severed Head Old Paladin.
Parnell: See Ghoul, Parnell.
Pastor: See Zombie Hydra Revenger The Pastor.
Penanggalan: ?
Pete o' the Bog: See Myrkridder Unique, Pete o' the Bog.
Phantasm: Phantasms are the mindless, ghost-like spirits of those who died from catastrophe and are doomed to continue the actions they performed prior to their deaths. (Stonehell)
Phantom: ?
Phantom: See Ghost Greater Phantom.
Pig Great Ghost Tragic: See Ghost Tragic Great Pig.
Pig Vampire: See Vampire Pig.
Pipeweed Ghost: See Ghost Pipeweed.
Pirate Seasick Severed Head: See Severed Head Seasick Pirate.
Pit Boss: See Vampire, Pit Boss.
Pitman: ?
Plague Bearer: See Vampire Lhamphir, Plague Bearer.
Plague Ghost: See Ghost Plague.
Plague Zombie: See Zombie Plague.
Player: See Ghoul, Player.
Poison Ghost: See Ghost Poison.
Poltergeist: ?
Poltergeist: See Ghost Poltergeist.
Poor Chen: See Wraith, Poor Chen.
Presence: See Ghost Lesser Presence.
Priest Ghost: See Ghost Priest.
Psionic Shambler: See Nanotech Undead Psionic Shambler.
Puffer: See Nanotech Undead Puffer.
Purple Svein: See Myrkridder Unique, Purple Svein.
Purple Worm Undead: See Undead Purple Worm.
Qalor, Wukrael: See Vampire, Wukrael Qalor.
Rabbit Zombie: See Zombie Rabbit.
Radiation Zombie: See Zombie Radiation.
Radioactive Ghost: See Ghost Radioactive.
Raltus the Undying: Raltus the Undying is the avatar of the Kalitus Corpi undead cult. (COA02: Ghoul Keep and the Ghoul Lands)
Raurriel, Wildrif: See Ghost, Sir Wildrif Raurriel.
Ravenous Zombie: See Zombie Ravenous.
Reaper Blood: See Blood Reaper.
Reaver Ghoul: See Ghoul Reaver.
Referee: See Ghoul, Referee.
Rendar Serouc: See Wight Barrow, Rendar Serouc.
Restless: Restless are undead animated corpses of souls trapped in a purgatory. The path to their cursed existence began with the unfortunate circumstances of their death. Their burial preparations were either forgotten or ignored. The rites that prepared their souls for separation from their material bodies were denied them. The failure to find peace in the afterlife has animated their bodies as vessels of mindless rage and aggression toward the living. (Lesser Gnome's Creature Catalog)
Restless: See Undead Cycle Restless.
Restless Dead: See Undead, Restless Dead.
Restless Specter: See Spectre Restless.
Revenger: See Zombie Hydra Revenger.
Rheuts Ool: See Ghaist, Rheuts Ool.
Rhinocorn Wraith: See Wraith Rhinocorn.
Rider Autumnal: See Autumnal Rider.
Rixende the Maid: See Wraith, Rixende the Maid.
Robotic Ghost: See Ghost Robotic.
Roeth Blackshield: See Wraith, Roeth Blackshield.
Rolong: Rolong are magically constructed undead creatures akin both to golems and to ghosts.
They are constructed by means of a magical tome or a magic-user of 11th level or higher employing the following spells: magic jar, fumble, geas, strength and a cleric of 11th level or higher employing the following spells: animate dead, animate objects, fear. The cost in materials is 500gp per hit point of the rolong, and it requires 15 days' construction time. (Mad Monks of Kwantoom)
They are constructed by means of a magical tome or a magic-user of 11th level or higher employing the following spells: magic jar, fumble, geas, strength and a cleric of 11th level or higher employing the following spells: animate dead, animate objects, fear. The cost in materials is 500gp per hit point of the rolong, and it requires 15 days' construction time. A manual of rolongs is worth 2,000xp and 15,000gp. It requires 20,000gp and 15 days for a rolong with full hit points and can be read both by clerics and magic-users. Characters from other classes touching a manual of rolongs will suffer 5d4 points of damage from opening the work. (Mad Monks of Kwantoom)
Rorteb Meerab: See Wight Barrow, Rorteb Meerab.
Rot Zombie: See Zombie Rot.
Ruella: See Mummy Hill, Ruella.
Rusalka: ?
Sad Sondra: See Ghost, Sondra Fletcher, Sad Sondra.
Sapphire Skeleton: See Skeleton Sapphire.
Screaming Skull: See Nanotech Undead Screaming Skull.
Seasick Pirate Severed Head: See Severed Head Seasick Pirate.
Sentient Ash Tree Undead: See Undead Sentient Ash Tree.
Sentient Tree Ash Undead: See Undead Sentient Ash Tree.
Sepultural Wyrm Captive Spirit: Additionally, each wyrm holds 1d3 captive spirits of warriors still being digested (a process that takes decades) which they can spit forth in ectoplasmic form at will to serve them. (Petty Gods)
Sergeant Myrkridder: See Myrkridder Sergeant.
Serouc, Rendar: See Wight Barrow, Rendar Serouc.
Serpent-Priest Undead: See Undead Lizardfolk Cleric 13, Waiting One, Undead Serpent-Priest.
Servant Ghost: See Ghost Servant
Servitor Skeletal: See Skeletal Servitor.
Severed Head Blind Man: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Severed Head Cyclops: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Severed Head Dwarf: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Severed Head Elf: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Severed Head Evil Cleric: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Severed Head Hell-Hound: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Severed Head Homunculus: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Severed Head Magic-User: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Severed Head Marionette: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Severed Head Minotaur: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Severed Head Mummy: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Severed Head Nagging Wife: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Severed Head Old Paladin: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Severed Head Old Witch: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Severed Head Paladin Old: See Severed Head Old Paladin.
Severed Head Pirate Seasick: See Severed Head Seasick Pirate.
Severed Head Seasick Pirate: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Severed Head Slovenly Trull: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Severed Head Succubus: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Severed Head Tavern Drunk: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Severed Head Thief: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Severed Head Trull Slovenly: See Severed Head Slovenly Trull.
Severed Head Wife Nagging: See Severed Head Nagging Wife.
Severed Head Witch Old: See Severed Head Old Witch.
Severed Head Zombie: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here. (Barrowmaze Complete)
Shackled Ghost: See Ghost Shackled.
Shade: A great and magnificent battle took place in the ruins. Some such struggles involved substantial magical energies or the interference of some divine power, while others were simply the product of ferocious valor and exemplary martial courage. The shades of these heroic warriors remain present to a degree, and can be propitiated with the correct sacrifices and reverences to their memory. (An Echo Resounding)
Shade Crypt: See Crypt Shade.
Shadow: Should a being be drained to STR 0 [by a shadow], it immediately transforms into a shadow. (Barrowmaze Complete)
Shadow Cold: See Nanotech Undead Shadow Cold.
Shadow Ghoul: See Ghoul Shadow.
Shambler: See Nanotech Undead Psionic Shambler.
Shard Skeleton: See Skeleton Shard.
Shell Undead Ancient Lizardman Priest: See Ancient Lizardman Priest Undead Shell.
Shezhou: See Undead Sentient Ash Tree, Shezhou, The Vegetal God.
Ship Ghost: See Ghost Ship.
Shrouded Ghost: See Ghost Shrouded.
Shou Undead: See Undead Shou.
Sigyfel: See Ghoul, Sigyfel.
Sir Guy de O'Veargne: See Ghost, Sir Guy de O'Veargne.
Sir Huxley Tallbow: ?
Sir Wildrif Raurriel: See Ghost, Sir Wildrif Raurriel.
Skeletal Fighter, Balegarm: ?
Skeletal Naga, Barrow Naga: Sages say that necromancers and dark priests possess the secrets of animating the skeleton of a guardian naga. (Barrowmaze Complete)
Skeletal Servitor: Skeletal servitors are created from the corpses of dead angelic servitors through a process known only to the inner circles of the gods; what is known is that an animate undead spell alone is not enough to create one. (Petty Gods)
Skeletal Servitor Dreambringer: ?
Skeletal Servitor Enflamor: ?
Skeletal Servitor Hunter: ?
Skeletal Servitor Messenger: ?
Skeletal Servitor Negator: ?
Skeletal Servitor Temple Guardian: ?
Skeletal Undead: See Undead Skeletal.
Skeletal Warrior: See Skeleton Warrior, Skeletal Warrior.
Skeleton: Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. (Labyrinth Lord: Revised Edition (no-art version))
Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. (Advanced Labyrinth Lord)
The Chosen were fanatical followers of Nergal, led by High Priest Rendar Serouc, and have risen in response to the proximity of the Pit and the presence of The Tablet of Chaos. (Barrowmaze Complete)
When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain. (Class Compendium)
Anyone killed by Raltus rises as a zombie or skeleton in 1d4 rounds. (COA02: Ghoul Keep and the Ghoul Lands)
Creatures slain by the slime dragon's acid are turned into undead skeletons and shadows (so two monsters per slain victim). (Sinister Serpents New Forms of Dragonkind)
A result of Lord Jourdain’s intervention. (The Cursed Chateau)
An undead ooze can also expel skeletons from its body, which fight on its behalf. (The Cursed Chateau)
Like all the monks and clerics in the temple, these acolytes were transformed into undead when the Dark Book of Grimic was destroyed 30 years ago. (The Village of Larm)
Skeletons are those animated skeletal remains of humanoid (most often but not always) creatures. (Westwater)
Animate Dead spell. (Labyrinth Lord: Revised Edition (no-art version))
Animate Dead spell. (Advanced Edition Companion (Labyrinth Lord, no-art version))
Animate Dead spell. (Advanced Labyrinth Lord)
Animate Dead spell. (Class Compendium)
Skeletal Army spell. (Theorems & Thaumaturgy Revised Edition)
Skeletal Servitor spell. (Theorems & Thaumaturgy Revised Edition)
Cauldron of the Dead magic item. (The Basic Witch: The Pumpkin Spice Witch Tradition)
Ghost Generator magic item. (Ghosts The Incorporeal Undead)
Skeleton Teeth magic item. (Theorems & Thaumaturgy Revised Edition)
Dark Book of Gimric artifact. (The Village of Larm)
Random Artifact 51. (Realms of Crawling Chaos (Labyrinth Lord))
Skeleton Ancient: ?
Skeleton Animal: Animated skeletons of jackals, giant rats, stirges or giant scorpions. (Ruins of the Undercity)
Skeleton Animated Kobold: See Skeleton Kobold Animated.
Skeleton Azure: ?
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. (Barrowmaze Complete)
Skeleton Bloody: See Nanotech Undead Skeleton Bloody.
Skeleton Bloody Bones: Bloody bones are the remains of particularly evil people that have died a violent death. While evil in life, they were not powerful enough to come back to unlife as a ghoul or wight. (The Basic Witch: The Pumpkin Spice Witch Tradition)
Skeleton, Bride: ?
Skeleton Dog: ?
Skeleton Exploding Bone, Exploding Bones: ?
Skeleton Fossil: Inside the box are the bone remains of a cleric and a small leather bag filled with 2d10 fossilized hydra’s teeth. If thrown on the ground, Fossil Skeletons AL: C, AC: 6, HD: 2, #AT: 1, DMG: 1d8, will emerge in 1d4 rounds and obey the bidding of the PC who scattered the teeth. (Barrowmaze Complete)
Skeleton Glowing Yellow: ?
Skeleton Goblin: ?
Skeleton, Groom: ?
Skeleton Hobgoblin: ?
Skeleton Kobold Animated: ?
Skeleton Living: The pool is filled with a phosphorescent ivory vapor. When a character inhales the vapor and fails to save versus magic, he turns into a living skeleton. He doesn't need to sleep, eat or drink any longer and can see with a supernatural sight that allows him to locate creatures and items even in complete darkness. On the other hand, he loses the ability to speak and can be turned by Clerics as an undead creature of the same level as his. Further inhalations have no effect. (Castle Gargantua)
Skeleton Lizardman: ?
Skeleton Lizardman Guard: ?
Skeleton Mongoose: ?
Skeleton Monkey: ?
Skeleton of the Catacombs: The arcades are full of bones, which sometimes spill out into the hall. For each living person that enters the hall, there is a 1 in 6 chance that some of these bones will animate and attack (roll dice equal to the intruders, any 1s indicates an encounter with 1d8 skeletons). (Dungeon Full of Monsters)
Skeleton Orc: ?
Skeleton Sapphire: ?
Skeleton Shard: ?
Skeleton Snake: There are 24 preserved teeth in the dust, each of them turning into a skeleton snake when thrown on the ground. (Castle Gargantua)
Skeleton Unruly: ?
Skeleton Warrior, Skeletal Warrior: A skeletal warrior exists in an undead state because its soul was trapped in a golden circlet. (Barrowmaze Complete)
Skeleton Warrior, Dhekeon: 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. (Barrowmaze Complete)
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. (Barrowmaze Complete)
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. (Barrowmaze Complete)
Skull Flying: Mungbat then calls upon the power of the infernal spirits he worships to animate 30 flying skulls. (The Dungeon of Crows 2 - Avatar of Yog Sutekhis)
Mungbat can call upon infernal powers to animate 30 flying skulls, once per week. (The Dungeon of Crows 2 - Avatar of Yog Sutekhis)
Skull Screaming: See Nanotech Undead Screaming Skull.
Skull Thrower Ghost: See Ghost Skull Thrower.
Slime Blood: See Nanotech Undead Blood Slime.
Slovenly Trull Severed Head: See Severed Head Slovenly Trull.
Slow Zombie: See Zombie Slow.
Snake Eyes: Two hundred thousand years ago, a nation of warriors built a city upon a river whose name has long been lost in time. Such is the weight of years that the river itself was gone before recorded time, leaving only a blasted wasteland full of cracks and fissures and the poisonous smoke that seeps forth out of them. No hint of that ancient city or its people is left, save one—their greatest champion, the best of the best, remains. Now he is only a giant flying head, with snakes for eyes, wings that flap behind him, and a pair of dangling, gangrenous arms hanging down below his chin, each one bearing an ancient sword made of bronze. (Dungeon Full of Monsters)
Snake Skeleton: See Skeleton Snake.
Sokushinbutsu: ?
Soldier Myrkridder: See Myrkridder Soldier.
Son of Gaxx, Daughter of Gaxx: Moreover, with each hit [from a Son of Gaxx] Rot Grubs may (50%) burrow into the body of a struck character. If so, consult the entry for Rot Grubs for more information. If the Rot Grubs kill the character s/he will rise in 1d3 days as a Son or Daughter of Gaxx.
Tablet of Chaos relic. (Barrowmaze Complete)
Son of Gaxx, Broodina: ?
Sondra Fletcher: See Ghost, Sondra Fletcher, Sad Sondra.
Sondra, Sad: See Ghost, Sondra Fletcher, Sad Sondra.
Sorcerer Ghoul: See Ghoul Sorcerer.
Soul Lost: See Ghost Lesser Lost Soul.
Soul-Sucker Granny: See Vampire Bhabaphir, Granny Soul-Sucker.
Sovereign Ghost: See Ghost Sovereign.
Specter: See Spectre, Specter.
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. (Barrowmaze Complete)
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. (Barrowmaze Complete)
If the remains of the knights are disturbed they will rise as Spectral Dead. (Barrowmaze Complete)
Spectral Dead, Hephacates: ?
Spectral Music Ghost: See Ghost Spectral Music.
Spectral Steed Ghost: See Ghost Spectral Steed.
Spectre, Specter: Should a character reach level 0 from a spectre's energy drain, he dies and will become a spectre in 24 hours. (Labyrinth Lord: Revised Edition (no-art version))
The most dreaded attack of the spectre is its life draining ability. When a victim is struck, it suffers 1d8 hit points of damage and loses 2 experience levels or 2 HD. Note that characters drained of levels must also reduce other characteristics associated with their class and level. After being drained of levels, a character will have the minimum number of experience points for the level he is reduced to. Should a character reach level 0, he dies and will become a spectre in 24 hours. (Advanced Labyrinth Lord)
A terrible Spectre has risen here in response to The Tablet of Chaos. (Barrowmaze Complete)
If killed while wearing the cloak of spectral revenge, a wearer automatically rises as a spectre in 1d4 turns, leaving the cloak with her corpse. (Basilisk Goggles & Wishing Wells)
Successful hit drains 2 levels + damage. PCs who reach 0 levels become specters themselves and must obey the master. (LL Monster Cards Set 3)
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)
Dark Book of Gimric artifact. (The Village of Larm)
Tablet of Chaos relic. (Barrowmaze Complete)
Spectre: See Ghost Greater Spectre.
Spectre, Dame Helissente: This locked bedroom is now the haunt of Dame Helissente, a mistress of Lord Jourdain, who locked herself in this bedroom without either food or water in order to “punish” him for his having taken another lover. Helissente had hoped that Jourdain would express his love for her by saving her from wasting away, but, to her surprise and dismay, he found her actions diverting for a time and ordered the room bolted from the outside as well. He took pleasure in listening to Helissente’s begging for him to release her from the room, as well as her claims to having forgiven him for his “indiscretion.” The jilted mistress eventually died in the bedroom and her vengeful spirit rose as a vengeful spectre. (The Cursed Chateau)
Spectre, Fecal Nul: ?
Spectre, Landri the Majordomo: ?
Spectre, The Gray Lady: ?
Spectre Restless: ?
Spectre White-Faced: ?
Spider: See Myrkridder Unique, The Spider.
Spirit: See Ghost Greater Spirit.
Spirit Captive: See Sepultural Wyrm Captive Spirit.
Spirit Giantess's Lingering: See Spirit Lingering Giantess's.
Spirit Goblin: ?
Spirit Lingering Giantess's: ?
Spirit Thinking: ?
Spirit Troll: Invisible troll shadows spawned from the negative planes and the weaving of necromantic magic. (Ruins of the Undercity)
Spirit Vampire: See Vampire Ekimmu, Spirit Vampire, Vampire Lord.
Stabber: See Nanotech Undead Stabber.
Steed Carrion: See Myrkridder Carrion Steed.
Steed Spectral Ghost: See Ghost Spectral Steed.
Storr the Mighty: See Myrkridder Unique, Storr the Mighty.
Strange Undead Hybrid: See Undead Hybrid Strange.
Strighoiphir: See Vampire Strighoiphir, Dead Vampire.
Strigoi, Lady Szara: ?
Stuck in Time Ghost: See Ghost Stuck in Time.
Succubus Severed Head: See Severed Head Succubus.
Sundered Ghost of the Mother Below: The dwarves have ever been a godless people. In the dawn of the world, they were human slaves of the Mother Below, a goddess who cared only for gold and the abasement of her slaves. In anger, the ancients rose up against her and tore her into a thousand shrieking pieces. Ever since, no other god dares claim the dwarves for their own, and their afterlife is a gray and sober realm of stone and their ancestors’ shades. (An Echo Resounding)
This afterlife is scourged by the vengeful shards of the Mother Below and the misshapen creatures she has made to torment her rebellious subjects. She is still subject to the power of gold, however, and so gold buried with dwarves may go with them in spirit to be forged into powerful ghost-weapons against the shades. (An Echo Resounding)
Suzkilat: See Ghost, Suzkilat.
Svein Purple: See Myrkridder Unique, Purple Svein.
Svetlana: See Ghost Mournful, Svetlana.
Swarm Undead: See Undead Swarm.
Szalbaphir: See Vampire Szalbaphir, Vampire Gamin.
Szara: See Strigoi, Lady Szara.
Ta, Jexahl: See Ghoul Sorcerer, Jexahl Ta.
Takul: See War-Chief Takul.
Tallbow, Huxley: See Sir Huxley Tallbow.
Tanwo: Once a victim is paralyzed, the tanwo forfeits its sword attack and begins to chew on them in order to feed itself, causing d4 damage per round of such treatment. When a victim dies because of these bite wounds, it rises from the dead as a tanwo itself d4 rounds later. (Mad Monks of Kwantoom)
Tasked Ghost: See Ghost Tasked.
Tavern Drunk Severed Head: See Severed Head Tavern Drunk.
Temple Guardian: See Skeletal Servitor Temple Guardian.
Tetsuizke: See Lich, Tetsuizke.
Thar, Uthuk Amon: See Vampire, Uthuk Amon Thar.
The Abbess: ?
The Butler: See Zombie Hydra Revenger The Butler.
The Critic: See Zombie Hydra Revenger The Critic.
The Flowered King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies. (Dungeon Full of Monsters)
The Ghoul King: See Ghoul-Human Hybrid, Ghoul King Lorrgan Makaar, King Lorrgan Makaar, The Ghoul King.
The Ghoul King: See Ghoulish Creature, Ghoul King Lorrgan Makaar, King Lorrgan Makaar, The Ghoul King.
The Gray Lady: See Spectre, The Gray Lady.
The Green Mummy: See Mummy Barrow Unique, The Green Mummy.
The Iron King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies. (Dungeon Full of Monsters)
The Jewelled King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies. (Dungeon Full of Monsters)
The Keeper of the Tablet: See Lich, Ascyet Vie Yannarg, The Keeper of the Tablet.
The King's Steed: See Undead Dragon, Traask, The King's Steed.
The Lich Sorceress: See Undead Woman, The Lich Sorceress.
The Pastor: See Zombie Hydra Revenger The Pastor.
The Spider: See Myrkridder Unique, The Spider.
The Vampire King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies. (Dungeon Full of Monsters)
The first of the Monster King’s royal “trophies,” the Vampire King was subjected to a debased form of vampirism before being entombed. (Dungeon Full of Monsters)
The Vegetal God: See Undead Sentient Ash Tree, Shezhou, The Vegetal God.
The Victim: See Zombie Hydra Revenger The Victim.
The Wolf King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies. (Dungeon Full of Monsters)
Thief Lich: See Lich Thief.
Thief Severed Head: See Severed Head Thief.
Thing Bone: See Bone Thing.
Thing Crypt: See Crypt Thing.
Thinking Spirit: See Spirit Thinking.
Throghrin: A throghrin may appear to be a hobgoblin at first glance, but these monsters are a wicked, unholy magical hybrid of troll, hobgoblin, and ghoul. (Advanced Labyrinth Lord)
Thunder Ghost: See Ghost Thunder.
Tiger Undead: See Undead Tiger.
Toad Giant Zombie: See Zombie Giant Toad.
Torso Floating: See Nanotech Undead Floating Torso.
Touhou: ?
Tower Wight: See Wight Tower.
Traask: See Undead Dragon, Traask, The King's Steed.
Tragic Ghost: See Ghost Tragic.
Tranzar: When Tranzar faced his own extinction, he knew that his only hope lay with Shezhou. However, the mortally broken wizard was in those final moments no match for the wicked ambition of that unholy tree. Shezhou agreed to grant Tranzar unlife, but failed to tell him that he would become a thrall to the Vegetal God, as Shezhou now styled himself. By the time Tranzar understood the depth of the betrayal, it was too late. (Tranzar's Redoubt)
Shezhou trapped Tranzar’s soul in a pocket dimension where the wizard has neither material form nor access to magical power. The Vegetal God then ensorcelled the body of the luckless mage into a magical token that maintains the bizarre reality of his former redoubt. (Tranzar's Redoubt)
Tree Ash Sentient Undead: See Undead Sentient Ash Tree.
Treits Makaar: See Gahoul Thief 9, Treits Makaar.
Trickster Ghost: See Ghost Trickster.
Troll Spirit: See Spirit Troll.
Trull Slovenly Severed Head: See Severed Head Slovenly Trull.
Twilight's Child, Child of Twilight: See Vampire Twilight's Child, Child of Twilight.
Undead Amphisbaenid: These amphisbaenids sometimes, for reasons unknown, are able to extend their life beyond death and live an immortal existence in the deep forests of Láhág. (Yoon-Suin)
Undead Ape: ?
Undead Archmage: ?
Undead Ash Tree Sentient: See Undead Sentient Ash Tree.
Undead Boyar Commander, Fallen Boyar Commander: ?
Undead Commander Boyar: See Undead Boyar Commander, Fallen Boyar Commander
Undead Corporeal: ?
Undead Cycle Malice: Once the decomposition of the body is complete, the souls of the restless are lost forever. A corporeal energy remains. Such energies coalesce to form the next stage of the undead cycle, the Malice. (Whisper & Venom)
This entity has shed its weak restless sinews and gained a focused and evil preternatural mind. (Whisper & Venom)
Once the decomposition of the body is complete, the souls of the restless are lost forever. A corporeal energy remains. Such energies coalesce to form the next stage of the undead cycle, the Malice. (Whisper & Venom)
Undead Cycle Restless: Restless are undead animated corpses of souls trapped in a purgatory. The path to their cursed existence began with the unfortunate circumstances of their death. Their burial preparations were either forgotten or ignored. The rites that prepared their souls for separation from their material bodies were denied them. The failure to find peace in the afterlife has animated their bodies as vessels of mindless rage and aggression toward the living. (Whisper & Venom)
Undead Dragon, Traask, The King's Steed: Some say the dragon was once Makaar’s archenemy, while others say it was once the mate or child of the great blue dragon A’tan Hellise. (COA02: Ghoul Keep and the Ghoul Lands)
Undead Dwarven: They are infesting the chambers of grave-goods, crazed with centuries of terror at their lonely and forgotten deaths. The dwarves of Hammersong are mortified at having somehow forgotten these dwarves, and seek outsiders to do the shameful work of putting their bodies to rest so that their spirits may be tended. Somewhere in the lost section is the awful reason why their names were forever struck from the rosters of the clan. (An Echo Resounding)
The Screaming Stones have many slaves within their halls, both to tend the fungal gardens and beetle-farms that feed the dwarves and to serve as sacrifices to their goddess. More wretched than the living, however, are the spirits of the dead. Dwarven prisoners are slain with consecrated, red-runed picks that pin their spirits to the mortal world. The Repenters use dark rituals to give these spirits fresh bodies of flesh, the better to inflict new agonies on the hated traitors to their Mother Below. (An Echo Resounding)
Undead Flying: ?
Undead Fungi Shrieker: See Undead Shrieker Fungi.
Undead Goblin Witch Doctor: ?
Undead Goblin Witchdoctor, Mungbat: Mungbat had himself entombed, still living, with the bones of his four dead sons to sleep with him throughout eternity. (The Dungeon of Crows 2 - Avatar of Yog Sutekhis)
Undead Hobbit: ?
Undead Hybrid Strange: The half-mindless servants of the Grass General have confused a massacre site’s nest of undead for a band of humans. They’ve captured the undead and fed them to a hungry cultivator, causing strange undead hybrids to grow and uproot themselves in search of human flesh. (An Echo Resounding)
Undead Incorporeal: ?
Undead King: ?
Undead Lizardfolk Cleric 13, Waiting One, Undead Serpent-Priest: Ages ago, in the time when serpent priests ruled among the lizardfolk, one among them appalled even that harsh race with his thirsts and his cruel excesses. For a time he even seemed likely to ascend to rulership over all his kind until a pact among his rivals resulted in his sudden fall from glory. So great was his sorcerous might that his rivals feared to actually kill him, lest his blood bear a curse that they could not break. Instead, they stripped him of his regalia and arcane implements and imprisoned him deep within the mountain under nine great stone seals. (An Echo Resounding)
The better to keep watch on him, all five of his rivals moved their own lairs into the mountain. Their own apprentices and mates would serve as vigilant guardians over their hated foe. Within the mountain, they built laboratories and temples and serpentine pleasure-gardens for their delight. For centuries, the long-lived snake priests dwelled in tense harmony. (An Echo Resounding)
Such peace was ruined when one among them appeared to have the chance to ascend to the throne. The others dragged him down before all five became prey to a swift tangle of betrayal and counter-treachery. In mere months their peaceful lair became an abattoir, and none lived to escape the stone door. (An Echo Resounding)
Yet the Waiting One still lived, translated from living flesh to immortal corruption by the sheer, malicious hatred that boiled in his serpentine breast. He could do nothing within his living crypt, an undead serpent-priest condemned to eternal isolation beyond the wards and walls of his betrayers’ homes. (An Echo Resounding)
Undead Mindless: ?
Undead Miner: Rusty Gold Mine / Good Mine / Bad Feng Shui-5: Before the Ravaging, this mine was a rich and prosperous gold mine. The Shou witch-priestess who led the horde that sacked it was a powerful sorceress, and her magic collapsed several important tunnels, rerouting an underground river and slumping half a hill over the main entrance to the delve. Until workers are able to undo the damage to the site’s feng shui- and deal with the undead miners who have been trapped inside for a hundred years- the mine will suffer from luck so bad that even gold tarnishes in its vicinity. (An Echo Resounding)
Undead Monk Chokgyur Worshipper: Undead monks who he drained the life from and took with him when he left the Walung monastery. (Yoon-Suin),
Undead Mouse: ?
Undead Mummified Ancient Lizardfolk: See Mummified Undead Ancient Lizardfolk.
Undead Nanotech: See Undead Nanotech.
Undead Ooze: Created by Lord Jourdain through necromantic rituals. (The Cursed Chateau)
Undead Pet: See Nanotech Undead Undead Pet.
Undead Purple Worm: ?
Undead Sentient Ash Tree, Shezhou, The Vegetal God: From Tranzar’s scrying, he discerned that Shezhou was an ordinary tree that had been used to hang horse thieves, murderers and oath breakers. Local witch cults soon found that rituals performed near this tree were more efficacious. Over time, residue of the evil dweomers of that place awoke a dark animus within that ash. (Tranzar's Redoubt)
Undead Sentient Tree Ash: See Undead Sentient Ash Tree.
Undead Serpent-Priest: See Undead Lizardfolk Cleric 13, Waiting One, Undead Serpent-Priest.
Undead Shell Ancient Lizardman Priest: See Ancient Lizardman Priest Undead Shell.
Undead Shou: ?
Undead Shrieker Fungi: ?
Undead Skeletal: ?
Undead Swarm: Some necromancers call up these mobs of mindless undead, while other packs are simply the undead detritus of some terrible massacre. (An Echo Resounding)
Undead Tiger: ?
Undead Tree Ash Sentient: See Undead Sentient Ash Tree.
Undead Warhorse: ?
Undead Woman, The Lich Sorceress: ?
Undead Worm Purple: See Undead Purple Worm.
Unique Barrow Mummy: See Mummy Barrow Unique.
Unique Myrkridder: See Myrkridder Unique.
Unruly Skeleton: See Skeleton Unruly.
Unwitting Ghost: See Ghost Unwitting.
Urgen Makaar: See Gahoul Fighter 5, Urgen Makaar.
Utal Irik: See Irik Utal.
Uthuk Amon Thar: See Vampire, Uthuk Amon Thar.
Vampire: Vampires create others of their kind by draining humans or other humanoids of all life energy (they reach 0 level). The victim must be buried, and after 1 day he will arise as a vampire. (Labyrinth Lord: Revised Edition (no-art version))
Vampires create others of their kind by draining humans or other humanoids of all life energy (they reach 0 level). The victim must be buried, and after 1 day he will arise as a vampire. (Advanced Labyrinth Lord)
When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain. (Class Compendium)
Hit drains 2 levels + damage. PCs who reach 0 levels become vampires themselves and must obey. (LL Monster Cards Set 3)
It is also rumored that it is Nyctalops, not Ambrogio*, who is truly the first vampire. (Petty Gods)
* According to The Vampire Bible, Ambrogio was the first vampire, cursed jealously by Apollo for Selene’s affection. (Petty Gods)
All those who find themself lost, both literally and figuratively, are his “children,” and he is their “father.” When the moon is bright, he stalks the fields in search of those who have gone astray and “leads” them (willingly or unwillingly) back to his home Aloas—a grotto set high in a dark cliffside. It is there he forces his children to drink his lunar wine (fermented from the blood of the moon) from a battered chalice forged of alien metal (akin to silver). Any living creature taking a sip of this wine must save vs. death or be turned into a vampire (with an additional save required for each additional sip). (Petty Gods)
Dark Book of Gimric artifact. (The Village of Larm)
Vampire, Ambrogio: According to The Vampire Bible, Ambrogio was the first vampire, cursed jealously by Apollo for Selene’s affection. (Petty Gods)
Vampire, Nyctalops: ?
Vampire, Pit Boss: ?
Vampire, Wukrael Qalor: ?
Vampire, Uthuk Amon Thar: Thar has heard the call of The Tablet and has risen as a great and terrible Vampire. (Barrowmaze Complete)
Vampire Bhabaphir, Granny Soul-Sucker: Bhabaphirs are horribly twisted old ladies, the corrupted “wise woman” of a village transformed into a vicious and most evil form of undead. The means for such a thing to pass are several. First and foremost, the wise-woman may delve into eldritch things that are beyond her ken and thus be horribly transformed, possessed perhaps, by a demonic spirit. Similarly, she may be corrupted by Chaos through feelings of jealousy, envy, or hatred for those in her community whom she feels may take advantage of her. Too, another bhabaphir may visit the village in disguise and “convert” the local wise-woman. Finally, she may fall in secret to the service of another, more potent vampire, and also be transformed. (Vampires of the Olden Lands)
Vampire Cleric: ?
Vampire Dead: See Vampire Strighoiphir, Dead Vampire.
Vampire Ekimmu, Spirit Vampire, Vampire Lord: They are themselves descended from Chaos cultists of Elder Deshret who ascended to a state of Undeath during the Wars of Chaos. (Vampires of the Olden Lands)
Strighoiphirs who have ascended beyond their physical bodies. (Vampires of the Olden Lands)
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)
Vampire Eye: ?
Vampire Gamin: See Vampire Szalbaphir, Vampire Gamin.
Vampire King: See The Vampire King.
Vampire Kitsune: ?
Vampire Lhamira, Vampire-Witch: A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs. (Vampires of the Olden Lands)
Vampire Lhamphir, Plague Bearer: The lhamphir arises on rare occasions from those who were slain through plague; only the first slain in a settlement might arise as a lhamphir, if proper precautions are not taken. If the body is given final rites and a proper burial or cremation according to the Good or Lawful faith to which the victim belonged, then the lhamphir cannot arise. Otherwise, there is a percentage chance equal to the Charisma score plus the level of the victim that he arises as a lhamphir. If the community and his family abandoned him during his illness, this chance doubles that he arises as a lhamphir, eager to avenge himself upon those who turned on him. (Vampires of the Olden Lands)
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir. (Vampires of the Olden Lands)
Vampire Living: See Vampire Mhoroiphir, Living Vampire.
Vampire Lord: See Vampire Ekimmu, Spirit Vampire, Vampire Lord.
Vampire Magic-User: ?
Vampire Mhoroiphir, Living Vampire: Mhoroiphirs can result from several sources, the most common being created as the spawn of an existing mhoroiphir. They can also be created by lhamiras, strighoiphirs, and ekimmu. Finally, they might arise naturally, or rather, unnaturally, especially in the land of Strigoria. These methods include, among others: (Vampires of the Olden Lands)
 Dying without being consecrated to the God of Law;
 Committing suicide;
 Practicing sorcery, black witchcraft, or eldritch wizardry in life;
 Having a spell-caster’s familiar jump on your corpse before you are buried;
 Eating the flesh of an animal killed by a vampire;
 Being slain by a lycanthrope;
 Death by murder un-avenged;
 Dying while cursed by a sorcerer or witch. (Vampires of the Olden Lands)
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. (Vampires of the Olden Lands)
Vampire Monk: ?
Vampire Pig: ?
Vampire Spirit: See Vampire Ekimmu, Spirit Vampire, Vampire Lord.
Vampire Strighoiphir, Dead Vampire: A strighoiphir is a “dead vampire,” that is, it is the result of a vampire that has been slain once but risen again, due to the required ritual being incomplete or incorrectly performed. Strighoiphirs can also result from an ekimmu or strighoiphir creating such a beast. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)
Vampire Szalbaphir, Vampire Gamin: Szalbaphirs normally arise when a child is lost in the forest or exposed on a hill and found by vampires. They also result when a vampire seeks revenge against a mortal and drains his children to create a true level of horror. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls. (Vampires of the Olden Lands)
Vampire Twilight's Child, Child of Twilight: ?
Vampire-Witch: See Vampire Lhamira, Vampire-Witch.
Vanguard Ghostly: See Ghostly Vanguard.
Varghoulis: See Death Knight, Lord Varghoulis.
Varskuld Lovely: See Myrkridder Unique, Lovely Varskuld.
Vat Zombie: See Zombie Vat.
Vegetal God: See Undead Sentient Ash Tree, Shezhou, The Vegetal God.
Vengeful Drowned: He’s here because he died a treacherous or unjust death. He’s here because he seeks his murderers. Unlucky fisherman with a wife too beautiful, unlucky heir to the Metal Throne, unlucky last daughter of twelve, unlucky child who met the wrong person. Unlucky enough to be sent to the bottom of the lake. (Ford's Faeries: A Bestiary Inspired by Henry Justice Ford)
Vengeful Ghost: See Ghost Vengeful.
Vermingetrix the Reaver: See Zombie Funeral Pyre, Vermingetrix the Reaver.
Victim: See Zombie Hydra Revenger The Victim.
Vie Yannarg, Ascyet: See Lich, Ascyet Vie Yannarg, The Keeper of the Tablet.
Voracious: See Nanotech Undead Voracious.
Waiting One: See Undead Lizardfolk Cleric 13, Waiting One, Undead Serpent-Priest.
Walker Lightning: See Nanotech Undead Lightning Walker.
Walking Dead: See Nanotech Undead Walking Dead.
Wandering Ghost: See Ghost Wandering.
War-Chief Takul: Once a bold keep on the Westmark borderlands, Vanguard Keep was the first conquest of the Witch-Queen Agrahti when she and her hordes rolled out of the Godbarrows. For too many decades, the mountain tribes had been quarrelsome and disorganized, easy prey for disciplined Xianese soldiers. With the Witch-Queen to unite them, their numbers and wild sorcery were too much for the high walls of the keep. The gates were shattered and the soldiers within slaughtered before they even knew what was happening. (An Echo Resounding)
Agrahti knew that haste was her best friend in crushing the Westmark, so she was profligate in hurling soldiers against the strong walls of the keep. Wave upon wave of Shou were sent forward to break upon the stones and to fill the trenches with mounds of their own dead. All the while, Agrahti’s witchcraft conjured elemental forces to shake the foundations of the fort. (An Echo Resounding)
When the fortress was broken and the Shou surged east, nothing was left behind but the unburied dead. The sudden, savage release of so much death and mystical energy left a pall over the ruined keep, one that slowly infected the bones of the dead. It was not long before they rose once more to repeat the battle, rusted swords and broken spears becoming spectral weapons in their hands. Each cloven skull and broken pelvis became whole with each new dusk, and the dead rose once again to repeat their battle. (An Echo Resounding)
Neither side can ever truly win. The patterns of mutual destruction are too strong and old destinies still cling to their bones. The great war-chief Takul leads his rotting kinsmen against the spears of Castellan Liu’s bodyguard, and every time all are slain in the end. The battle begins at dusk, and often runs straight to mid-afternoon of the next day. (An Echo Resounding)
Warhorse Undead: See Undead Warhorse.
Warning Ghost: See Ghost Warning, White Lady.
Warior Fallen: See Animated Fallen Warrior.
Warrior Ghoul: See Ghoul Warrior.
Warrior Skeletal: See Skeleton Warrior, Skeletal Warrior.
Warrior Skeleton: See Skeleton Warrior, Skeletal Warrior.
Waruk, Cal: See Ghoul Warrior, Cal Waruk, Captain of the Dead.
Water Ghoul: See Ghoul Lacedon, Water Ghoul.
Wealth Hoarder: See Nanotech Undead Wealth Hoarder.
Wee Jack: See Myrkridder Unique, Wee Jack.
Wife Nagging Severed Head: See Severed Head Nagging Wife.
Wife of Gardag, Former Wife of Gardag: See Wraith, Wife of Gardag, Former Wife of Gardag.
White-Faced Spectre: See Spectre White-Faced.
White Lady: See Ghost Warning, White Lady.
Who Has Seen the Afterlife: See Mummified Monk, Chokgyur, Who Has Seen the Afterlife.
Wight: Wights are undead creatures who were formerly humans or demi-humans in life. (Labyrinth Lord: Revised Edition (no-art version))
Any human or demi-human reduced to 0 level from a wight's energy drain dies, and becomes a wight in 1d4 days. (Labyrinth Lord: Revised Edition (no-art version))
Wights are undead creatures who were formerly humans or demi-humans in life. A wight’s appearance is a weird and twisted reflection of the form it had in life. Wights attack by touching a victim and draining 1 level, or hit die, from a victim. For example, if a 3 HD monster is attacked and struck, it becomes a 2 HD monster. Likewise, if a 4th level character is struck, he becomes 3rd level. Any human or demi-human reduced to 0 level dies, and becomes a wight in 1d4 days. (Advanced Labyrinth Lord)
A humanoid slain by a barrow wight will rise as a normal wight in 1d6 rounds. (Barrowmaze Complete)
Anyone reduced to zero hit points [by the glyphs of the Tomb of the Sacred Blade], including hirelings, will immediately rise as a Wight. (Barrowmaze Complete)
These are former adventurers who had their life force drained. (Barrowmaze Complete)
Ghoul exposure to Hatchery Egg. (Basilisk Goggles & Wishing Wells)
When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain. (Class Compendium)
Successful hit causes Level Drain 1 level/hit die from victim, no saving throw. If reduced to level 0, victim dies and becomes a wight themselves in 1d4 days. (LL Monster Cards Set 1)
Bloody bones are the remains of particularly evil people that have died a violent death. While evil in life, they were not powerful enough to come back to unlife as a ghoul or wight.
If any living person approaches with 30' of the mausoleum, the gem will sense him. It will animate the merchant’s corpse as a wight and move to attack the characters. (The Black Gem)
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)
Any creature drained to level 0 will die and become a wight themselves in 1d4 days. (Westwater)
Reinstate Spirit spell. (Theorems & Thaumaturgy Revised Edition)
Death Mask magic item. (The Basic Witch: The Pumpkin Spice Witch Tradition)
Dark Book of Gimric artifact. (The Village of Larm)
Wight, Gardag: ?
Wight, Hervisse the Cook: ?
Wight, Yasuq-Jac: ?
Wight Barrow: Tablet of Chaos relic. (Barrowmaze Complete)
Wight Barrow, Rendar Serouc: The Chosen were fanatical followers of Nergal, led by High Priest Rendar Serouc, and have risen in response to the proximity of the Pit and the presence of The Tablet of Chaos. (Barrowmaze Complete)
Wight Barrow, Rorteb Meerab: ?
Wight Dwarf: Plans called for a second level, but in the lower caves, Zeglin discovered magic crystals in the walls and an ancient statue. Greedy for knowledge, he had the dwarven engineers killed and dumped their bodies unceremoniously for the stirges to suck. The outraged spirits of the dwarfs returned, thirsting for revenge, their rotting bodies becoming zombies. Their leader's ghost became a wraith and an evil spirit animated his corpse as a wight.
Wight Tower: ?
Wildrif Raurriel: See Ghost, Sir Wildrif Raurriel.
Wind Ghost: See Ghost Wind.
Wisp: ?
Witch Old Severed Head: See Severed Head Old Witch.
Wolf Ghoul: See Ghoul Wolf.
Wolf King: See The Wolf King.
Woman Undead: See Undead Woman.
Worm Purple Undead: See Undead Purple Worm.
Worshipper Chokgyur: See Undead Monk Chokgyur Worshipper.
Wraith: Wraiths are incorporeal undead creatures born of evil and darkness. (Labyrinth Lord: Revised Edition (no-art version))
Should a character reach level 0 from a wraith's energy drain, he dies and will become a wraith in 24 hours. (Labyrinth Lord: Revised Edition (no-art version))
Wraiths are incorporeal undead creatures born of evil and darkness. (Advanced Labyrinth Lord)
When a wraith touches a victim it inflicts 1d6 hit points of damage and drains one level or hit die. Note that characters drained of levels must also reduce other characteristics associated with their class and level. After being drained of levels, a character will have the minimum number of experience points for the level he is reduced to. Should a character reach level 0, he dies and will become a wraith in 24 hours. (Advanced Labyrinth Lord)
The man now known as Poor Chen brought his entire family to live in an abandoned stone manor house, but two weeks after he’d started his farm, his wife and every one of his children were killed in hideous fashion by angry ghosts. Their wraiths still haunt the farm in tormented confusion. (An Echo Resounding)
Darkshade overuse. (Basilisk Goggles & Wishing Wells)
Any characters killed by the wraith helm's negative energy attack (reduced to level 0 or below) become wraiths within 2d4 rounds. (Basilisk Goggles & Wishing Wells)
Wight exposure to Hatchery Egg. (Basilisk Goggles & Wishing Wells)
Darkshade plant over use. (Bestiarum Vocabulum Monstrous Plants)
Successful hit drains 1 levels + damage PCs who reach 0 levels become specters themselves and must obey the master. (LL Monster Cards Set 3)
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)
Wraiths are undead creatures, spirits of those who have died violently. (Westwater)
Creatures slain by a wraith will raise as a wraith themselves in 1d4 days. (Westwater)
Guardian Spirit spell. (Theorems & Thaumaturgy Revised Edition)
Dark Book of Gimric artifact. (The Village of Larm)
Tablet of Chaos relic. (Barrowmaze Complete)
Wraith: See Ghost Greater Wraith.
Wraith, Able Blackshield: ?
Wraith, Bareus of Barrowcrest: ?
Wraith, Wife of Gardag, Former Wife of Gardag: The wraith was a former wife of Gardag. (The Tomb of Gardag the Strange)
This small tomb has a coffin within it. Inside is the wife of Gardag, destined to always be by his side. (The Tomb of Gardag the Strange)
Wraith, Poor Chen: The man now known as Poor Chen brought his entire family to live in an abandoned stone manor house, but two weeks after he’d started his farm, his wife and every one of his children were killed in hideous fashion by angry ghosts. Their wraiths still haunt the farm in tormented confusion. (An Echo Resounding)
Wraith, Rixende the Maid: ?
Wraith, Roeth Blackshield: ?
Wraith Dwarf: Plans called for a second level, but in the lower caves, Zeglin discovered magic crystals in the walls and an ancient statue. Greedy for knowledge, he had the dwarven engineers killed and dumped their bodies unceremoniously for the stirges to suck. The outraged spirits of the dwarfs returned, thirsting for revenge, their rotting bodies becoming zombies. Their leader's ghost became a wraith and an evil spirit animated his corpse as a wight.
Wraith Rhinocorn: When the civilization of Southern unicorns collapsed, it left behind more than just cursed carcasses. Some rhinocorns refused to take their rage and sorrow with them into death, and so that rage and sorrow became their ghosts. (Dungeon Full of Monsters)
Wrapped: See Nanotech Undead Wrapped.
Wukrael Qalor: See Vampire, Wukrael Qalor.
Wyrd: See Ghost Greater Wyrd.
Wyrm Sepultural: See Sepultural Wyrm.
Xianese Officer Mummified: See Mummified Xianese Officer.
Yannarg, Ascyet: See Lich, Ascyet Vie Yannarg, The Keeper of the Tablet.
Yari Makar: See Gahoul Magic-User 6, Yari Makar.
Yasuq-Jac: See Wight, Yasuq-Jac
Yellow Glowing Skeleton: See Skeleton Glowing Yellow.
Young: See Nanotech Undead Young.
Yukree: ?
Zellula: See Mummy Hill, Zellula.
Zombastodon, Mammut Morbidium: Though colloquially called “zombastodons” by feckless wags who care not for life and limb, the Mammut Morbidium is a reanimated spirit-demon of the more mundane mastodon.(Slumbering Ursine Dunes)
It is said that Kostej the Deathless himself had a hand in the base sorcery that first revivificated the lifeless corpses of the wooly elephantine pack animals so very much beloved by the northern rump-states of the Hyperboreans in the long glacial age that ended their civilization. (Slumbering Ursine Dunes)
Zombie: Zombies are undead corpses reanimated through dark and sinister magic. (Labyrinth Lord: Revised Edition (no-art version))
Zombies are undead corpses reanimated through dark and sinister magic. (Advanced Labyrinth Lord)
The Chosen were fanatical followers of Nergal, led by High Priest Rendar Serouc, and have risen in response to the proximity of the Pit and the presence of The Tablet of Chaos. (Barrowmaze Complete)
Flesh exposure to Hatchery Egg. (Basilisk Goggles & Wishing Wells)
When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain. (Class Compendium)
The crab’s operator piloted it out of the sinkhole before succumbing to his injuries. He has since reanimated as a zombie and attacks anyone who opens the hatch. (COA02: Ghoul Keep and the Ghoul Lands)
Anyone killed by Raltus rises as a zombie or skeleton in 1d4 rounds. (COA02: Ghoul Keep and the Ghoul Lands)
Like the original Ammit who still serves at the side of Anubis, ammits in the mortal world can swallow whole any who they bite who are human-sized or smaller (save vs. death negates). Such victims take 10 damage each round unless freed and if slain, are spat out as animated dead to fight for the ammit (as per the spell: caster level 10). (Divinities and Cults III)
The round after a Bleeding Man has been slain, there is a 1 in 3 chance that he rises again, regaining 1d6 hit points and leaping back into the fight. If he is not killed again, he becomes an undead zombie (but does not gain additional hit points). (Dungeon Full of Monsters)
In this huge cave is a deep, wide pit, into which the death cultists throw dead things. Inside the pit, they knit themselves together and climb out as zombies, amalgamated from the corpses of myriad beings. (Dungeon Full of Monsters)
On a successful critical hit (natural 20) on any attack, they also drain 1 point of Wisdom and 1 point of Charisma from their victims. Any victim reduced to 0 in either ability will become a zombie under control of the Zugarramurdi Bruja, who killed it. (The Basic Witch: The Pumpkin Spice Witch Tradition)
If the PC’s open the Iron Maiden the[y] will find a very hungry zombie. The intended torture victim did not die, but turned. (The Tomb of Gardag the Strange)
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. (Vampires of the Olden Lands)
Zombies are mindless undead creatures, being the animated remains of humanoids (mostly). (Westwater)
In traditional fantasy role-playing, zombies are shambling undead corpses who have been given life via unholy magic—whether arcane or divine. (Brave the Labyrinth 4)
Magical Experimentation: In this instance some form of magical incantation or alchemical formula has transformed the victim into a zombie. Maybe a foolish wizard consumed a potion whose reagents had fouled or a mad sorcerer animated a corpse with magical energy. (Brave the Labyrinth 4)
No Room Left in Hell: Worst of all, what if the lower planes where the souls of chaotic creatures and vile things are condemned to go after they die is now brimming with so much evil that there is no more room? With no place for these horrid souls to go, they rise from the grave and carry out their malicious desires in reanimated corpses driven by their own hatred for the forces of law and good. (Brave the Labyrinth 4)
If the virus does not remain dormant in the target's system until they die then they simply rise as a zombie 1d12 rounds after the victim dies. If the virus is fast acting, the target becomes a zombie within 1d4 rounds after being exposed to the virus. If the virus is degenerative, the target takes 1d6 hit points of damage each day until they are dead. Within 4d6 hours of death via this degeneration they rise again as a zombie. (Brave the Labyrinth 4)
Generally speaking, regardless of how the virus is passed between victims, the target should be entitled to a saving throw vs. disease to resist the effects. However, particularly potent strains may impose a penalty to this save of up to -4. (Brave the Labyrinth 4)
It is up to each individual referee whether or not the zombie virus can be cured by a cure disease spell, though it is highly recommended to avoid such an easy fix. Generally speaking, short of a wish, the zombie virus should be incurable. (Brave the Labyrinth 4)
Bite: In this case, the disease is passed on when the zombie bites an individual and that person is not slain. (Brave the Labyrinth 4)
Airborne: The plague is spread merely by proximity. Anyone who comes within thirty feet of a zombie must make a saving throw vs. disease or else contract the virus and rise as a zombie after death. (Brave the Labyrinth 4)
Ingesting: Whether a poison or some kind of fouled food, the virus is passed on when the target consumes something that carries the disease. They must make a saving throw every time they consume an item that is carrying the virus. (Brave the Labyrinth 4)
Spore: This rare fungus grows in dungeons and when disturbed it releases spoors into the air. Anyone within 30' of the spoors must make a saving throw vs. disease or contract the virus. (Brave the Labyrinth 4)
Magical: The virus is contracted via arcane (or divine, at the referee's discretion) spellcasting. Any time a character casts a spell, they must make a saving throw or risk contracting the virus. (Brave the Labyrinth 4)
Animate Dead spell. (Labyrinth Lord: Revised Edition (no-art version))
Animate Dead spell. (Advanced Edition Companion (Labyrinth Lord, no-art version))
Animate Dead spell. (Advanced Labyrinth Lord)
Animate Dead spell. (Class Compendium)
Zombie Servitor spell. (Theorems & Thaumaturgy Revised Edition)
Cauldron of the Dead magic item. (The Basic Witch: The Pumpkin Spice Witch Tradition)
Ghost Generator magic item. (Ghosts The Incorporeal Undead)
Dark Book of Gimric artifact. (The Village of Larm)
Random Artifact 51. (Realms of Crawling Chaos (Labyrinth Lord))
Zombie Astronaut: None know whether, in life, these travelers from a different world came here intentionally or by accident. Practitioners of strange magics, they long ago quit their mortal coil, but their alien dweomer now animates their corpses toward some unknowable purpose. (Tranzar's Redoubt)
Zombie Burning: ?
Zombie Calcified: Some zombies have been in the caves beneath Skull Mountain for so long that the limestone has accumulated on them, forming a stony crust over their rotten muscles. (Dungeon Full of Monsters)
Zombie Catfish Giant: See Zombie Giant Catfish.
Zombie Compound: ?
Zombie Creature Caput Decamort: ?
Zombie Cult: When death cultists die, their bodies become cult zombies and continue their work. (Dungeon Full of Monsters)
Zombie Dwarf: Plans called for a second level, but in the lower caves, Zeglin discovered magic crystals in the walls and an ancient statue. Greedy for knowledge, he had the dwarven engineers killed and dumped their bodies unceremoniously for the stirges to suck. The outraged spirits of the dwarfs returned, thirsting for revenge, their rotting bodies becoming zombies.
Zombie Exploding: ?
Zombie Fight: It is hard for dead, rotting flesh to maintain the alacrity and drive it had in life, but for some corpses, the animating rage inside them burns brighter than it does in others. (Dungeon Full of Monsters)
Zombie Flaming: ?
Zombie Funeral Pyre, Bombie: Funeral pyre zombies, sometimes referred to as “Bombies” by veteran adventurers, are a strange necromantic construct. (Barrowmaze Complete)
An assortment of 11 different zombies have risen here in response to The Tablet of Chaos. (Barrowmaze Complete)
Zombie Funeral Pyre, Vermingetrix the Reaver: Vermingetrix was an evil warrior of repute in the days before the coming of the Ironguards to this area of the realm. Due to the Tablet of Chaos he has animated into a more powerful and sentient Funeral Pyre Zombie. (Barrowmaze Complete)
Zombie Fungal: See Zombie Fungated, Zombie Fungal.
Zombie Fungated, Zombie Fungal: ?
Zombie Giant Catfish: ?
Zombie Giant Toad: ?
Zombie Goblin: ?
Zombie Guardian: After 6 months, a cult zombie becomes a guardian zombie. (Dungeon Full of Monsters)
Zombie Hobgoblin: ?
Zombie Husk: ?
Zombie Hydra: ?
Zombie Hydra Revenger: ?
Zombie Hydra Revenger The Butler: ?
Zombie Hydra Revenger The Critic: ?
Zombie Hydra Revenger The Pastor: ?
Zombie Hydra Revenger The Victim: ?
Zombie Juju: An assortment of 11 different zombies have risen here in response to The Tablet of Chaos. (Barrowmaze Complete)
Zombie Limbs Mass of: An imitation of either the mass of limbs or the tentacle man (or both, perhaps?), these hideous collections of arms and legs sewn together show the death cult has imagination, if not a conscience or any shred of humanity left. (Dungeon Full of Monsters)
Zombie Monastic: ?
Zombie Mouse: ?
Zombie Orc: ?
Zombie Plague: ?
Zombie Rabbit: ?
Zombie Radiation: Radiation Zombie are created when a human is exposed to highly radioactive material. Depending on the level of radiation it will either kill them outright or slowly poison them over a period of time. A small number of those slain by radiation will return to life as a Radiation Zombie. (Beast Folio Volume 2)
Zombie Ravenous: An assortment of 11 different zombies have risen here in response to The Tablet of Chaos. (Barrowmaze Complete)
Zombie Rot: One worm per round jumps from a rot zombie to a random target. When the worm hits, it burrows into the skin in 1 round (cold iron, holy or blessed item to kill it) and then etches for the brain in d4 rounds (remove curse or cure disease to kill it meanwhile, neutralize poison and dispel evil merely slowing its progress for d6 turns). Turns the victim immediately into a rot zombie when it reaches the brain. (Ruins of the Undercity)
Zombie Severed Head: See Severed Head Zombie.
Zombie Slow: When lesser necromancers create zombies, the result is too-often a slow, shambling mockery of a true zombie. (Dungeon Full of Monsters)
Zombie Toad Giant: See Zombie Giant Toad.
Zombie Vat: ?
Zugarramurdi Bruja: The Zugarramurdi Brujas are undead witches that are believed to have come from the village of Zugarramurdi, Spain. Zugarramurdi was the scene of a huge witch trail in the 17th century. It was believed that these witches sold their souls to a devil named Akerbeltz. He gave them magical powers, silver, and a toad familiar. When alive they had power over animals and members of the opposite sex. It was believed that these witches could also spit poison. To maintain their power they had to sacrifice children on the night of the Summer Solstice. (The Basic Witch: The Pumpkin Spice Witch Tradition)
Some of the accused died before they saw trail, but many of the witches were tried and executed. Their remains, which could not be buried in hallowed ground, were tossed into a cave where the witches used to meet; Cuevas de las Brujas ("Cave of the Witches"). (The Basic Witch: The Pumpkin Spice Witch Tradition)
It is said they returned from the dead on the next Summer Solstice. (The Basic Witch: The Pumpkin Spice Witch Tradition)
The term now is used to refer to any witch that comes back from the dead due to improper burial.
Zulang: Zhulang spirits are undead creatures risen from the grave of exceptionally greedy and covetous humanoids. (Mad Monks of Kwantoom)
Zvin Lorktho: See Mummy Lord, Zvin Lorktho.

Labyrinth Lord Goblinoid Games Books
Labyrinth Lord: Revised Edition (no-art version)
Undead: These beings were alive at one time, but through foul magic or by dying at the hands of another undead type, these beings rise again as undead horrors.
Ghoul: All humans slain by ghouls rise again in 24 hours as ghouls, unless the spell bless is cast upon their bodies.
Mummy: Mummies are preserved undead corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
Animate Dead spell.
Spectre: Should a character reach level 0 from a spectre's energy drain, he dies and will become a spectre in 24 hours.
Vampire: Vampires create others of their kind by draining humans or other humanoids of all life energy (they reach 0 level). The victim must be buried, and after 1 day he will arise as a vampire.
Wight: Wights are undead creatures who were formerly humans or demi-humans in life.
Any human or demi-human reduced to 0 level from a wight's energy drain dies, and becomes a wight in 1d4 days.
Wraith: Wraiths are incorporeal undead creatures born of evil and darkness.
Should a character reach level 0 from a wraith's energy drain, he dies and will become a wraith in 24 hours.
Zombie: Zombies are undead corpses reanimated through dark and sinister magic.
Animate Dead spell.

Animate Dead
Level: 3
Duration: Permanent
Range: 60'
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. The undead can follow the caster, 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 or until a dispel magic spell is cast upon them.
The caster may animate a number of hit die worth of zombies or skeletons equal to the caster's level. For example, a 7th level cleric can animate seven skeletons, but only three zombies. These creatures are unintelligent, and do not retain any abilities that they had in life. All skeletons have an AC of 7 and hit dice equal to the creature in life. Zombies have an AC of 8, and the number of hit dice of the living creature +1. It is important to note that if a character is animated in this fashion, he will not have hit dice related to his class level, but instead will have the standard skeleton or zombie hit dice. A lawful character that casts this spell may draw disfavor from his god.

Advanced Edition Companion (Labyrinth Lord, no-art version)
Undead: Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.
Ghast: ?
Ghost: These incorporeal, ethereal beings are the animated spirits of horribly evil humans. In life their evil was so great as to attract otherworldly attention, and the powers preserved their being as ghosts after death.
Groaning Spirit, Banshee: The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.
Lich: A lich is an undead magic-user of at least 18th level (and possibly multiclassed) who has used its magical powers and a phylactery to unnaturally extend its life.
Being of Death: ?

Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

Animate Dead
Level: 3
Duration: Permanent
Range: 60'
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. The undead can follow the caster, 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 or until a dispel magic spell is cast upon them.
The caster may animate a number of hit die worth of zombies or skeletons equal to the casterEs level. For example, a 7th level cleric can animate seven skeletons, but only three zombies. These creatures are unintelligent, and do not retain any abilities that they had in life. All skeletons have an AC of 7 and hit dice equal to the creature in life. Zombies have an AC of 8, and the number of hit dice of the living creature +1. It is important to note that if a character is animated in this fashion, he will not have hit dice related to his class level, but instead will have the standard skeleton or zombie hit dice. A lawful character that casts this spell may draw disfavor from his god.

Advanced Labyrinth Lord
Undead: Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.
These beings were alive at one time, but through foul magic or by dying at the hands of another undead type, these beings rise again as undead horrors.
Ghast: ?
Ghost: These incorporeal, ethereal beings are the animated spirits of horribly evil humans. In life their evil was so great as to attract otherworldly attention, and the powers preserved their being as ghosts after death.
Ghoul: Formerly human, but now flesh-eating undead mockeries of their former existence, ghouls are fearsome enemies of all things living.
All humans slain by ghouls rise again in 24 hours as ghouls, unless the spell bless is cast upon their bodies.
Groaning Spirit, Banshee: The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.
Lich: A lich is an undead magic-user of at least 18th level (and possibly multiclassed) who has used its magical powers and a phylactery to unnaturally extend its life.
Mummy: Mummies are preserved undead corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
Animate Dead spell.
Spectre: The most dreaded attack of the spectre is its life draining ability. When a victim is struck, it suffers 1d8 hit points of damage and loses 2 experience levels or 2 HD. Note that characters drained of levels must also reduce other characteristics associated with their class and level. After being drained of levels, a character will have the minimum number of experience points for the level he is reduced to. Should a character reach level 0, he dies and will become a spectre in 24 hours.
Throghrin: A throghrin may appear to be a hobgoblin at first glance, but these monsters are a wicked, unholy magical hybrid of troll, hobgoblin, and ghoul.
Vampire: Vampires create others of their kind by draining humans or other humanoids of all life energy (they reach 0 level). The victim must be buried, and after 1 day he will arise as a vampire.
Wight: Wights are undead creatures who were formerly humans or demi-humans in life. A wight’s appearance is a weird and twisted reflection of the form it had in life. Wights attack by touching a victim and draining 1 level, or hit die, from a victim. For example, if a 3 HD monster is attacked and struck, it becomes a 2 HD monster. Likewise, if a 4th level character is struck, he becomes 3rd level. Any human or demi-human reduced to 0 level dies, and becomes a wight in 1d4 days.
Wraith: Wraiths are incorporeal undead creatures born of evil and darkness.
When a wraith touches a victim it inflicts 1d6 hit points of damage and drains one level or hit die. Note that characters drained of levels must also reduce other characteristics associated with their class and level. After being drained of levels, a character will have the minimum number of experience points for the level he is reduced to. Should a character reach level 0, he dies and will become a wraith in 24 hours.
Zombie: Zombies are undead corpses reanimated through dark and sinister magic.
Animate Dead spell.
Being of Death: ?

Animate Dead
Level: 3
Duration: Permanent
Range: 60’
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, 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 or until a dispel magic spell is cast upon them.
The caster may animate a number of hit die worth of zombies or skeletons equal to the caster’s level. For example, a 7th level cleric can animate seven skeletons, but only three zombies. These creatures are unintelligent, and do not retain any abilities that they had in life. All skeletons have an AC of 7 and hit dice equal to the creature in life. Zombies have an AC of 8, and the number of hit dice of the living creature +1. It is important to note that if a character is animated in this fashion, he will not have hit dice related to his class level, but instead will have the standard skeleton or zombie hit dice. A lawful character that casts this spell may draw disfavor from his god.

Realms of Crawling Chaos (Labyrinth Lord)
Skeleton: Random Artifact 51.
Zombie: Random Artifact 51.

51) This device spontaneously restores life to dead tissue, effectively raising the dead, but it is only 33% likely to work as intended. In the event of improper function, it either (25%) animates dead as the spell but without placing the newly arisen undead under the user’s control or (75%) causes the formerly dead tissue to reanimate as semi-sentient proto-matter. This substance will attempt to absorb any creature nearby. Treat as ochre jelly (q.v.) for combat purposes.

The Tomb of Sigyfel
Skeleton: ?
Sygifel, Ghoul: Sigyfel has recently been “reborn” by the demonic beings he worshiped in life. His body still lies in the sarcophagus, but he has become a fearsome ghoul, waiting for any fool to open the heavy lid so he can spring forth.

Labyrinth Lord 3rd Party Books
An Echo Resounding
Shade: A great and magnificent battle took place in the ruins. Some such struggles involved substantial magical energies or the interference of some divine power, while others were simply the product of ferocious valor and exemplary martial courage. The shades of these heroic warriors remain present to a degree, and can be propitiated with the correct sacrifices and reverences to their memory.
Undead Archmage: ?
Undead Swarm: Some necromancers call up these mobs of mindless undead, while other packs are simply the undead detritus of some terrible massacre.
Angry Dead: The dead of the ruins are furious. Sometimes these spirits are angry for comprehensible reasons, such as the unburied and unlamented condition of their bodies or the terrible way in which they died. In other cases these angry dead seem to spontaneously erupt from incomprehensible causes and strange tides of evil fortune. Necromancers and other deathworkers are the most common sources of this plague of wrathful corpses.
Dead Legion: ?
Ancient Lizardman Priest Undead Shell: ?
Ghostly Defender: ?
Undead Shou: ?
Dwarven Undead: They are infesting the chambers of grave-goods, crazed with centuries of terror at their lonely and forgotten deaths. The dwarves of Hammersong are mortified at having somehow forgotten these dwarves, and seek outsiders to do the shameful work of putting their bodies to rest so that their spirits may be tended. Somewhere in the lost section is the awful reason why their names were forever struck from the rosters of the clan.
The Screaming Stones have many slaves within their halls, both to tend the fungal gardens and beetle-farms that feed the dwarves and to serve as sacrifices to their goddess. More wretched than the living, however, are the spirits of the dead. Dwarven prisoners are slain with consecrated, red-runed picks that pin their spirits to the mortal world. The Repenters use dark rituals to give these spirits fresh bodies of flesh, the better to inflict new agonies on the hated traitors to their Mother Below.
Mindless Undead: ?
Thinking Spirit: ?
Undead Miner: Rusty Gold Mine / Good Mine / Bad Feng Shui-5: Before the Ravaging, this mine was a rich and prosperous gold mine. The Shou witch-priestess who led the horde that sacked it was a powerful sorceress, and her magic collapsed several important tunnels, rerouting an underground river and slumping half a hill over the main entrance to the delve. Until workers are able to undo the damage to the site’s feng shui- and deal with the undead miners who have been trapped inside for a hundred years- the mine will suffer from luck so bad that even gold tarnishes in its vicinity.
Strange Undead Hybrid: The half-mindless servants of the Grass General have confused a massacre site’s nest of undead for a band of humans. They’ve captured the undead and fed them to a hungry cultivator, causing strange undead hybrids to grow and uproot themselves in search of human flesh.
Waiting One, Undead Serpent-Priest, Undead Lizardfolk Cleric 13: Ages ago, in the time when serpent priests ruled among the lizardfolk, one among them appalled even that harsh race with his thirsts and his cruel excesses. For a time he even seemed likely to ascend to rulership over all his kind until a pact among his rivals resulted in his sudden fall from glory. So great was his sorcerous might that his rivals feared to actually kill him, lest his blood bear a curse that they could not break. Instead, they stripped him of his regalia and arcane implements and imprisoned him deep within the mountain under nine great stone seals.
The better to keep watch on him, all five of his rivals moved their own lairs into the mountain. Their own apprentices and mates would serve as vigilant guardians over their hated foe. Within the mountain, they built laboratories and temples and serpentine pleasure-gardens for their delight. For centuries, the long-lived snake priests dwelled in tense harmony.
Such peace was ruined when one among them appeared to have the chance to ascend to the throne. The others dragged him down before all five became prey to a swift tangle of betrayal and counter-treachery. In mere months their peaceful lair became an abattoir, and none lived to escape the stone door.
Yet the Waiting One still lived, translated from living flesh to immortal corruption by the sheer, malicious hatred that boiled in his serpentine breast. He could do nothing within his living crypt, an undead serpent-priest condemned to eternal isolation beyond the wards and walls of his betrayers’ homes.
Mummified Undead Ancient Lizardfolk: ?
Castellan Liu, Mummified Xianese Officer: Once a bold keep on the Westmark borderlands, Vanguard Keep was the first conquest of the Witch-Queen Agrahti when she and her hordes rolled out of the Godbarrows. For too many decades, the mountain tribes had been quarrelsome and disorganized, easy prey for disciplined Xianese soldiers. With the Witch-Queen to unite them, their numbers and wild sorcery were too much for the high walls of the keep. The gates were shattered and the soldiers within slaughtered before they even knew what was happening.
Agrahti knew that haste was her best friend in crushing the Westmark, so she was profligate in hurling soldiers against the strong walls of the keep. Wave upon wave of Shou were sent forward to break upon the stones and to fill the trenches with mounds of their own dead. All the while, Agrahti’s witchcraft conjured elemental forces to shake the foundations of the fort.
When the fortress was broken and the Shou surged east, nothing was left behind but the unburied dead. The sudden, savage release of so much death and mystical energy left a pall over the ruined keep, one that slowly infected the bones of the dead. It was not long before they rose once more to repeat the battle, rusted swords and broken spears becoming spectral weapons in their hands. Each cloven skull and broken pelvis became whole with each new dusk, and the dead rose once again to repeat their battle.
Neither side can ever truly win. The patterns of mutual destruction are too strong and old destinies still cling to their bones. The great war-chief Takul leads his rotting kinsmen against the spears of Castellan Liu’s bodyguard, and every time all are slain in the end. The battle begins at dusk, and often runs straight to mid-afternoon of the next day.
War-Chief Takul: Once a bold keep on the Westmark borderlands, Vanguard Keep was the first conquest of the Witch-Queen Agrahti when she and her hordes rolled out of the Godbarrows. For too many decades, the mountain tribes had been quarrelsome and disorganized, easy prey for disciplined Xianese soldiers. With the Witch-Queen to unite them, their numbers and wild sorcery were too much for the high walls of the keep. The gates were shattered and the soldiers within slaughtered before they even knew what was happening.
Agrahti knew that haste was her best friend in crushing the Westmark, so she was profligate in hurling soldiers against the strong walls of the keep. Wave upon wave of Shou were sent forward to break upon the stones and to fill the trenches with mounds of their own dead. All the while, Agrahti’s witchcraft conjured elemental forces to shake the foundations of the fort.
When the fortress was broken and the Shou surged east, nothing was left behind but the unburied dead. The sudden, savage release of so much death and mystical energy left a pall over the ruined keep, one that slowly infected the bones of the dead. It was not long before they rose once more to repeat the battle, rusted swords and broken spears becoming spectral weapons in their hands. Each cloven skull and broken pelvis became whole with each new dusk, and the dead rose once again to repeat their battle.
Neither side can ever truly win. The patterns of mutual destruction are too strong and old destinies still cling to their bones. The great war-chief Takul leads his rotting kinsmen against the spears of Castellan Liu’s bodyguard, and every time all are slain in the end. The battle begins at dusk, and often runs straight to mid-afternoon of the next day.
Sundered Ghost of the Mother Below: The dwarves have ever been a godless people. In the dawn of the world, they were human slaves of the Mother Below, a goddess who cared only for gold and the abasement of her slaves. In anger, the ancients rose up against her and tore her into a thousand shrieking pieces. Ever since, no other god dares claim the dwarves for their own, and their afterlife is a gray and sober realm of stone and their ancestors’ shades.
This afterlife is scourged by the vengeful shards of the Mother Below and the misshapen creatures she has made to torment her rebellious subjects. She is still subject to the power of gold, however, and so gold buried with dwarves may go with them in spirit to be forged into powerful ghost-weapons against the shades.
Dwarven Ghost: ?
Furious Ghost: ?
White-Faced Spectre: ?
Ludmilla, Ghost: Five years ago, Yevgeny’s young wife Ludmilla was assassinated by a band of dwarven Repenters who had slipped in by posing as a group of pilgrims. Hated by their brethren, the Repenters are a small sect of dwarven heretics who seek to placate the Mother Below with rites of self-torment and punishment of their rebel brethren. Several of them escaped in the aftermath of the attack, and Yevgeny grieved as he prepared his wife’s body for burial.
It was only then that he realized that her spirit was not present- the Repenters had stolen it away in one of their blood-runed picks. A secret message soon came to him advising him that if he wished his wife’s soul to be spared hideous torment, he would cooperate with the instructions that followed.
Poor Chen, Wraith: The man now known as Poor Chen brought his entire family to live in an abandoned stone manor house, but two weeks after he’d started his farm, his wife and every one of his children were killed in hideous fashion by angry ghosts. Their wraiths still haunt the farm in tormented confusion.

Undead, Restless Dead: When the Shou stormed out of the west in years past, many of these young cities and towns were put to the torch and ravaged by the furious humanoids. Men and women of later days tend to shun them for fear of the restless dead, still furious over unburied bones and an uncertain afterlife to come.
Once a bold keep on the Westmark borderlands, Vanguard Keep was the first conquest of the Witch-Queen Agrahti when she and her hordes rolled out of the Godbarrows. For too many decades, the mountain tribes had been quarrelsome and disorganized, easy prey for disciplined Xianese soldiers. With the Witch-Queen to unite them, their numbers and wild sorcery were too much for the high walls of the keep. The gates were shattered and the soldiers within slaughtered before they even knew what was happening.
Agrahti knew that haste was her best friend in crushing the Westmark, so she was profligate in hurling soldiers against the strong walls of the keep. Wave upon wave of Shou were sent forward to break upon the stones and to fill the trenches with mounds of their own dead. All the while, Agrahti’s witchcraft conjured elemental forces to shake the foundations of the fort.
When the fortress was broken and the Shou surged east, nothing was left behind but the unburied dead. The sudden, savage release of so much death and mystical energy left a pall over the ruined keep, one that slowly infected the bones of the dead. It was not long before they rose once more to repeat the battle, rusted swords and broken spears becoming spectral weapons in their hands. Each cloven skull and broken pelvis became whole with each new dusk, and the dead rose once again to repeat their battle.
Neither side can ever truly win. The patterns of mutual destruction are too strong and old destinies still cling to their bones. The great war-chief Takul leads his rotting kinsmen against the spears of Castellan Liu’s bodyguard, and every time all are slain in the end. The battle begins at dusk, and often runs straight to mid-afternoon of the next day.
In the days before the Ravaging, White Jade Hill was a prosperous quarry town nestled amid the low hills of the Galukan Wald. Where other masons sent heavy blocks of granite or limestone down rivers on wooden barges, the townsmen of Jade Peak sought rare stone- the precious jade that had so much value for Imperial sorcerers and so much beauty for other eyes.
Countless different kinds of jade were pulled from the low hills that surrounded the forest town: the spring-green luster of “green apple jade”, the brilliant green-flecked white of “moss-in-snow”, the golden luminescence of “sun jade”, and rarest of all, the flawless emerald translucence of celestial jade. The greatest archmages of the Ninefold Celestial Empire used this precious material for some of their most powerful artifacts, as the purest forms could endure the channeling of massive amounts of geomantic energy without shattering. Even aside from the deposits of gem jade were great slabs of creamy mutton-fat jade that could be cut out to adorn the walls of rich merchants’ houses and the palaces of daifus.
There was always a certain puzzlement at the hills, though. Elsewhere in the Isles, jade was a thing found in loose boulders and worn river stones, not in great masses beneath the earth. Still, who were they to kick at luck? The hillsides were stripped of their trees and became runneled with great strips of black earth torn to bare the white stone below.
This all ended when the Shou came. The Witch-Queen Agrahti and her horde burned Westmark to the ground, and White Jade Hill was no exception. The people were slaughtered and devoured, the buildings were toppled, and the hillsides were left to return to the forest’s green embrace. The roads that had led to the town were reclaimed by the Galukan Wald and its name became no more than a wistful memory.
Perhaps it was a consequence of the jade itself- a side-effect of such horror and slaughter committed in the proximity of such magically-potent mineral, but the dead did not rest easily in White Jade Hill. Slowly, fragments of jade dust and powdered stone crusted over the bones of the dead, mantling them in shrouds and layers to give them the seeming of perfect, pallid life. Were it not for their perfectly smooth skins and the pallor of their eyes and faces, the bodies that rose from their uneasy slumber would seem to be entirely normal men and women.
For decades, these unquiet shapes mimicked the lives they had led before the slaughter, pantomiming the tasks they had been about at the moment of their death. Outsiders were answered in vague, dreamy fashion, or ignored, or torn to bloody pieces if they threatened one of the townsmen. For many years, White Jade Hill lived on as a ghost of itself.
That changed fifteen years ago, when the wandering adventurer Nobu Kitano and his adventuring party came to liberate the ruins of their remaining fragments of wealth. The Galukan Wald treated the little band harshly, and only Nobu and three companions yet lived by the time they reached the ruins. One of these died not long after they arrived, and Nobu and his friends despaired of escaping the place alive.
It was then that Nobu discovered the power of the place, when his dead companion was crusted in creeping jade dust and rose as if alive once again. He remembered little of his past and cared nothing for more than contemplating the white hills and the soothing perfection of the jade. Nobu counted it a miracle, and became determined to discover the secret of the power that dwelled in the ruins of White Jade Hill.
With time, he became convinced that the ruin itself was the birthplace of a new god, a spirit summoned of the life of all who died here. He counts himself a priest of this new “Jade God”, and is determined to strengthen it with sacrifices of new life. With each wayfarer and kidnapped farm girl who perishes under his knives, a fresh minion of the Jade God is soon to follow after.
They spend their days searching for precious jade or studying the magical aura of the ruin, trying to find some way of replicating its undeath-inducing enchantment in a more practical form.
Wraith: The man now known as Poor Chen brought his entire family to live in an abandoned stone manor house, but two weeks after he’d started his farm, his wife and every one of his children were killed in hideous fashion by angry ghosts. Their wraiths still haunt the farm in tormented confusion.
Zombie: ?
Skeleton: ?
Ghost: In the hills around the town rise a patchwork of newly-founded farmsteads, most of them reasonably prosperous. Five miles away, however, at the furthest western edge of the territory claimed by the town, a thick scar of burnt-over earth and ruined stone buildings marks the remains of a former town. The Ravaging was more than a century ago, but such were the hideous torments inflicted upon the citizens there that their ghosts still taint the earth with echoes of suffering and loss.
Spectre, Specter: ?
Lich: ?

Barrowmaze Complete
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: Anyone killed by a corpse candle has a 10% chance of rising as one in 1d4 rounds.
Crypt Shade: Spawned from chaos and lingering hate, crypt shades feed on the fear and pain of their victims.
Crypt Shade Greater: Spawned from chaos and lingering hate, these monsters feed on the fear and pain of their victims.
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: ?
Death 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: ?
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.
When The Tablet of Chaos was brought to Barrowmaze, it began twisting and further corrupting Lorktho, his minions, and the elemental sepulchers.
Mummy Lord: Mummy lords were powerful clerics in life and have survived for centuries in a state of undeath.
Mummy Lord Age 201-300: ?
Mummy Lord Age 301-400: ?
Mummy Lord Age 401-500: ?
Mummy Lord Age 501+: ?
Neb'Enakhet, Mummified Cat: ?
Phantom: ?
Poltergeist: ?
Shadow: Should a being be drained to STR 0 [by a shadow], it immediately transforms into a shadow.
Skeletal Naga, Barrow Naga: Sages say that necromancers and dark priests possess the secrets of animating the skeleton of a guardian naga.
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: Inside the box are the bone remains of a cleric and a small leather bag filled with 2d10 fossilized hydra’s teeth. If thrown on the ground, Fossil Skeletons AL: C, AC: 6, HD: 2, #AT: 1, DMG: 1d8, will emerge in 1d4 rounds and obey the bidding of the PC who scattered the teeth.
Skeleton Sapphire: ?
Skeleton Warrior, Skeletal Warrior: A skeletal warrior exists in an undead state because its soul was trapped in a golden circlet.
Son of Gaxx/Daughter of Gaxx: Moreover, with each hit [from a Son of Gaxx] Rot Grubs may (50%) burrow into the body of a struck character. If so, consult the entry for Rot Grubs for more information. If the Rot Grubs kill the character s/he will rise in 1d3 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.
If the remains of the knights are disturbed they will rise as Spectral Dead.
Zombie Funeral Pyre, Bombie: Funeral pyre zombies, sometimes referred to as “Bombies” by veteran adventurers, are a strange necromantic construct.
An assortment of 11 different zombies have risen here in response to The Tablet of Chaos.
Zombie Juju: An assortment of 11 different zombies have risen here in response to The Tablet of Chaos.
Zombie Ravenous: An assortment of 11 different zombies have risen here in response to The Tablet of Chaos.
Undead: 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.
The Acolytes [of Orcus] 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.
Tablet of Chaos relic.
Ascyet Vie Yannarg, The 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.
Ossithrax Pejorative, Lich-Dragon: However, The Tablet of Chaos has had an effect most unexpected. Its eldritch energy has animated the skeletal remains of Ossithrax Pejorative.
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.
Untold centuries passed and slowly the chaos energy of The Tablet began calling to Ossithrax to return to his now skeletal form. Ossithrax awoke as a Lich-Dragon, a monster that is both a Lich and a Black Dragon.
The power of The Tablet has also raised the terrible Ossithrax Pejorative.
Grizelda the Ghastly Gourmet, Greater Ghast: ?
Skeleton: The Chosen were fanatical followers of Nergal, led by High Priest Rendar Serouc, and have risen in response to the proximity of the Pit and the presence of The Tablet of Chaos.
Zombie: The Chosen were fanatical followers of Nergal, led by High Priest Rendar Serouc, and have risen in response to the proximity of the Pit and the presence of The Tablet of Chaos.
Ghoul: ?
Ghast: The Chosen were fanatical followers of Nergal, led by High Priest Rendar Serouc, and have risen in response to the proximity of the Pit and the presence of The Tablet of Chaos.
Wight: A humanoid slain by a barrow wight will rise as a normal wight in 1d6 rounds.
Anyone reduced to zero hit points [by the glyphs of the Tomb of the Sacred Blade], including hirelings, will immediately rise as a Wight.
These are former adventurers who had their life force drained.
Wraith: Tablet of Chaos relic.
Vampire: ?
Mummy: ?
Glossmira, Groaning Spirit: ?
Magic-User Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Homunculus Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Thief Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Hell-Hound Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Tavern Drunk Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Elf Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Blind Man Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Dwarf Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Mummy Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Marionette Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Evil Cleric Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Minotaur Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Succubus Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Cyclops Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Old Witch Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Zombie Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Seasick Pirate Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Slovenly Trull Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Nagging Wife Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Old Paladin Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Dhekeon, Skeletal Warrior: 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.
Bareus of Barrowcrest, Wraith: ?
Emil Muzz, Barrow Ghast: ?
The Green Mummy, Unique Barrow Mummy: ?
Lizardman Crypt Knight: ?
Lord Varghoulis, Death Knight: ?
Rheuts Ool, Ghaist: ?
Yellow Glowing Skeleton: ?
Vermingetrix the Reaver, Funeral Pyre Zombie: Vermingetrix was an evil warrior of repute in the days before the coming of the Ironguards to this area of the realm. Due to the Tablet of Chaos he has animated into a more powerful and sentient Funeral Pyre Zombie.
Sir Guy de O'Veargne, Ghost: ?
Ghost: ?
Groaning Spirit, Banshee: ?
Spectre: A terrible Spectre has risen here in response to The Tablet of Chaos.
Tablet of Chaos relic.
Rendar Serouc, Barrow Wight: The Chosen were fanatical followers of Nergal, led by High Priest Rendar Serouc, and have risen in response to the proximity of the Pit and the presence of The Tablet of Chaos.
Krisella, Halfling Ghast: ?
Arnaxella, Human Ghast: ?
Parnell, Ghoul: ?
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.
Yasuq-Jac, Wight: ?
Uthuk Amon Thar, Vampire: Thar has heard the call of The Tablet and has risen as a great and terrible Vampire.
Fecal Nul, Spectre: ?
Zvin Lorktho, Mummy Lord: When The Tablet of Chaos was brought to Barrowmaze, it began twisting and further corrupting Lorktho, his minions, and the elemental sepulchers.
Sir Huxley Tallbow: ?
Sir Wildrif Raurriel, Ghost: ?
Roeth Blackshield, Wraith: ?
Able Blackshield, Wraith: ?
Hephacates, Spectral Dead: ?
Minos the Minotaur, Ghast: If Minos is killed, and the Tablet of Chaos has not been destroyed, he will rise in 1d4 days as a ghast and seek his revenge on the PCs.
Broodina, Daughter of Gaxx: ?
Rorteb Meerab, Barrow Wight: ?
Lich: Tablet of Chaos relic.

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 2. Wraith 3. Barrow Wight 4. Spectre
2. Scarab Plague: The possessor can cast an Insect Plague (1/day) at 20th level of magic use.
Minor Benign Effects:
1. Animate Dead: The wielder of The Tablet can cast Animate Dead three times per day at 20th level of magic use.
2. Speak with Dead: The possessor of The Tablet can cast Speak with Dead three times per day at 20th level of magic use.
Major Malevolent Effects:
1. Alignment Change: The alignment of the possessor changes immediately to Chaos/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 Referee.
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 two-handed sword +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.

Basilisk Goggles & Wishing Wells
Spectre: If killed while wearing the cloak of spectral revenge, a wearer automatically rises as a spectre in 1d4 turns, leaving the cloak with her corpse.
Wraith: Darkshade overuse.
Any characters killed by the wraith helm's negative energy attack (reduced to level 0 or below) become wraiths within 2d4 rounds.
Wight exposure to Hatchery Egg.
Undead: Slab of Redemption.
Non-evil enveloped by Earth's black blood summoned by a variant Rod of Magma.
Zombie: Flesh exposure to Hatchery Egg.
Ghoul: Zombie exposure to Hatchery Egg.
Wight: Ghoul exposure to Hatchery Egg.

Cloak of Spectral Revenge
Although the cloak can be worn by any character, only the truly singleminded, desperate, or fanatical consciously use this item. If killed while wearing the cloak, a wearer automatically rises as a spectre in 1d4 turns, leaving the cloak with her corpse. This undead monster hunts down and slays her killer, then becomes free-willed. The item’s power interferes with protective enchantments, so the owner cannot also wear magical armor/items that improve her armor class.

Darkshade
This small species of nightshade is popular in some circles, because eating the purplish-blue berries allows a person to speak with the dead. There are some restrictions, however: the speaker must remain within five feet of the burial site and a conversation can last no more than an hour. Despite the latter constraint, the speaker can ask as many questions as she wants.
Although very beneficial, the berries must be used sparingly and infrequently. They are relatively toxic, inflicting 2d6 points of damage (save versus poison for half ), but, worse, overuse can be deadly. A single spirit may be woken once per season without danger — if allowed sufficient rest. Waking it more often, or speaking to it for more than an hour… annoys… a spirit. Its features darken and the surrounding air crackles as the spirit transforms into a wraith. This takes one round, after which the undead tries to kill its persecutor before stalking other living creatures.
Those with dark intent can purposely raise wraiths this way, but this is a truly evil act, as the wraith can never turn back into a peaceful spirit. Given the newly-changed wraith’s desire to target its antagonist, the malicious might send dupes to trigger the transformation. In this way, the berries’ effect can also be used as a tool for indirect murder: the wraith hunts the person manipulated into waking it until the intended victim is dead or on another plane.

Slab of Redemption
Found in temples to good gods, this massive stone table converts a 6th level cleric spell into an unusual effect. When a person or creature, dead less than 8 hours, is laid upon the slab, its alignment changes to the god’s and its soul thereafter serves the god. There are several possibilities of how the dead character’s story continues. Depending on the deity’s wishes, the dead may stay dead, with their spirits becoming minor servants on the material plane; or, they might become undead; or, some lucky few might be resurrected. As there are no rules for spirits in Labyrinth Lord, how this concept works in a particular campaign is purely up to the LL. Also note, there are equivalent slabs of corruption in some evil temples.

Wraith Helm
Incorporeal undead such as wraiths cannot touch the world they inhabit, cursed to only watch their surroundings until destroyed. By wearing one of these eerily beautiful, gold-chased silver helms, a bodiless undead can make itself corporeal for five turns. Unlike other focusing items, a wraith helm draws its power not from the wearer, but through it, by taking over the undead’s life-draining attack.
When a monster first dons the helm, a single blast of negative energy rips 2d4 levels from all living things within 100’. Because the blast affects everything nearby, even those creatures just underground, a circle of death forms, and comes to resemble a snowless winter landscape. Those victims who make their saving throw versus death lose only one level. Any characters killed by this attack (reduced to level 0 or below) become wraiths within 2d4 rounds, controlled by the helm-wearer. Destroying or blessing the bodies before the spirits rise prevents this transformation. Should this fail to happen, the created wraiths remain in existence until destroyed; they do not disappear when the original undead returns to its incorporeal state after five turns. If the wearer removes the helm, the wraiths become free-willed, but may ally with their creator if treated well.
Following the initial blast attack, the borderland creature is relatively helpless, aside from any wraiths created: for the five turns of being solid, the creature cannot use its normal draining power. The energy blast from the wraith helm can lay waste to battalions, but the creature itself was so warped mentally by the transformation to un-death, that it lost any ability to use weapons. However, it can touch things and interact with the material world. While solid, the creature keeps the same stats as its incorporeal form, but has an AC of 8 and loses its resistance to normal and silver weapons. Should the creature be “killed” while in this liminal state, it is permanently destroyed.

Hatchery Egg
Long exposure to negative energy corrupted this dragon egg. It will never hatch on its own (unless the LL has something nifty in mind), but the hatchery egg does create “life,” after a fashion. Any nuggets of flesh within 200’ of the egg and larger than 10 pounds — including body parts, animal corpses, a month’s worth of jerked meat provisions, and even the living dead — are slowly transformed. Initially, the bad bits of beef stand up as zombies following a full day spent in the 200’ exposure zone. But, if the zombies hang around long enough, they get “upgraded.” Two weeks after becoming zombies the undead become ghouls; a month after this the ghouls become wights; three months after that the wights become wraiths, the most powerful undead most hatchery eggs can create. The exposure effect can pass through stone and earth, but is blocked by metal.
If the LL wishes, there could a gradual progression to the undead upgrading process: e.g., ghouls could become more powerful over days, or wights slowly less substantial as the weeks go on. This could merely be a pain for some LLs, or it could be an opportunity to try out some “half types” of undead surprise you’ve been thinking about springing on your party.

Magma Rod
An ordinary-looking length of heavy, reddish wood, this rod gives no ready sign of its function. Close magical examination indicates the rod provides mineral wealth when driven into the ground and triggered with a command word. But this is a cruel, perhaps deadly joke: the rod does provide mineral wealth — in the form of a volcano.
Activating the rod releases a geyser of lava, consuming the rod and covering everything in a 50’ radius with liquid rock. Thereafter, the volcano grows by 100’ per month until it reaches a size determined by the Labyrinth Lord. The rod can be activated underground, which may affect the surface. Used underwater, the rod can create a new island.
A very rare version of the rod does not bring magma to the surface, but rather the Earth’s black blood. This evil, gooey substance fills a dome, much like a blood blister, rather than a volcano’s traditional cone shape. Because the black blood is less dense than lava, those enveloped may survive the experience — if they are evil. Those who are not drown in liquid darkness, rising to become undead horrors.

Beast Folio Volume 2
Gula: A Gula is born when someone dies from starvation, from simply being a poor peasant slowly diminishing away to a criminal locked in a dungeon cell.
For reasons unknown the starved return from death seeking everything and anything to consume.
Zombie Radiation: Radiation Zombie are created when a human is exposed to highly radioactive material. Depending on the level of radiation it will either kill them outright or slowly poison them over a period of time. A small number of those slain by radiation will return to life as a Radiation Zombie.

Bestiarum Vocabulum Monstrous Plants
Wraith: Darkshade plant over use.

Darkshade
This small species of nightshade is popular in some circles, because eating the purplish-blue berries allows a person to speak with the dead. There are some restrictions, however: the speaker must remain within five feet of the burial site and a conversation can last no more than an hour. Despite the latter constraint, the speaker can ask as many questions as she wants.
Although very beneficial, the berries must be used sparingly and infrequently. They are relatively toxic, inflicting 2d6 points of damage (save versus poison for half), but, worse, overuse can be deadly. A single spirit may be woken once per season without danger — if allowed sufficient rest. Waking it more often, or speaking to it for more than an hour… annoys… a spirit. Its features darken and the surrounding air crackles as the spirit transforms into a wraith. This takes one round, after which the undead tries to kill its persecutor before stalking other living creatures.

Castle Gargantua
Caput Decamort: ?
Bluebeard Ghoul: There was a gruesome killer in the past named Bluebeard. He used to lock his wives in closets, then butcher them. Returning from the dead, those wives have found a way to kill him, but took a part of his soul when they did so.
Undead Shrieker Fungi: ?
Living Skeleton: The pool is filled with a phosphorescent ivory vapor. When a character inhales the vapor and fails to save versus magic, he turns into a living skeleton. He doesn't need to sleep, eat or drink any longer and can see with a supernatural sight that allows him to locate creatures and items even in complete darkness. On the other hand, he loses the ability to speak and can be turned by Clerics as an undead creature of the same level as his. Further inhalations have no effect.
Vampire Eye: ?
Skeleton Snake: There are 24 preserved teeth in the dust, each of them turning into a skeleton snake when thrown on the ground.
Ghoul: Characters themselves deluded by the mirror's magic will fight real ghouls instead, undead creatures whose attacks paralyze their victims for 2d4 turns (save negates, a cure light wounds spell removes the paralysis).
Spectre: ?
Giantess's Lingering Spirit: ?

Challenge of the Frog Idol
Wolf Ghoul: ?
Giant Catfish Zombie: ?

Wight: ?
Zombie: ?

Class Compendium
Skeleton: When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain.
Animate Dead spell.
Zombie: When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain.
Animate Dead spell.
Wight: When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain.
Vampire: When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain.
Eidolon: Not all who are slain find peace. Many cannot release their hold on the mortal life and linger as spirits with unfinished business. Driven to complete these incomplete obligations, they can find no peace until their business is complete. They are the restless spirits bound to the land of the living by a thread of passion.
All Eidolons are driven to continue their tortured existence by an all consuming passion. This passion must be selected at character creation and cannot be changed. Whether it's a quest for revenge, the desire to recover a long lost artifact or to protect a loved one who still dwells amongst the living – this is the very desire which drives the Eidolon to exist. The exact nature of this passion is up to the player and must be agreed upon by the Labyrinth Lord.
At the Labyrinth Lord's discretion, player characters who are slain may rise again as 1st level Eidolons. These characters lose all of the previous abilities associated with their class. Former thieves cannot pick pockets and former magic-users cannot cast spells, for example.
If the Labyrinth Lord offers the option for a slain character to become an Eidolon, that character must first succeed in a Saving Throw vs. Death based upon the level and class had when they were alive. If successful, they rise in 4d6 hours as a 1st level Eidolon. The player of newly reborn Eidolon and the Labyrinth Lord will need to work together to determine the character's Driving Passion.
Only player characters with a Wisdom of 12 or higher have the option of becoming Eidolons.

Animate Dead
Level: Cultist 3, Metaphysician 3 (Divine) or 5 (Arcane), Thopian Gnome 5, Wild Wizard 5
Duration: Permanent
Range: 60'
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. The undead can follow the caster, 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 or until a dispel magic spell is cast upon them. The caster may animate a number of hit die worth of zombies or skeletons equal to the caster's level. For example, a 7th level cleric can animate seven skeletons, but only three zombies. These creatures are unintelligent, and do not retain any abilities that they had in life. All skeletons have an AC of 7 and hit dice equal to the creature in life. Zombies have an AC of 8, and the number of hit dice of the living creature +1. It is important to note that if a character is animated in this fashion, he will not have hit dice related to his class level, but instead will have the standard skeleton or zombie hit dice. A lawful character that casts this spell may draw disfavor from his god.

COA01: The Chronicles of Amherth
Undead: Laelo burial practices include elaborate funerals that end in cremation—if not, Laelo dead always return as undead.
Ashogarr: Ashogarrs are the remains of drowning victims, particularly those killed by murder or neglect.
Matroni: ?
Yukree: ?

COA02: Ghoul Keep and the Ghoul Lands
Ghoul King Lorrgan Makaar, King Lorrgan Makaar, The Ghoul King, Ghoul-Human Hybrid: Makaar’s severed head and ghoulish right arm were recovered many years ago and dark magics were invoked to join them to the body of a human victim. Makaar soon found that as the years passed, the human body aged and must be replaced by a new one. The new host body is chosen by the High Priests of Rebirth, and is always an excellent male specimen, usually a teenager chosen for his youthful strength and vigor
Ghoul King Lorrgan Makaar, King Lorrgan Makaar, The Ghoul King, Ghoulish Creature: In ages past, when the great Kingdom of Mor fell into ruin, the sorcerer-baron Lorrgan Makaar fled to his ancient palace fortress, but was unable to escape the dark magics unleashed during the destruction of the Great City. Makaar soon succumbed to a strange sickness that left him bedridden for days. Fearing their lord to be cursed, his followers began to desert him, one by one, until at last he was alone. When Makaar awoke from his fever, he found that he was no longer fully human. Lorrgan Makaar had become an unholy ghoulish creature of great power.
Arkaan Makaar, Gahoul Fighter 9: ?
Dala Makaar, Gahoul Magic-User 7: ?
Jaheen Makaar, Gahoul Fighter 7: ?
Urgen Makaar, Gahoul Fighter 5: ?
Morrow Makaar, Gahoul Thief 6: ?
Wukrael Qalor, Vampire: ?
Bonewraith: A bonewraith is an undead monster formed from the restless spirits of fallen soldiers.
Ghoul: ?
Ghoul Reaver: Humans slain by a warrior ghoul’s claw or bite attack rise again in 24 hours as reaver ghouls, unless the spell bless is cast upon their bodies.
Humans slain by a shadow ghoul’s claw or bite attack rise again in 24 hours as reaver ghouls, unless the spell bless is cast upon their bodies.
Humans slain by a sorcerer ghoul’s claw or bite attack rise again in 24 hours as reaver ghouls, unless the spell bless is cast upon their bodies.
Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies.
Ghoul Reaver Ghoulaqi: ?
Ghoul Warrior: Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies.
Ghoul Shadow: Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies.
Ghoul Sorcerer: Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies.
Ghast: ?
Gahoul: Once in a great while, one of Lorrgan Makaar’s human wives dies while giving birth to an abominable blend of human and ghoul known as a gahoul.
Traask, The King's Steed, Undead Dragon: Some say the dragon was once Makaar’s archenemy, while others say it was once the mate or child of the great blue dragon A’tan Hellise.
Irik Utal: This sarcophagus is decorated with numerous carvings depicting Ghoul Keep as well as Utal’s numerous victories. The remains of Irik Utal lie within. Unknown to any save the sorcerer ghoul Jexahl Ta, Irik Utal has slowly begun to reanimate, and if he awakens fully, he may become a powerful undead, perhaps even a lich. The effect of his reawakening is left for the Labyrinth Lord to decide.
Lich: ?
Mummy: Seven sealed crypts line the walls of this chamber. These are the final resting places of former wardens of Ghoul Keep. Each crypt contains Hoard Class XXI, but each crypt opened causes the remains to animate as a mummy in 1d4 days. The mummy hunts down the character(s) who disturbed its peace and does not rest until it is slain.
Undead Purple Worm: ?
Zombie: The crab’s operator piloted it out of the sinkhole before succumbing to his injuries. He has since reanimated as a zombie and attacks anyone who opens the hatch.
Anyone killed by Raltus rises as a zombie or skeleton in 1d4 rounds.
Yari Makar, Gahoul Magic-User 6: ?
Treits Makar, Gahoul Thief 9: ?
Cal Waruk, Captain of the Dead, Warrior Ghoul: ?
Lek Mercan, Warrior Ghoul: ?
Lek Agheer, Warrior Ghoul: ?
Aag Aat, Shadow Ghoul: ?
Jexahl Ta, Sorcerer Ghoul: ?
Skeleton: Anyone killed by Raltus rises as a zombie or skeleton in 1d4 rounds.
Raltus the Undying: Raltus the Undying is the avatar of the Kalitus Corpi undead cult.
Skeletal Undead: ?
Corporeal Undead: ?
Incorporeal Undead: ?
Yukree: ?
Ashogar: ?
Vampire: ?
Wight: ?
Ghost: ?
Groaning Spirit: ?
Spectre: ?
Wraith: ?

DF To Light the Shadows
Zombie: ?
Skeleton: ?
Ghoul: ?
Undead: Masque of the Tomb King relic.

Masque of the Tomb King – This unholy relic allows creation of and control over the undead.

Divine Test of Hel
Vampire: ?
Draugr: ?

Divinities and Cults
Undead: Cleric of Hel Drain Life Side Effect
3. I Stab at Thee! If slain by the life-draining process, the victim reanimates as an undead creature, of equal HD to the level it had in life, hel(l)-bent on getting its life force back from the recipient! It attacks until destroyed.

Divinities and Cults III
Zombie: Like the original Ammit who still serves at the side of Anubis, ammits in the mortal world can swallow whole any who they bite who are human-sized or smaller (save vs. death negates). Such victims take 10 damage each round unless freed and if slain, are spat out as animated dead to fight for the ammit (as per the spell: caster level 10).
Mummy Egyptian: ?

Dungeon Full of Monsters
Anamhedonic Ghost: A target reduced to zero Charisma [by an anamhedonic ghost] becomes a ghost themselves.
Nun of the Bone Goddess: But even though they were slaughtered and their monastery was destroyed, the nuns remained unvanquished. For they had taken up worship of the Bone Goddess, and she would not let mere death prevent her followers from attending to her sepulchral bidding.
The Abbess: ?
Blackbone Abbess: ?
Blackbone Nun: ?
Flagellant Nun: ?
Rhinocorn Wraith: When the civilization of Southern unicorns collapsed, it left behind more than just cursed carcasses. Some rhinocorns refused to take their rage and sorrow with them into death, and so that rage and sorrow became their ghosts.
Snake Eyes: Two hundred thousand years ago, a nation of warriors built a city upon a river whose name has long been lost in time. Such is the weight of years that the river itself was gone before recorded time, leaving only a blasted wasteland full of cracks and fissures and the poisonous smoke that seeps forth out of them. No hint of that ancient city or its people is left, save one—their greatest champion, the best of the best, remains. Now he is only a giant flying head, with snakes for eyes, wings that flap behind him, and a pair of dangling, gangrenous arms hanging down below his chin, each one bearing an ancient sword made of bronze.
Burning Zombie: ?
Calcified Zombie: Some zombies have been in the caves beneath Skull Mountain for so long that the limestone has accumulated on them, forming a stony crust over their rotten muscles.
Compound Zombie: ?
Cult Zombie: When death cultists die, their bodies become cult zombies and continue their work.
Exploding Zombie: ?
Fight Zombie: It is hard for dead, rotting flesh to maintain the alacrity and drive it had in life, but for some corpses, the animating rage inside them burns brighter than it does in others.
Fungated Zombie, Fungal Zombie: ?
Guardian Zombie: After 6 months, a cult zombie becomes a guardian zombie.
Hydra Zombie: ?
Hydra Zombie Revenger: When the hydra zombie is defeated, only the reptilian part of it is slain. The four humanoids attached to it become independent, free to revenge themselves upon the living!
Hydra Zombie Revenger The Butler: When the hydra zombie is defeated, only the reptilian part of it is slain. The four humanoids attached to it become independent, free to revenge themselves upon the living!
Hydra Zombie Revenger The Critic: When the hydra zombie is defeated, only the reptilian part of it is slain. The four humanoids attached to it become independent, free to revenge themselves upon the living!
Hydra Zombie Revenger The Pastor: When the hydra zombie is defeated, only the reptilian part of it is slain. The four humanoids attached to it become independent, free to revenge themselves upon the living!
Hydra Zombie Revenger The Victim: When the hydra zombie is defeated, only the reptilian part of it is slain. The four humanoids attached to it become independent, free to revenge themselves upon the living!
Mass of Zombie Limbs: An imitation of either the mass of limbs or the tentacle man (or both, perhaps?), these hideous collections of arms and legs sewn together show the death cult has imagination, if not a conscience or any shred of humanity left.
Monastic Zombie: ?
Plague Zombie: ?
Slow Zombie: When lesser necromancers create zombies, the result is too-often a slow, shambling mockery of a true zombie.
Vat Zombie: ?
Harlan Blackhand, Lich: Harlan Blackhand used to let the death cultists store bones in these catacombs, and they would practice animating undead here. They still keep the place tidy.
He built his sanctum on the ruins of Drakdagor’s old tower, and took a fateful plunge from which there is no coming back—he became a lich.
The death ritual was performed at midnight, under the full moon. Harlan slaughtered half a village as payment to the gods of death. All that the survivors could remember about Harlan were his hands, dripping black with blood in the moonlight. It was not his first foray into wanton murder and destruction, and it would not be his last.
The Lich Sorceress, Undead Woman: ?
The Flowered King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
The Jewelled King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
The Iron King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
The Vampire King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
The first of the Monster King’s royal “trophies,” the Vampire King was subjected to a debased form of vampirism before being entombed.
The Wolf King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
Skeleton of the Catacombs: The arcades are full of bones, which sometimes spill out into the hall. For each living person that enters the hall, there is a 1 in 6 chance that some of these bones will animate and attack (roll dice equal to the intruders, any 1s indicates an encounter with 1d8 skeletons).
Unruly Skeleton: ?
Ghost: The ghosts of people whose bodies were thrown into the spawning pit congregate here, and some become visible.
These are the souls of people killed by the skinwearers and the iridescent globes.
Zombie: The round after a Bleeding Man has been slain, there is a 1 in 3 chance that he rises again, regaining 1d6 hit points and leaping back into the fight. If he is not killed again, he becomes an undead zombie (but does not gain additional hit points).
In this huge cave is a deep, wide pit, into which the death cultists throw dead things. Inside the pit, they knit themselves together and climb out as zombies, amalgamated from the corpses of myriad beings.
Bone Guardian: ?

Flower Liches of the Dragonboat Festival
Flower Ghoul: ?
Penanggalan: ?
Touhou: ?
Lacedon, Water Ghoul: ?
Flower Lich: ?
Carnation: ?
Datura: ?
Hyacinth: ?
Japhet: ?
Nightshade: ?
Flaming Zombie: ?
Wraith: ?

Ford's Faeries: A Bestiary Inspired by Henry Justice Ford
Cabinet Keeper Ghost, Cabinet of the Keeper: ?
Justiciar Ghost of Law, Cabinet of the Justiciar: During their lifetime, they were a famous judge or other dispensator or law, in a land and time where trial by combat was commonplace.
Leachlich: It is thought the creature is a form of restless Wight that chooses to live in corporal beings rather than a barrow. Others think it’s the ember of a failed lich, a whiff of malign consciousness which death’s hand cannot stay, an essence that craves power.
Lich: ?
Vengeful Drowned: He’s here because he died a treacherous or unjust death. He’s here because he seeks his murderers. Unlucky fisherman with a wife too beautiful, unlucky heir to the Metal Throne, unlucky last daughter of twelve, unlucky child who met the wrong person. Unlucky enough to be sent to the bottom of the lake.

Ghosts The Incorporeal Undead
Undead: The undead are a class of monsters that were alive at one time, but through foul magic or by dying at the hands of another undead type, have risen again powered by the unnatural energies of the Negative Energy Plane.
Ghost: The undead are a class of monsters that were alive at one time, but through foul magic or by dying at the hands of another undead type, have risen again powered by the unnatural energies of the Negative Energy Plane. Incorporeal undead – ghosts – are the souls of the dead animated solely through this energy, having no true physical body present on the Material Plane.
Each ghost is unique or nearly so in its origin; sometimes groups of ghosts, known as scares, arise en masse when there is mass murder, battle, or other wanton and horrific slaughter. These ghosts often have commonalities in abilities, such as the ghosts of a party of adventurers who were all slain by the same dragon; or the ghosts of a family caught in a volcanic explosion; or the ghosts of a band of vikings who all sank with their ship in a storm; and so on.
Ghosts are not real, in either the physical or spiritual sense. They are reflections of tragedy and evil, which occurred on the Material Plane, of such terror and horror that the psychic energies of the deceased blew through the Ethereal Plane into the Negative Energy Plane, and there engendered a node of negative energy. That node of negative energy tethers the soul of the deceased in the Ethereal Plane, keeping the soul from passing on to its final rest, whether that is in the Celestial Realms, the Netherworlds, or the Hells.
Ectoplasm from an ancestral ghost, if consumed, grants the consumer a chance of discovering ancestral secrets and secrets of living relatives of the ghost. The chance of discovering a secret of random sort is 10% per ounce of ectoplasm consumed in one go. The imbiber then falls into a deep sleep for 1d6+6 turns, during which he (potentially) dreams of the secrets of the living and the dead. If the imbiber fails to gain any secrets, he must make a saving throw versus Death; if the save fails he remains stuck in the coma, having horrible nightmares of the ghost’s ancestors and relatives, for a number of days equal to the hit dice of the ghost. At the end of this time another saving throw is required; failure indicates the victim dies, to rise again 24 hours later as a ghost with hit dice equal to half his level, rounded up.
Four ounces of corpse ectoplasm consumed allows the imbiber to cast the animate dead spell at a level equal to that of the hit dice of the ghost that provided the ectoplasm. However, every time this is done, there is a percentage chance equal to the hit points of the newly animated dead that the undead becomes occupied by its own spawned ghost (see the new spawn ghost spell in Spooky Spells), which automatically has the Animate Corpse special ability, among any others. This ghost has an unquenchable hatred of its creator, and seeks to slay him immediately. If the animated being is a zombie, there is a 50% chance that the creature inadvertently spawned is a myrkridder (a form of corporeal undead) rather than a ghost.
Four ounces of child ectoplasm acts as per a potion of longevity when imbibed. Each time child ectoplasm is consumed, however, the imbiber must roll percentile dice against the number of ounces of child ectoplasm he has consumed in his lifetime. If the roll is less than or equal to the total number of ounces consumed, all reversal of aging is undone; additionally, the imbiber must make a saving throw versus Death. If the save fails, the imbiber not only has all the reversal of aging undone, he also ages a like number of years! This reversal of aging happens instantly. If this aging then ages the imbiber to death, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up.
Four ounces of damned ectoplasm provide the consumer with a limited form of immortality, should he survive consuming the ectoplasm. First, upon consuming the ectoplasm, the imbiber must make a percentile roll against the total number of ounces of damned ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Death. If the save fails, he dies, and rises again 24 hours later as a ghost with hit dice equal to of half his level (rounded up).
If he passes through the percentile check without needing to make a saving throw, or if he succeeds in his saving throw, the next time he is slain, his soul does not go on to its eternal reward or damnation…
First, upon death, his body (not including any equipment) instantly warps itself into the Deep Ethereal, wreathed in a protective cocoon of ectoplasm. There it remains, floating and bobbing, for a number of days and nights equal to the deceased’s maximum hit points, healing 1 hit point per day and night.
Upon the night he reaches full hit points, the deceased bursts forth from the Ethereal Plane into the Material Plane, nude like a newly-born babe and covered in generic ectoplasm. He appears in whatever place he last considered the safest, whether that was his home, a castle, or an inn. He then loses a single life level. If this loss slays him he returns 24 hours later as a ghost with hit dice equal to half his original level (rounded up).
Consuming four ounces of blast ectoplasm enables the imbiber to vomit forth a jet of sticky, slimy ectoplasm, with the same range and effect as per the ghost that provided the ectoplasm. The ectoplasm must be vomited forth within 1d6+6 turns of consuming the ectoplasm. Every time this ectoplasm is consumed, the imbiber must roll percentile dice against the total number of ounces of blast ectoplasm he has ever consumed; if the roll is equal to or less than the number consumed, he must make a saving throw versus Spells. Failure of this saving throw indicates the imbiber suffers a number of points of damage internally equal to the number of rounds the slime would have paralyzed a target (1d6 to 10d6). If the ectoplasm slays the imbiber thusly, he explodes dramatically, showering all within 5’ per hit die of the ghost with slimy, sticky ectoplasm (save versus Breath Attacks to avoid). If he dies thusly, the imbiber rises again 24 hours later as a ghost with a number of hit dice equal to half his level, rounded up; the new ghost possesses the Ectoplasmic Blast special ability.
Consuming four ounces of touch ectoplasm enables the imbiber to make a touch attack of sticky, slimy ectoplasm, with the same effect as per the ghost that provided the ectoplasm. The ectoplasm must be vomited forth within 1d6+6 turns of consuming the ectoplasm. Every time this ectoplasm is consumed, the imbiber must roll percentile dice against the total number of ounces of touch ectoplasm he has ever consumed; if the roll is equal to or less than the number consumed, he must make a saving throw versus Spells. Failure of this saving throw indicates the imbiber suffers a number of points of damage internally equal to the number of rounds the slime would have paralyzed a target (1d6 to 10d6). If the ectoplasm slays the imbiber thusly, he explodes dramatically, showering all within 5’ per hit die of the ghost with slimy, sticky ectoplasm (save versus Breath Attacks to avoid). If he dies thusly, the imbiber rises again 24 hours later as a ghost with a number of hit dice equal to half his level, rounded up; the new ghost possesses the Ectoplasmic Touch special ability.
Four ounces of entropic ectoplasm is equal to a potion of longevity, with the salient differences being that the percentage checked each time entropic ectoplasm is consumed is equal to the number of ounces of entropic ectoplasm the imbiber has consumed in total, and that if the imbiber fails to reverse his aging and instead ages, if he dies he rises again as a ghost with hit dice equal to half his level, rounded up, and possessing the Entropic Attack ability.
An imbiber of magician ectoplasm gains the ability to cast spells that the ghost that provided the ectoplasm could cast. Each ounce of ectoplasm is a spell level; imbibing one ounce grants access to one random 1st level spell; two ounces at once grants access to one random 2nd level spell; and so forth, up to the spell levels that the ghost could cast. The spell remains available to cast for 1d6+6 turns; after that the spell fades. The spell is cast at the level of spellcasting ability possessed by the ghost that provided the ectoplasm. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of magician ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the magic of the spell is internalized, and he suffers a number of d6s in damage equal to the level of the spell he sought to cast (no saving throw). If he dies through this damage, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up.
An imbiber of priest ectoplasm gains the ability to cast spells that the ghost that provided the ectoplasm could cast. Each ounce of ectoplasm is a spell level; imbibing one ounce grants access to one random 1st level spell; two ounces at once grants access to one random 2nd level spell; and so forth, up to the spell levels that the ghost could cast. The spell remains available to cast for 1d6+6 turns; after that the spell fades. The spell is cast at the level of spell-casting ability possessed by the ghost that provided the ectoplasm.
Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of priest ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the magic of the spell is internalized, and he suffers a number of d6s in damage equal to the level of the spell he sought to cast (no saving throw). If he dies through this damage, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up.
Any being that is slain through the ghost’s keen ability rises again 24 hours later as a ghost of hit dice equal to its level, up to half the hit dice of the ghost who slew it.
Four ounces of lifelike ectoplasm enable the imbiber to polymorph into a ghost of hit dice equal to his own; the effect lasts no longer than 1d6+6 turns. When the imbiber tries to transform back into a living being, however, the imbiber must make a percentile roll against the total number of ounces of lifelike ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Death. If the save fails, he is truly dead, and is stuck as a ghost!
Four ounces of negative energy blast ectoplasm enables the imbiber to employ the negative energy blast attack of the ghost that provided the ectoplasm. The imbiber must use the attack within 1d6+6 turns of imbibing the ectoplasm. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of negative energy blast ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the imbiber suffers the damage of the attack.
If he dies through this damage, he rises again 24 hours later as a ghost with the Negative Energy Blast power, with hit dice equal to half his level, rounded up.
Four ounces of possession ectoplasm enables the imbiber to possess a victim much as above, save that the imbiber’s original body falls into a coma-like state while the possession is ongoing. The imbiber’s body, like that of the victim, need not eat, drink, sleep, or breathe while the imbiber continues to possess the victim. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of possession ectoplasm he has ever imbibed when ending a possession; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, when the possession ends the imbiber’s soul fails to return to his body, his body dies, and he is trapped bodiless as a ghost with hit dice equal to half his level, rounded up!
Imbibing four ounces of immunity ectoplasm makes the imbiber immune to the energy sources the ghost was immune to for 1d6+6 turns. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of immunity ectoplasm he has ever imbibed, of whatever immunity types; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm has a completely inverted effect, instantaneously and internally causing the type of damage against which the imbiber sought to gain immunity. The imbiber suffers 1d6 points of the appropriate type of damage per hit die of the ghost who provided the ectoplasm. If this damage kills the imbiber, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up.
Victims of a Spectral Music Ghost's song’s effects that perish as a direct result of those effects while the song is still playing must make a saving throw versus Death; failure indicates that they rise again 24 hours later as a ghost with hit dice of half their level, under the control of the Spectral Music ghost who killed them with its music.
Four ounces of teleport ectoplasm enable the imbiber to use the teleport spell once within 1d6+6 turns of imbibing the ectoplasm. Upon teleporting, if the imbiber ends up coming in low, he not only dies, he immediately rises again as a ghost of hit dice equal to half his level, rounded up.
Special ectoplasm, from ghosts with ghostly special abilities, can also be consumed as-is to provide the imbiber with special abilities. The use of ectoplasm in this way is often considered foolhardy by clerics and magic-users alike, as it often leads to the death of the user and/or his friends, and often to the creation of more ghosts. This is especially true of ectoplasm from the more powerful ghosts…
Bestow Curse spell.
Spawn Ghosts spell.
Ghost Generator magic item.
Should the wearer of the ring of wraiths ever die while wearing the ring on the Ethereal Plane he rises again instantly as a ghost with hit dice equal to half his level, rounded up.
Improper use of a Robe of Etherealness saving throw failure by 16+.
Lesser Ghost: Lesser ghosts are weaker, only able to generate a fear attack though an enervating touch, and are usually created through tragic violence, by mortals being slain by another more powerful ghost.
Greater Ghost: Greater ghosts are more powerful, able to drain life force through a cold-based touch, and usually result from the soul of an evil being rising again after a violent death; through a tragic death where a major life goal remained unfulfilled; or otherwise through treachery, evil magic, or the worship of dark gods.
Presence: Presences usually arise from weak-willed and petty beings who liked to resolve disputes using physical threats and bullying. Murdered children also often end up as presences, not having the will or resolve to maintain a greater hold on the Material Plane.
If a presence slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence.
If a presence, apparition, or lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer killed it, up to the same hit dice as its slayer.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
If an apparition slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or greater).
If a lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or higher).
A creature slain by losing all levels to the life draining touch of a wraith rises again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or higher) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a haunt rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a spectre rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
Apparition: Apparitions are generally more powerful and intelligent than presences, having a stronger will in life or, perhaps, merely a more tragic and thus more powerful death.
If an apparition slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or greater).
If a presence, apparition, or lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer killed it, up to the same hit dice as its slayer.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
If a lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or higher).
A creature slain by losing all levels to the life draining touch of a wraith rises again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or higher) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a haunt rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a spectre rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
Lost Soul: If a lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or higher).
If a presence, apparition, or lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer killed it, up to the same hit dice as its slayer.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
A creature slain by losing all levels to the life draining touch of a haunt rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a spectre rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
Wraith: Wraiths are usually born of fear, anger, hatred, and violence. In life they were often warlords, kings, magicians, priests, or other mighty and powerful beings who coveted ever more wealth and power. They made deals with dark forces and, for their efforts, grew great in power, but even greater in evil… and when death came to claim them, they sought even to avoid that great equalizer, and lived on in the form of the dreaded wraith.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
Haunt: Haunts are born of pain, suffering, loss, and tragedy. Most haunts shuffled off from the mortal coil with some great task or project uncompleted; this might be something as simple as finishing a journey to as complex and grandiose as building an empire.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
Spectre: Spectres are essentially more powerful versions of wraiths – usually born out of hatred, anger, lust, or violence begotten of the desire for ever more wealth and power. Most spectres died a violent death – stabbed in the back by daggers, cut to pieces by blades, burned alive by magic, or even drained of life by other undead.
Few if any spectres just happen to rise from the dead – most are made, through the terrible violence and evil of their lives and their deaths.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
Spirit: Spirits are the malevolent ghosts of petty, treacherous, and cruel men and women who were slain through treachery by their allies, slaughtered by those they wronged, or killed themselves out of spite for the world around them.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
Wyrd: Wyrds are to spectres as spectres are to wraiths – even more powerful and potent ghosts of the angry, powerful, unquiet evil dead sort. Wyrds, however, result specifically from powerful persons that enjoyed causing pain, suffering, and death in their lifetime; thus their strong and potent connection to the Negative Energy Plane that allows them to drain life force at a prodigious rate and often en masse.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
Phantom: Phantoms are born of the tragic and violent death of an innocent victim, usually one who was powerful, respected, and often much-loved, but was betrayed by his family, friends, and followers. The horrific experience causes the soul of the deceased to rise again as a phantom, often hateful now of all living things, with a burning desire to wreak vengeance upon those who turned on him. Thus, in many ways, they are more potent versions of haunts.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
Geist: Geists are the most powerful of all the ghosts, and arise only from the most evil, vile, and despicable of men and women – kin-slayers, regicides, mass murderers, grand apostates, and cosmic blasphemers. As every geist has a unique origin, so every geist is unique in appearance and powers.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
Acid Ghost: This ghost met his mortal end through an unpleasant encounter with acid, such the breath of a black dragon, a large vat of acid in a wizard’s laboratory, or some other similar toxic goo that burned and melted its mortal form.
As the ectoplasm of an Acid Ghost is mixed with its acid, if the ectoplasm is imbibed within one turn per hit die of the ghost, the imbiber actually ingests acid; he suffers 1d6 points of acid damage per ounce consumed with no saving throw. If he dies through this damage, he rises again 24 hours later as an Acid Ghost with hit dice equal to half his level, rounded up.
When four ounces of acid ectoplasm are imbibed, the imbiber is able to vomit a line of acid similar to that produced by the ghost who provided the acid. Consumed this way, the ability to vomit the acid lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of acid ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the acid burns the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost that provided the ectoplasm.
If he dies through this damage, he rises again 24 hours later as an Acid Ghost with hit dice equal to half his level, rounded up.
Alien Ghost: Alien Ghosts, also known as Space Ghosts, are ghosts of beings from worlds beyond the knowledge of mortal men. These are ghosts of beings from other worlds, where the bipedal form is unknown, skies are purple and water mauve, and motile flora harvests sessile fauna.
Alien ectoplasm allows the imbiber to do whatever the Alien Ghost who provided it did, within the Labyrinth Lord’s judgment. However, it is very dangerous to use. Every time it is imbibed, the imbiber must make a saving throw versus Spells; upon failure, he is polymorphed into the original alien species from whence the Alien Ghost arose. This process requires 1d6 turns, during which the victim is in extreme pain and unable to take any actions. If the alien species is unable to survive on this world, then the newly-formed alien dies… and rises again as an Alien Ghost with hit dice equal to half the level of the victim, rounded up.
Ancestral Ghost: ?
Animal Ghost: This ghost is either the ghost of an animal, in which case it can only take on the form of an animal, or a humanoid ghost that can take on animal form, in which case it can take on humanoid, animal, and hybrid form.
Myrkridder: Four ounces of corpse ectoplasm consumed allows the imbiber to cast the animate dead spell at a level equal to that of the hit dice of the ghost that provided the ectoplasm. However, every time this is done, there is a percentage chance equal to the hit points of the newly animated dead that the undead becomes occupied by its own spawned ghost (see the new spawn ghost spell in Spooky Spells), which automatically has the Animate Corpse special ability, among any others. This ghost has an unquenchable hatred of its creator, and seeks to slay him immediately. If the animated being is a zombie, there is a 50% chance that the creature inadvertently spawned is a myrkridder (a form of corporeal undead) rather than a ghost.
Armored Ghost: ?
Blinking Ghost: ?
Bloody Ghost: Victims slain through drowning by a Bloody Ghost, directly or indirectly, even if not slain through life energy loss, rise again 24 hours later as a Bloody Ghost under the control of their slayer.
Chained Ghost Earthly Remains: ?
Chained Ghost Location: ?
Child Ghost: This ghost is the ghost of a child.
Cursed Ghost: This ghost was created through the application of the bestow curse spell, cast upon the body of the deceased within one turn (10 minutes) of death. The ghost is in all respects the same as other ghosts, with the limitation that it cannot attack the caster of the curse that created it. Cursed Ghosts can also be created through the cursed scroll of the unholy spirit.
Daywalker: ?
Demon Ghost: This ghost is the ghost of a demon that delved too deeply into the Negative Energy Plane seeking dreadful power and eldritch wisdom. It was blasted by that power, with the tattered remnants of the demon’s Chaotic soul impressed into the Material Plane as a ghost.
Dream Killer Ghost: Imbibing four ounces of dream ectoplasm enables the imbiber to effectively become a Dream Killer ghost with their normal, everyday abilities, armor, weapons, and so forth. Their soul leaves their body in ethereal form, and the imbiber may then seek out and attack a sleeping target exactly as above. The imbiber gets a number of chances to initiate dream combat equal to the hit dice of the ghost that provide the ectoplasm. Unlike a true Dream Killer ghost, if the imbiber dies in the dream combat, he dies for real. And in such cases, rises again 24 hours later as a Dream Killer ghost with hit dice equal to half their level, rounded up.
Drowned Ghost: This ghost resulted from a violent and horrific drowning, usually as a form of murder, though sometimes by tragic accident.
Victims slain through drowning by a Drowned Ghost, directly or indirectly, even if not slain through life energy loss, rise again 24 hours later as a Drowned Ghost under the control of their slayer.
Imbibing four ounces of drowned ectoplasm enables the imbiber to create and control water as though the imbiber were a Drowned Ghost with the hit dice of the ghost that provided the ectoplasm. The effect lasts for 1d6+6 turns. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of drowned ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, water begins pouring out of the imbiber’s mouth as his lungs fill. Each round for 1d6+6 rounds the imbiber must make a saving throw versus Death; failure indicates he begins drowning, as above. If he drowns, he rises again 24 hours later as a Drowned Ghost with hit dice equal to half his level, rounded up.
Drunken Ghost: This ghost died due to excessive drinking of alcohol, died while he was drunk, died by drowning in alcohol, or died while wishing he had one more drink of alcohol.
There is no magical benefit to be gained from imbibing Ecto-Nog, the ectoplasm left behind by a Drunken Ghost, beyond the pleasure of drinking the purest form of alcohol known to man (though it still falls short of the nectar of the gods). For that is what the ectoplasm of a Drunken Ghost is, pure, distilled alcohol, otherwise known as “Ghostshine,” or “Haunted Hooch.” A single small shot of one ounce of Ghostshine is as potent as 1d6 mugs of beer, glasses of wine, or shots of other spirits per hit die of the ghost who provided it.
Needless to say, Ecto-Nog can be lethal, if consumed in too great a quantity (or too great a quality). How this works depends on the method you use in your own campaign regarding alcohol. Generally, if more equivalents of mugs/glasses/shots of normal alcohol are consumed than the Constitution score of the imbiber, the imbiber must make a saving throw versus Poison; failure indicates that the imbiber passes out, drunk, instantly. Failure with a Natural 1 indicates that the victim dies of alcohol poisoning 1d6 turns later, and rises again immediately as a Drunken Ghost with hit dice equal to half their level, rounded up.
Embodied Ghost: Embodiment is a curse on ghosts, sometimes enforced by the gods, other times by necromancers, and more rarely by more powerful ghosts.
Bestow Curse spell.
Environmental Ghost: Consuming four ounces of environmental ectoplasm allows the consumer to have the same abilities and powers… and limitations… as the ghost of that environment for 1d6+6 turns. Essentially, it sets up the imbiber as the anti-ghost of that environment. The imbiber is able to see that ghost, even if it is on the Deep Ethereal, and can attack it as though he were also on the Ethereal Plane (as he is, within the limits of the ghost’s environment). If the environment suffers damage, so does the imbiber; however, if the imbiber dies, nothing happens to the environment. If the imbiber dies while under the effect of the ectoplasm, he rises again immediately as an Environmental Ghost tied to the same environment, of hit dice equal to half his level rounded up, and must make a saving throw versus Spells; failure indicates that he is under the control of the original ghost of that environment.
Fast Ghost: ?
Fiery Ghost: This ghost’s mortal form died a fiery death, likely burnt at the stake, fried by a fireball, or charred to ashes by dragon’s breath.
When four ounces of fiery ectoplasm is imbibed the imbiber may cast a fireball equal to that of a magic-user with as many levels equal to the hit dice of the ghost that provided the ectoplasm. Consumed this way, the ability to cast the fireball lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of fiery ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm burns the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost that provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as a Fiery Ghost with hit dice equal to half his level, rounded up.
Friendly Ghost: Friendly Ghosts died a tragic and sometimes violent death, though during their lifetime they were not Evil, and quite Good, and though empowered by the Negative Energy Plane, have (as yet) resisted the eldritch Evil of that power.
The souls of Friendly Ghosts are, in fact, impressed upon by both the Negative Energy Plane and the Positive Energy Plane, placing their ethereal existence in a state of flux.
Frightening Ghost: ?
Frost Ghost: This ghost died of frostbite, or from an ice storm, or in the chilly stream of the breath of a white dragon. The ghost’s horrific death molds it in undeath, as the ghost is even colder than the typical ghost.
Four ounces of frost ectoplasm enables the imbiber to cast a cone of cold at a level equal to that of a magic-user with as many levels as hit dice o the ghost who provided the ectoplasm. Consumed this way, the ability to cast the cone of cold lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of frost ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm freezes the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost who provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as a Frost Ghost with hit dice equal to half his level, rounded up.
Ghost Lover: Sometimes also known as a Ghost Bride, Ghost Groom, Ghost Wife, or Ghost Husband, this ghost died as a direct result of a love affair, whether licit or illicit, public or private, mutual or unrequited.
Ghost Magician: This ghost was a magic-user in life, and retains the ability to use magic spells in death.
Ghost Priest: This ghost was a cleric in life, and retains that status after death.
Ghost Ship: ?
Ghost Sovereign: This ghost rules over and commands other ghosts with ease, either through legitimate royalty or nobility that carried over into undeath, or through sheer force of will and power.
Ghostly Head: If the Headless Ghost takes the head of a victim, and that victim rises as a ghost, the victim rises as a Headless Ghost. When the victim’s head rots away completely, the ghost of the head rises as a Ghostly Head.
Guardian Ghost: This ghost is cursed to act as the guardian of a person, place, or thing.
Note that if the Guardian Ghost is also a Friendly Ghost, it might not be cursed, but act as a guardian out of the kindness of its heart. If the ghost is a Ghost Lover, it might not be cursed, but merely guarding the life of its erstwhile lover.
Headless Ghost: This ghost lost his head in the process of dying and becoming a ghost.
If the Headless Ghost takes the head of a victim, and that victim rises as a ghost, the victim rises as a Headless Ghost.
Hungry Ghost: This ghost is the soul of someone who died of hunger; or who was wealthy and caused others to die of hunger through their actions; or ironically, was both wealthy and caused others to suffer hunger, then died of hunger themselves. Other forms of greed and even gluttony might cause a ghost to rise as a Hungry Ghost.
Hypnoghost: ?
Keening Ghost: Four ounce of keening ectoplasm allows the imbiber to perform a keen, as per the ghost who supplied the ectoplasm. The imbiber must keen within 1d6+6 turns of imbibing the ectoplasm. The imbiber has no immunity to the keen, and thus must make a saving throw versus Spell; if the save fails, the imbiber dies. If the imbiber is slain through a keen performed in this manner, he rises again as a free-willed Keening Ghost with hit dice equal to half their level when living, rounded up.
Laser Ghost: This ghost died when it was struck by lasers – including the light of a prismatic spray spell (these ghosts are also known as Prismatic Ghosts).
When imbibed, four ounces of laser ectoplasm enables the imbiber to cast a prismatic spray at a level equal to that of an illusionist with as many levels as the hit dice of the ghost that provided the ectoplasm. The ability to cast the prismatic spray lasts for 1d6+6 turns before the ability fades. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of laser ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm sets off the spray on the insides the imbiber, who suffers the full effects of the prismatic spray with no saving throw. If he dies through this damage, he rises again 24 hours later as a Laser Ghost with hit dice equal to half his level, rounded up.
Lifelike Ghost: ?
Lightning Ghost: This ghost died when it was struck by lightning – natural lightning, the lightning breath of a dragon, the lightning bolt of a wizard, or perhaps the lightning strike of druid.
Four ounces of ectoplasm enables the imbiber to cast a lightning bold at a level equal to that of a magic-user with levels equal to the hit dice of the ghost that provided the ectoplasm. The ability to cast the lightning bolt lasts for 1d6+6 turns before the ability fades. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of lightning ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm shocks the insides the imbiber, who suffers 1d6 points of damage hit die of the ghost who provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as a Lightning Ghost with hit dice equal to half his level, rounded up.
Monster Ghost: This ghost is the ghost of a monstrous creature (not an animal, demon, or humanoid). Dragons, giants, chimeras, lamias, nagas – just about any Chaotic monster is apt to become a ghost, as are a few Lawful or Neutral types who die tragic deaths.
Nanny Ghost: ?
Butler Ghost: ?
Manservant Ghost: ?
Maid Ghost: ?
Servant Ghost: ?
Nightmare Ghost: Imbibing four ounces of nightmare ectoplasm allows the imbiber’s spirit to leave their body and enter the Ethereal Plane; they can then manifest on the Material Plane as a Nightmare Spirit, effectively as a ghost of the same hit dice as the ghost who provided the ectoplasm. The spirit of the imbiber remains a ghost for 1d6+6 turns, and possesses all the basic abilities of the ghost who provided the ectoplasm, plus the Nightmare Ghost special ability. If the spirit of the imbiber does not return to his body by the end of the duration, or if the spirit is slain in ghost form, the imbiber rises again immediately as a Nightmare Ghost, with hit dice equal to half his level, rounded up.
Pipeweed Ghost: This ghost died from smoking too much pipeweed (such as via pipelung), or died from the secondary effects of a magical form of pipeweed, or simply died while smoking pipeweed and his last thoughts were, “I wish I could have smoked more pipeweed…”
This ectoplasm, naturally, invariably takes the form of a pipeweed-like material. Pipeweed ectoplasm must be smoked for it to have any effect. One ounce is enough. When smoked, the smoker must make a saving throw versus Spells; if the save succeeds, the smoker gains the ability to breathe out a cloudkill spell, exactly as per the ghost that provided the ectoplasm.
If the saving throw fails, the smoker must check out the results of the failure on the Pipeweed Ectoplasm Failure Table. This result is modified by a number equal to the hit dice of the ghost that provided the ectoplasm; add the hit dice to the total amount by which the smoker failed his saving throw.
Pipeweed Ectoplasm Failure Table
Failed by Effect
1 to 5
Sleepy: The smoker falls into a deep coma for a number of hours equal to the hit dice of the ghost that provided the ectoplasm.
6 to 10
Freaked: The smoker must make a saving throw versus Spells against fear, using the Fear Effects Table and the hit dice of the ghost that provided the ectoplasm as a penalty to the saving throw. If the saving throw succeeds, the victim suffers effects as per sleepy, above.
11 to 15
Buzzed: The smoker is confused, as per the spell, for 1d6 rounds per hit die of the ghost that provided the ectoplasm.
16-20
Harshed: The smoker goes berserk, attacking anyone he sees with full ability, using all spells and powers to try to kill whatever he can see. This effect lasts for 1d6 rounds per hit die of the ghost that provided the ectoplasm.
21+
Possessed: The ghost that provided the ectoplasm, provided it has not been destroyed, arrives from wherever it might be and instantly possesses the victim, as though with the Possess the Living ability (no saving throw). If that ghost has been destroyed, another Pipeweed Ghost has a chance to pop in and possess the victim immediately, though the victim gets the usual saving throw against this effect, with a penalty equal to half the hit dice of the original ghost, rounded up.
In addition, every time he smokes pipeweed ectoplasm, the smoker must make a percentile roll against the total number of ounces of pipeweed ectoplasm he has ever smoked; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, he has contracted a severe and debilitating form pipelung, a disease that often afflicts pipeweed smokers. This version of the disease causes the victim to be unable to heal naturally or magically, except through the use of the cure disease spell to remove the disease entirely. He suffers one hit point of damage every day. Every week he loses one point of Strength, Constitution, and Dexterity. If the disease is not cured with magic, the victim eventually dies of the effects; 24 hours later he rises again as a Pipeweed Ghost, with hit dice equal to half his level, rounded up.
Plague Ghost: Consuming four ounces of plague ectoplasm allows the imbiber to possess a victim as though he were a Plague Ghost with hit dice equal that of the ghost who provided the ectoplasm. When the ectoplasm is consumed the imbiber’s soul rises from his body like a ghost; the body remains in a coma, much as with the magic jar spell. The imbiber then has one chance to possess a target within 1d6+6 turns; if he fails, his soul is drawn back to his body instantly.
If he succeeds, then he must remain possessing the victim as long as he wishes for the victim to be plagued. If the imbiber remains possessing the victim at the point of death, the imbiber must make a saving throw versus Death; if the save fails, the imbiber also dies, and rises again immediately as a Plague Ghost with hit dice equal to half his level, rounded up. Otherwise he is free to return to his own body.
Poison Ghost: This ghost met his mortal end through poison – perhaps in a wine cup among erstwhile friends, or slain by a poison needle trap, or envenomed by a snake or spider, or through the breath of a sea dragon.
As the ectoplasm of a Poison Ghost is mixed with its poison, if the ectoplasm is imbibed within one turn per hit die of the ghost, the imbiber actually poisons himself as per the contact poison, above, with no saving throw, and suffering 1d6 points of poison damage per ounce consumed. If he dies through this damage, he rises again 24 hours later as a Poison Ghost with hit dice equal to half his level, rounded up.
Four ounces of poison ectoplasm enables the imbiber to spit a ball of poison equal to that of a ghost with as many hit dice as the ounces of ectoplasm the imbiber consumed. Consumed this way, the ability to spit a ball of poison lasts for 1d6+6 turns before the ability fades. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of poison ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the poison ball explodes inside guts of the imbiber, who suffers 1d6 points of damage per hit die of the ghost who provided the ectoplasm.
If he dies through this damage, he rises again 24 hours later as a Poison Ghost with hit dice equal to half his level, rounded up.
Poltergeist: ?
Radioactive Ghost: This ghost died through radioactive mishap, either through exposure to excessive natural radiation; magical radiation attack; radioactive blast from a radiation gun; walking through a radioactive crater; or by being caught directly in a nuclear explosion.
It is a bad idea to imbibe radioactive ectoplasm, as no known magic or science can separate out the radiation from the ectoplasm. Any living being that imbibes radioactive ectoplasm suffers 1d6 points of damage per hit die of the ghost that provided the ectoplasm per ounce, with no saving throw against the damage. If the imbiber dies through this damage, he rises again 24 hours later as a Radioactive Ghost with hit dice equal to half his level, rounded up.
Robotic Ghost: This is the ghost of a robot, android, clockwork being, golem, living statue, or some other mechanical or magical construct that was tragically destroyed through mischance and/or violence. Rarely, such creations develop a mind and soul of their own; often in such cases, when their physical existence ends in horror and tragedy, the soul lives on with no place to go, as there are few gods that would claim such a soul for their own.
Shackled Ghost: ?
Shrouded Ghost: ?
Skull Thrower Ghost: Four ounces of this ectoplasm enables the imbiber to form and throw an ectoplasmic bomb in exactly the same fashion as the ghost that provided the ectoplasm. The bomb must be thrown within 1d6+6 turns of consuming the ectoplasm. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of skull thrower ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. A failed save indicates that the bomb goes off in the imbiber’s hand, dealing its damage to the imbiber. If the imbiber dies in this fashion, the imbiber rises again immediately as a Skull Thrower Ghost, with hit dice equal to half his level, rounded up.
Spectral Music Ghost: ?
Spectral Steed: ?
Stuck in Time Ghost: If a newly-risen ghost was slain by a ghost that is Stuck in Time, the new ghost must make a saving throw versus Spells; if he fails, he joins his maker in whatever vignette of death and mayhem the creator is stuck.
Tasked Ghost: This ghost died with an unfinished task that now ties it to the mortal plane. This might be something as simple as making a journey from one side of the road to the other; or making a journey home from across town; or seeing their little child one last time. The task might be great and monumental, such as building a great pyramid; seeing that the rightful heir is placed on the throne of a kingdom; or even building an empire.
Thunder Ghost: Also known as a Storm Ghost, this ghost’s mortal form died during a great thunderstorm, as the result of weather magic, or at the hands of a djinn or other creature with the powers of thunder and lightning.
Four ounces of thunder ectoplasm enable the imbiber to emit a thunder strike equal to that of the ghost that provided the ectoplasm. The ability to emit the thunder strike lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of thunder ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the thunder explodes inside the imbiber, who suffers 1d6 points of damage per hit die of the ghost, with no saving throw.
If he dies through this damage, he rises again 24 hours later as a Thunder Ghost with hit dice equal to half his level, rounded up.
Trickster Ghost: Having had a miserable if not outright horrific family life while living, this ghost likes to take on the appearance of the recently deceased and haunt their still-living loved ones in order to cause grief and suffering.
Four ounces of trickster ectoplasm enable the imbiber to polymorph into a specific individual that he has studied or personally known for at least one week. The physical semblance is perfect, down to facial features, mannerisms, and voice, though the imbiber knows no more of the target than he has learned during his study or acquaintance. The effect lasts for one day per hit die of the ghost that provided the ectoplasm.
When the effect ends, the imbiber must make a percentile roll against the total number of ounces of trickster ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the imbiber is permanently stuck in the new form he has taken on; if he dies while in the new form, he rises again 24 hours later as a Trickster Ghost with hit dice equal to half his level, rounded up.
Unwitting Ghost: ?
Vengeful Ghost: ?
Wandering Ghost: This ghost is cursed to wander the Earth, unable to remain in any one place for any length of time.
Warning Ghost, White Lady: Warning Ghosts often arise because of the tragic nature of their deaths, usually involving murder, treachery, deceit, adultery, or treason.
For example, the ghost of a merchant who was slain by bandits along a lonely stretch of road might appear to travelers to warn them when bandits are in the area; or might appear to the bandits, to try to dissuade them from their banditry. The ghost of a noblewoman who was murdered by her husband for her infidelity might appear to a woman who is about to have an adulterous liaison; or might appear to a woman whose husband is about to have an adulterous liaison. The ghost of a woman who died of disease might appear to a person who has contracted a disease, or whose loved ones are diseased. The ghost of a man who was murdered might appear to a person who is about to be murdered, or to the person who is about to commit the murder. The ghost of a sea captain who died setting out to sea in choppy waters might appear to sailors who are about to encounter a storm; and so on.
Wind Ghost: Also known as a Rain Ghost, this ghost’s mortal form died during a great windstorm or rainstorm, as the result of weather magic, or at the hands of a djinn or marid or other creature with the powers of rain and wind.
Four ounces of wind ectoplasm enable the imbiber to emit a gust of wind equal to that of the ghost that provided the ectoplasm. The ability to emit the gust of wind lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of wind ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the wind tears apart the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost, with no saving throw. If he dies through this damage, he rises again 24 hours later as a Wind Ghost with hit dice equal to half his level, rounded up.

Skeleton: Ghost Generator magic item.
Zombie: Ghost Generator magic item.

Remove Curse: If the ghost is a Cursed Ghost, Embodied Ghost, Guardian Ghost, or other ghost with a cursed limitation, it might remove the cursed limitation, freeing the ghost from its duress vile. Refer to those ghostly special abilities for more details.
The reverse of the spell, bestow curse, can be cast upon the body of a being that died within the last turn (10 minutes); if the body fails a saving throw versus Spells, the soul of the body is dragged back from wherever it was heading and is respawned as a ghost, with hit dice of half its original level, rounded up. Note that the spell provides no control by the caster over the Cursed Ghost, but the spawned ghost can not attack the one who bestowed the curse.
The reverse of this spell can also be cast upon a ghost, in order to force it into an object and thus trap it there as an Embodied Ghost, or to subject the ghost to some other ghostly limitation. If the ghost fails it’s saving throw versus Spells, it is gains the new limitation.

SPAWN GHOSTS (REVERSIBLE) [NEW]
Level: Cleric 4, Magic-user 6
Duration: Permanent
Range: 60’
This spell causes the soul of the recently deceased to rise again as ghosts under the control of the caster. The undead can be ordered to follow the caster or remain in the area and complete such orders as they are given. The unfortunate souls remain ghosts until they are destroyed or until the caster dismisses them, freeing the soul to return to its final resting place. The caster must be within range to dismiss the ghosts.
The caster may spawn a number of hit dice of ghosts equal to his level, though he is also limited by the hit dice/levels of the souls of the corpses he has available. A cleric may call back the soul of a deceased being that has been dead for no longer than one week for a 7th or 8th level caster; one month for a 9th or 10th level caster; one year for an 11th or 12th level caster; 10 years for a 13th or 14th level caster; 100 years for a 16th to 20th level caster; and 1000 years for a caster of 21st level or greater. A magic-user may call back the soul of a deceased being that has been dead for no longer than one week for an 11th or 12th level caster; one month for a 13th or 14th level caster; one year for a 15th or 16th level caster; 10 years for a 17th or 18th level caster; 100 years for a 19th or 20th level caster; and 1000 years for a caster of 21st level or greater.
A prospective ghost’s hit dice is limited to the level the soul possessed in life; if spawning a ghost from an animal or monster corpse, it is limited to the hit dice it possessed in life.
A soul gains a saving throw against being spawned as a ghost only if it was Lawful (Good); if the saving throw succeeds, the spawning fails, and that soul can never be brought back as a ghost. Spawned ghosts have the usual chance of possessing ghostly special abilities.
The reverse of this spell, destroy ghosts, can be cast to instantly destroy one or more ghosts, up to a total hit dice equal to the caster’s level, within range and within a 30’ diameter circle. The lowest hit die ghosts are affected first, then higher hit die ghosts. All ghosts get a saving throw versus Spells; if the save fails, they are instantly and permanently destroyed. If the save succeeds, they cannot be targeted by this spell cast by the same caster until after the next sunset.

Cursed Scroll of the Unholy Spirit: This cursed scroll, when read, requires the reader to make a saving throw versus Spells; failure indicates the reader is immediately slain and rises again one round later as a ghost of hit dice equal to half the deceased’s level, rounded up. The new ghost is a Cursed Ghost (see Ghostly Special Abilities), with the usual chances of having further ghostly special abilities.

Ghost Generator: This large device traps the souls of those who perish near it, ripping apart the souls and combining them with energy from the Negative Energy Plane to create ghosts. A ghost generator has a power rating of 1 to 10; this indicates the largest hit die ghost it can create using soul energy. The power rating is also the range in hundreds of feet of the soul-capturing ability of the ghost generator, i.e., 100 to 1,000 feet. Any intelligent being with a soul that dies within that range must make a saving throw versus Spells; if the saving throw fails, the soul of the being is trapped in the ghost generator. Lawful (Good) beings get a +4 bonus to the saving throw. As long as the ghost generator has souls in it, it is operational and can generate ghosts.
Every round the ghost generator is operational, roll a d6; on a 1-3 nothing happens that round; on 4-6 it creates a Presence (1 HD ghost). If the roll is a 6, roll again; on a 4-6, it creates an Apparition (2 HD ghost) instead of a Presence; as long as you continue to roll a 4-6, increase the hit die of the ghost by one and roll again, and roll again if the roll is a 6, until you do not roll a 4-6, or you reach the power rating of the generator, or you run out of soul levels in the generator. Each ghost generated drains its number of levels or hit dice from the level or hit dice of the soul that has been held the longest by the generator. When that soul has all its levels or hit dice drained, it is destroyed, and that being cannot be raised or resurrected short of the application of a wish.
If the soul currently being drained died in a manner applicable toward the creation of a ghostly special ability, or otherwise possessed its own pertinent abilities (such as the soul of a red dragon and the Fiery Ghost ability) roll normal chances to see if the ghosts generated possess that special ability; otherwise, generated ghosts have no additional ghostly special abilities.
Ghost generators vary greatly in appearance. Some are large gem-encrusted metal spheres glowing with a crackling aura of black energies; others are great towers made of bones and skulls buried in shadow; some are thick stone statues of demonic mien with glittering eyes for gems; and still others appear to be gargantuan writhing masses of flesh and blood (these last can also generate skeletons and zombies). Some are still controlled by their creators, who control the ghosts created by the ghost generator; most are long abandoned by their creators, who are long dead (and perhaps were transformed into ghosts by their creation), and are running on automatic, filling the dungeon with random ghosts…

Ring of Wraiths: This smooth ring appears to be made carved from solid smoky-black obsidian; glittering silver words in an unknown tongue arc like electricity within the torus of the ring. The wearer may use the ring to become ethereal, as per oil of etherealness, at will; the journey there takes one round, and back again takes but one round. Should the wearer of the ring of wraiths ever die while wearing the ring on the Ethereal Plane he rises again instantly as a ghost with hit dice equal to half his level, rounded up.
No wraith can ever attack a wearer of the ring of wraiths; the wearer gains a -2 bonus to Reaction checks with wraiths. The wearer of the ring of wraiths may attempt to take control of any wraith within 60’; the wraith falls under the ring wearer’s complete dominion if it fails a saving throw versus Spells. If the wraith succeeds in his saving throw, the ring can never control that wraith. The wearer of the ring of wraiths can maintain control of one wraith for every hit die (not level) he possesses; if he already controls as many wraiths as possible, he may dismiss one from his service to attain the domination of another.

Robes of Etherealness: These magical hooded robes are designed to be worn by a cleric, druid, magic-user, or elf (of the elf racial class). They operate in everyday fashion as per a cloak of protection, providing the wearer with magical bonuses to Armor Class and saving throws.
The robe also enables to wearer to become ethereal, as per oil of etherealness. The duration is 1d6+6 turns, though the wearer can end the effect earlier simply at will, and the transference from Material Plane to Ethereal Plane takes but one round, not three rounds. Each use of the robe in this manner uses 1 charge.
A robe of etherealness has a number of charges equal to its bonus multiplied by 5. For every 5 charges used the magical bonus of the robe decreases by 1 point. Once the ethereal charges drop to 0, the robe becomes a normal non-magical robe.
These robes often offer superior protection than simple cloaks:
Robe of Etherealness Bonus
D100 Bonus
01-40 +1
41-70 +2
71-90 +3
91-97 +4
98-00 +5
Anyone not of the cleric, druid, magic-user, or elf class who wears the robe gains the normal protection bonuses of the robe; if he learns the ethereal properties of the robe, he may attempt to use them, though proper use is not certain. The wearer must make a saving throw versus Spells each time he uses the robe to go to the Ethereal Plane; if the saving throw succeeds, the transfer is completed normally. If the saving throw fails, something goes wrong… perhaps horribly wrong.
Robe of Etherealness Saving Throw Failure
Failed by What Happens
1 to 3
Nothing; one charge is used and the robe fails to take the wearer to the Ethereal Plane.
4 to 6
Cosmic Backlash; magical energy arcs all around the wearer from the robe, draining 1d6 charges, causing a like number of d6s in damage to the wearer, and blinking the wearer for a like number of rounds to a random nearby location.
7 to 10
Wearer is transported to the Ethereal Plane, but finds out when he attempts to return that it was a one-way trip, as the robe has permanently lost its magic…
11 to 15
Wearer is blasted through the Ethereal Plane into a nearby plane other than the Material Plane.
16+
The wearer dies instantly, horribly, and spectacularly, and rises again immediately as a ghost of hit dice equal to half his original level, rounded up. For the first 2d6 turns of his existence he is in a maddened state, seeking to slay or destroy anything encountered in and on the nearby Material and Ethereal Planes.

Guidebook to the Duchy of Valnwall
Blood Reaper: ?

Howler (LL)
Ancient Skeleton: ?
Zellula, Hill Mummy: ?
Ruella, Hill Mummy: ?
Allor, Hill Mummy: ?
Hill Mummy: Hill mummies are created by rural cults in areas that lack the wealth and power necessary to create greater mummies. These mummies can be worshiped and idolized or they can be used as guardians. If properly raised with the correct rites and rituals they maintain their original alignment and ability scores and can be consulted for wisdom or help. When raised in this manner they will only remain animated for 1 day per cleric level of the high priest or priestess that raised them. After that point they return to their sarcophagus and slumber for at least one year before they can be raised again. If raised improperly by having their coffins unsealed or their true names recited aloud without the accompanying rituals, they will rise as monstrous creatures bent on destroying everything around them, an unfortunate side-effect of the quality of magic used to create them.

In the Shadow of Mount Rotten
Goblin Skeleton: ?
Orc Skeleton: ?
Goblin Zombie: ?
Hobgoblin Skeleton: ?
Orc Zombie: ?
Hobgoblin Zombie: ?
Orc Ghoul: ?
Ghoul: Slain victims of an orc ghoul eaten, or rise as ghouls the next night.

Labyrinth Lord Monsters
Ghast: ?
Ghost: ?
Ghoul: ?
Groaning Spirit, Banshee: ?
Lich: ?
Mummy: ?
Skeleton: ?
Spectre: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?

LL Monster Cards Set 1
Skeleton: ?
Zombie: ?
Ghoul: ?
Wight: Successful hit causes Level Drain 1 level/hit die from victim, no saving throw. If reduced to level 0, victim dies and becomes a wight themselves in 1d4 days.

LL Monster Cards Set 3
Wraith: Successful hit drains 1 levels + damage PCs who reach 0 levels become specters themselves and must obey the master.
Vampire: Hit drains 2 levels + damage. PCs who reach 0 levels become vampires themselves and must obey.
Spectre: Successful hit drains 2 levels + damage. PCs who reach 0 levels become specters themselves and must obey the master.
Mummy: ?

Lesser Gnome's Creature Catalog
Restless: Restless are undead animated corpses of souls trapped in a purgatory. The path to their cursed existence began with the unfortunate circumstances of their death. Their burial preparations were either forgotten or ignored. The rites that prepared their souls for separation from their material bodies were denied them. The failure to find peace in the afterlife has animated their bodies as vessels of mindless rage and aggression toward the living.
Malice: Once the decomposition of the body is complete, the souls of the restless are lost forever. A corporeal energy remains. Such energies coalesce to form the next stage of the undead cycle, the Malice
The Malice is the second stage in the undead cycle.
This entity has shed its weak restless sinews and gained a focused and evil preternatural mind.

Mad Monks of Kwantoom
Spectre: ?
Wight: ?
Vampire Kitsune: ?
Shadow: ?
Skeleton: ?
Undead: Magic Effects 86-90
Ghost: ?
Groaning Spirit: ?
Vampire: ?
Vampire Cleric: ?
Vampire Magic-User: ?
Vampire Monk: ?
Rolong: Rolong are magically constructed undead creatures akin both to golems and to ghosts.
They are constructed by means of a magical tome or a magic-user of 11th level or higher employing the following spells: magic jar, fumble, geas, strength and a cleric of 11th level or higher employing the following spells: animate dead, animate objects, fear. The cost in materials is 500gp per hit point of the rolong, and it requires 15 days' construction time.
They are constructed by means of a magical tome or a magic-user of 11th level or higher employing the following spells: magic jar, fumble, geas, strength and a cleric of 11th level or higher employing the following spells: animate dead, animate objects, fear. The cost in materials is 500gp per hit point of the rolong, and it requires 15 days' construction time. A manual of rolongs is worth 2,000xp and 15,000gp. It requires 20,000gp and 15 days for a rolong with full hit points and can be read both by clerics and magic-users. Characters from other classes touching a manual of rolongs will suffer 5d4 points of damage from opening the work.
Tanwo: Once a victim is paralyzed, the tanwo forfeits its sword attack and begins to chew on them in order to feed itself, causing d4 damage per round of such treatment. When a victim dies because of these bite wounds, it rises from the dead as a tanwo itself d4 rounds later.
Zulang: Zhulang spirits are undead creatures risen from the grave of exceptionally greedy and covetous humanoids.

Misty Isles of the Eld
Lady Szara, Strigoi: ?
Eld Mommy Ghost: A former (male) Eld commander’s spirit force has been drafted by Bav’s powerful id into playing the grieving mother.

Myrkridder – The Demonic Dead
Myrkridder: Myrkridder are intelligent undead animated through magical means, usually by a necromancer exhuming a corpse or assembling one from other bits of corpses, and either by calling back the spirit that once occupied the corpse or by summoning a different fiendish spirit, devil, or demon to animate the assembled corpse.
The vast majority of myrkridder spirits are summoned from Hell or one of the other Underworlds of the Damned. These Evil souls are usually quite happy to be dragged back to the world of the living, even in service as an undead creature enslaved to their creator, as this means they are no longer being tormented, and can often act in the evil and vile ways that they enjoyed in life. Souls condemned to one of the more neutral afterlives could be called back, but would be more free-willed and more likely to resist the control of their maker. Some necromancers, if they trap the soul of a recently deceased Goodly person ere it goes to its rightful reward, can magically force the Good soul into a corpse and compel it to serve them as a myrkridder; these accursed beings live a virtual hell on earth, forced to do the vile bidding of their unnatural master.
Most myrkridder are created from humans; a few are created from elves, while dwarf and halfling myrkridder are virtually unknown.
Myrkridder Carrion Steed: Hestermorth myrkridder outrider special ability.
Once per night a myrkridder outrider has the ability to kill a horse (or horse-like animal that can be used as a mount) with a mere touch; the horse rises again as a carrion steed 1d3 rounds later. Carrion steeds created this way are destroyed with the light of the next sunrise.
Myrkridder Champion: Myrkridder champions are myrkridder soldiers and sergeants who have risen through the ranks or were prominent villains in their mortal lives; some were created from the body parts of the most despicable villains and animated by the spirit of a potent devil or demon.
Myrkridder Hag: The only common female myrkridder are myrkridder hags, created by necromancers with certain unnatural lusts beyond even those common to their kind. These are usually the animated bodies of once-beautiful women; some were witches or sorceresses in life, returned to serve a new master, others courtesans or noblewomen animated by the spirits of devils or demons.
Myrkridder Minstrel: Myrkridder minstrels are special myrkridder, in their former lives bards, skalds, minstrels, troubadours, or other musically-inclined entertainers of little to great talents.
Myrkridder Myrkulf: Myrkulfs are a horrible form of undead that combines body parts from humans and dire wolves, infused with the magical essence of werewolves and the blood of trolls.
Due to the methods and rituals involved in their creation, myrkulfs can pass on the werewolf lycanthropic disease to those whom they have damage, as per any normal lycanthrope.
Myrkridder Outrider: ?
Myrkridder Sergeant: In life, myrkridder sergeants were warrior noblemen, robber barons, and other mid-level villains of some talent, wealth, and status.
Myrkridder Soldier: They are the animated corpses of common soldiers and rabble, their vile souls summoned back from Hell to do their creator’s bidding.
Most are inhabited by the souls of brigands, thieves, ruffians, and ne’er-do-wells, though a few are of more elevated origins, such as noblemen or infamous outlaws, and like to remind their fellow myrkridder and their victims of their high-society or famous status.
Purple Svein: PURPLE SVEIN was a poisoner in life; he was slain by application of large quantities of the same poison he used to kill his victims.
Finnbogi the Flayed: FINNBOGI THE FLAYED was a cannibal and murder, flayed to death for his crimes.
Janglebones: JANGLEBONES had lost most of his flesh before he was animated.
Arkyn the Ancient: ARKYN THE ANCIENT died of old age and got away with his terrible crimes unpunished during his lifetime.
Garm the Wolf: GARM THE WOLF literally has a wolf’s head; his creator discovered the body of a mighty but headless warrior and his dire wolf companion in a barrow, and decided to have an interesting experiment.
Goldbelly: GOLDBELLY was a greedy glutton in life, and was put to death for embezzling from his chieftain.
Grimhilda: GRIMHILDA was thought to be a witch, but really she was merely an old gossip who used her knowledge to blackmail her neighbors. They had her condemned as a witch and had her body staked in a bog to keep it from rising as a draugr. Some of the magic of other nearby staked witches passed on to her ere she was brought back as a myrkridder.
Draugr: ?
Crow Killer: CROW KILLER was a wild-man who killed anyone foolish enough to pass through his fells; eventually the local lord and his men caught up with his and hung him for the crows.
Pete o' the Bog: PETE O’ THE BOG is a bog myrkridder; in his case he was a cultist of Loki who stole from his priest and ended up being a sacrifice, tied and drowned in a bog.
Lovely Varskuld: LOVELY VARSKULD was the concubine of a chieftain who sought to rise higher by killing her master’s wife; she failed, was caught, and was punished by being torn apart by oxen. Her necromancer master re-assembled her, hoping to create a paramour, but her damned soul ripped from Hell was too drear and evil even for him.
Garth the Heartless: GARTH THE HEARTLESS was a fallen paladin of Hermod; he was a giant of a man, given to great mirth and kindness, ere he fell to the wiles of an enchantress. He was slain by his paramour’s enemy, the necromancer who now commands him as a myrkridder champion. His master carved out his heart, which still had a glimmer of hope and goodness, and keeps it in a magically locked and trapped box in a hidden crypt. In place of the heart, in the open wound, Garth now carried a jar holding a cackling imp who mocks the former paladin with the recitation of his sins merely for his master’s amusement.
Einar the Angry: EINAR THE ANGRY was a member of a band of outlaws; he rarely followed orders, and ended up getting himself and several of his companions killed when he didn’t retreat when he was ordered to do so.
Eirik the Odious: EIRIK THE ODIOUS was a most unpleasant man in life; he was an inveterate molester, buggerer, and rapist of anyone and anything he could get his hands on. The law finally caught up with him and he was thoroughly broken on a wheel. His shattered body was mostly re-assembled by his master, though the bits he valued most had been cut away and burnt to ashes by his executioner. He makes for a bitter, angry myrkridder; he walks in a disjointed way, with many a creak and clatter, as his bones never really fused together well with the necromantic ritual.
The Spider: THE SPIDER was a strange experiment; his creator thought perhaps he could get more use out of a single myrkridder with a human body, four human legs, four human arms, and the head of a giant spider, and so one was assembled, with a bestial demon summoned to inhabit the corpse.
Audolf: AUDOLF was a noble warrior, part of a warband, though he was craven and cowardly fled from a battle that got his chieftain’s son killed. As punishment he was buried alive in a barrow; too cowardly to kill himself, he drank barrow water and ate rats and the rotting flesh of the barrow’s inhabitants until he slowly died from lack of fresh water and real food.
Big Bruin: BIG BRUIN was a werebear in life; as a myrkridder he is eternally cursed to be caught in the form of a half-man, half-bear, with blood-matted fur, great fangs, and terrible claw-like hands. He betrayed his clan to his necromancer master for gold and power; he just did not understand what the “power” offered by his new master meant.
Jigsaw: JIGSAW is stitched together from dozens of different bodies and is inhabited by a potent demon; he has a few too many fingers, a couple of odd eyeballs in strange places, and a second face in place of his genitals.
Wee Jack: WEE JACK was merely a child of 10 years when he was staked; what crimes he committed none know, not even his master, but the terrible smile that crosses his face when he is asked makes even hardened myrkridder shudder in fear.
Black Andras: BLACK ANDRAS was a midwife who amused herself by ensuring the stillborn-births of women she disliked. She was drowned in a bog for her crimes.
Storr the Mighty: STORR THE MIGHTY was a great outlaw chieftain in life; he now serves his master as a champion.

Petty Gods
Ghoul: Ghouls and ghasts are supposedly creatures of Kypselus' own hideous design and are considered particularly sacred.
Ghast: Ghouls and ghasts are supposedly creatures of Kypselus' own hideous design and are considered particularly sacred.
Kahladaht: Kahladaht the Once Deified was once a great knight in the service of a god of law and virtue. During a crusade in a foreign land Kahladaht was tricked by a necromancer into slaying the avatar of his own god during an execution. Upon realizing what he had done the knight wandered into the desert. There he dwelt for forty days attempting to repent for his sin. In the end his god was unforgiving. Kahladaht, lost, now thought only of revenge. He sought the necromancer out, but in his fragile state of mind was seduced by the necromancer’s honeyed words. Kahladaht served the necromancer until he was slain in battle, after which he was brought back as a powerful undead being to serve his new master for eternity. Kahladaht, however, grew ambitious and struck his master down, claiming his keep and undead legion for himself. The undead knight spent years studying the forces of necromancy and cults related to the dread practice. In doing so he discovered some of the secrets of immortality, and indeed divinity. From a demon prince, he learned a secret which allowed him to siphon some level of power from the goddess of death. He had secretly stolen enough power to nearly become a true god, but the followers who flocked to him upon acquiring such power also attracted the unwanted attention of adventurers and would-be heroes. One of these bands was able to perform a ritual in an ancient palace known as “Where Angels Fear to Tread.” It alerted the goddess of death to Kahladaht’s scheme and he was stopped. Some of his power was taken from him at this time and he was left a broken and petty god, always ambitious and seeking more power.
Nyctalops: ?
Vampire: It is also rumored that it is Nyctalops, not Ambrogio*, who is truly the first vampire.
* According to The Vampire Bible, Ambrogio was the first vampire, cursed jealously by Apollo for Selene’s affection.
All those who find themself lost, both literally and figuratively, are his “children,” and he is their “father.” When the moon is bright, he stalks the fields in search of those who have gone astray and “leads” them (willingly or unwillingly) back to his home Aloas—a grotto set high in a dark cliffside. It is there he forces his children to drink his lunar wine (fermented from the blood of the moon) from a battered chalice forged of alien metal (akin to silver). Any living creature taking a sip of this wine must save vs. death or be turned into a vampire (with an additional save required for each additional sip).
Hedel Man: Those with the wherewithal to resist her gaze will still have to contend with Xinrael’s hedel-men entourage, a motley assortment of humanoid, rotting fruit-folk brought to un-life by the necro-vivimantic properties of her divine sputum.
Bogling, Bog-Standard Bogman: Bog-standard bogmen are the remains of people who died after a long struggle to get unstuck from an ignominious death in swamps or tar pits. Just as the torches of the search parties disappeared into the surrounding mire, they squeaked a last, pathetic plea for salvation and were summarily instilled with a mote of blasphemous quintessence of the god of that bog (known in some locations by the name “The Bogfather”). As years of erosion or human activity sometimes results in a situation in which a bogman becomes uncovered again, it will finally rip itself free of its prison as the first rays of moonlight touch it. A bogman desires to find living souls to take its place beneath the muck; and any humanoids it places there will rise in a similar manner the next night.
Bogling, Hanged Bogman: Criminals in some areas are often hanged and given over to The Bogfather (a dark, petty god of swamps and coal), or to other gods of the bog, as a form of eternal punishment. However, sometimes a soul escapes the cool reach of the bog god’s realm and returns to its body. Preserved in weird ways by the acids of the swamp waters, hanged bogmen resemble soggy mummies.
Gloaming: ?
Heartless Dead: These spirits are the remains of mortals who were subjected to ixiptla or sacrificial heart-extraction whilst alive.
Sepultural Wyrm Captive Spirit: Additionally, each wyrm holds 1d3 captive spirits of warriors still being digested (a process that takes decades) which they can spit forth in ectoplasmic form at will to serve them.
Skeletal Servitor: Skeletal servitors are created from the corpses of dead angelic servitors through a process known only to the inner circles of the gods; what is known is that an animate undead spell alone is not enough to create one.
Skeletal Servitor Dreambringer: ?
Skeletal Servitor Enflamor: ?
Skeletal Servitor Hunter: ?
Skeletal Servitor Messenger: ?
Skeletal Servitor Negator: ?
Skeletal Servitor Temple Guardian: ?
Tetsuizke: As she was the first head priestess chosen by Curdle herself to be the head priestess of the order, Curdle took pity on her in death. Curdle begged her father, Ywehbobbobhewy (Lord of Waters, etc., etc.) to beseech the Jale God to grant Tetskuize’s soul immortality on the godling planes. The Jale God challenged Ywehbobbobhewy to a game of Crown & Anchor, and as the game ended in a draw, the Jale God begrudgingly assented to partially fulfill the request: he made Tetskuize a lich whose phylactery (a small cheese press) is kept locked away somewhere secret on one of the godling planes.
Animated Fallen Warrior: Animate Fallen Warrior spell.

Animate Fallen Warrior
Level : 5 Magic-user
Range: 60'
Duration : 1 turn
Similar to the spell animate dead, this spell animates a number of recently deceased warriors (who died within the last turn). The number of warriors that may be animated is equal to the level of the spellcaster plus 1d6. Each animated warrior fights and saves as a 1 HD monster (with 1d8 hp). Like all undead, animated warriors are immune to sleep, charm, and hold, and they are susceptible to the effects of turning. Animated fallen warriors will remain animated until all their newly required hp are lost, or until 1 turn has passed (whichever comes first). This spell may only be used on any fallen warrior once, after which they will immediately be taken up by The Fallen One.

Rabbits & Rangers - LL
Undead: ?
Skeleton: ?
Zombie: ?
Undead Ape: ?
Undead Tiger: ?
Undead Mouse: ?
Dog Skeleton: ?
Monkey Skeleton: ?
Mongoose Skeleton: ?
Rabbit Zombie: ?
Mouse Zombie: ?

Red Tide Campaign Sourcebook
Undead: A corpse left without funerary rites leaves its owner’s soul naked to the hunger of the Hell Kings in the afterlife. Good and pious souls can hope for the intercession of the kindly gods and their protection for their wayward soul, but less noble spirits have no such guarantee. Some are too frightened to leave this world, and so linger as fearful ghosts who nurse an unthinking hatred for the living who left them unshriven. It requires either a blessed servant of the gods or a stout weapon to force them onward into the afterlife. Places where great numbers of people died without the care of priests or funerary rites often serve as nests for groups of angry, frightened undead. Due to their lack of souls elves can never become undead, but dwarves and halflings sometimes experience the same terror of the world to come.
Skeleton: ?
Animate Corpse: ?
Hungry Ghoul: ?
Restless Specter: ?

Ruins of the Undercity
Skeleton: ?
Animal Skeleton: Animated skeletons of jackals, giant rats, stirges or giant scorpions.
Zombie: ?
Coffer Corpse: ?
Ghoul: ?
Huecuva: Undead spirits of wizards and clerics.
Ghast: ?
Rot Zombie: One worm per round jumps from a rot zombie to a random target. When the worm hits, it burrows into the skin in 1 round (cold iron, holy or blessed item to kill it) and then etches for the brain in d4 rounds (remove curse or cure disease to kill it meanwhile, neutralize poison and dispel evil merely slowing its progress for d6 turns). Turns the victim immediately into a rot zombie when it reaches the brain.
Spirit Troll: Invisible troll shadows spawned from the negative planes and the weaving of necromantic magic.
Wight: ?
Wraith: ?
Mummy: ?
Specter: ?
Death Knight: ?
Ghost: ?
Skeleton Warrior: ?
Lich Thief: When the Great Empire took hold upon the Eastern Marches, rebels and partisans fled into the wild. Further south, they reached an endless desert of silt and dust where they huddled together, building stockades and tall walls around the rare oases they could find.
Eventually, their villages spread and shaped a vast ramshackle metropolis rising high above the burning sands. The rebels, most of them thieves, scoundrels and bandits soon found ruins underneath. There, forgotten secrets of necromancy were found and the colossal statue of the Red Goddess was unearthed. The ancient cult of the Blood Moon was restored, and its minarets and spires now etch for the sky in the city.
Upon moldy scrolls, the thieves deciphered ancient magic spells and wove them into reality, turning themselves into eldritch undead creatures, shedding their human skin forever.
Crypt Aberration: ?
Eye of Chaos, Fear and Flame: ?

Silent Legions
Undead: The undead have a special place in the shadow world. Some seem to the product of human sins and vices, while others appear to be the consequence of magical contamination or otherworldly incursions. Some occultists theorize that the undead are actually intrusions of a different state of being from some neighboring Kelipah, an infection of a different order of life than this world supports. Others claim that they are actually the product of a parasitical outer entity that infests the corpses and minds of the wretched dead. The types given below are merely the most common varieties. Death blooms in strange abundance in the varieties of undead, and unique monstrosities are common to many investigators’ experience.
Zombie: ?
Ghoul: ?
Vampire: ?
Ghost: ?

Sinister Serpents New Forms of Dragonkind
Skeleton: Creatures slain by the slime dragon's acid are turned into undead skeletons and shadows (so two monsters per slain victim).

Stonehell
Undead: In recent years, the nixthisis‘ ever-waxing power has exerted a new influence on the dungeon. Due to the sheer amount of turbulent emotions that the creature has fed upon over the decades, the nixthisis has become a powerful force of Chaos. Like a massive turbine, the nixthisis constantly generates and expels waves of chaotic energy. This energy is causing the normally immutable forces of Law to degrade within the dungeon. On Stonehell‘s lowest levels, this malignant Chaos has transformed sections of the dungeon into nightmare realms of unpredictability, with the nixthisis as their ruler. Closer to the surface, the influence of Chaos is less visible, manifesting mostly in the form of the spontaneously created undead which prowl the upper levels.
For many decades, these prisoner-slaves worked away at the gold veins under the mountains. It came to pass that, as the miners dug away at a seam of gold, they uncovered a curious stele entombed in the earth. With the discovery of this ancient stone monolith, the miners unleashed a malevolent spirit back into the world, and, in an orgy of violence and blood, the miners turned on one another. Those who died in the mines rose again in new and awful undead forms.
Phantasm: Phantasms are the mindless, ghost-like spirits of those who died from catastrophe and are doomed to continue the actions they performed prior to their deaths.
Ghoul: ?
Skeleton: ?
Zombie: ?
Bone Thing: ?
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.
Bone Monkey: Spawned by a mixture of the magical residue in this area and the Chaotic energies of the nixthisis, these creatures are the animated skeletal remains of baboons.
Agony: Agonies are the undead spirits of those who were judged unworthy of receiving the Lady of Whips‘ final reward.
Pitman: ?
Ore Bones: Ore bones are indistinguishable from normal undead skeletons until observed up close. Only then are the mineral deposits that cake their exposed bones discernable. These mineral deposits, similar to those that form stalagmites and other cave formations, have seeped into the marrow of the ore bones‘ skeleton and encrust the exposed bones, making it tougher and more resistant to damage.

Stonehell Buried Secrets
Klydessia: So strong was her devotion and magic that she lingers on long after she should have gone on to her final reward. She has become an abide, a minor form of lich sustained by her power and the nixthisis‘ duplicitous mission.
Klydessia‘s magic and devotion have prolonged her existence long beyond her natural span of years. These forces have transformed her into an abide, a rare type of undead similar to a lich.
A note about Klydessia: She is an unusual abide due to the fact that she wasn‘t a true magic-user or cleric prior to her transformation. Klydessia was a witch-priestess, a special NPC class that will be detailed in a future Stonehell Dungeon Supplement.
Cthonic Hound: Chthonic hounds are the reanimated corpses of dogs that have been sacrificed to Chthonia Trimorphia. Infused with the deity‘s power, these zombie dogs act as guardians of sanctuaries dedicated to the goddess, Unlike most reanimated corpses, Chthonic hounds are in near-perfect condition, their bodies only marred by the sacrificial knife wounds that took their lives.
The most common sacrifices to Chthonia Trimorphia are dogs, some of which the goddess reanimates to serve her devotees.
Abide: When a magic-user or cleric of 8th level or greater achievement possesses an abnormally powerful drive or devotion towards a specific goal, that willpower can be sufficient to overcome Death itself. Sustained by both their sheer will and mystical energies, these atypical mortals linger on past their allotted time to become undead creatures known as abides.

Slumbering Ursine Dunes
Rusalka: ?
Zombastodon: Though colloquially called “zombastodons” by feckless wags who care not for life and limb, the Mammut Morbidium is a reanimated spirit-demon of the more mundane mastodon.
It is said that Kostej the Deathless himself had a hand in the base sorcery that first revivificated the lifeless corpses of the wooly elephantine pack animals so very much beloved by the northern rump-states of the Hyperboreans in the long glacial age that ended their civilization.

Tar Pits of the Bone Toilers
Bone Beak: ?
Skeleton Lizardman Guard: ?
Suzkilat, Ghost: ?
Skeleton Lizardman: ?
Ghast: ?
Zombie: ?
Ghoul: ?

The Basic Witch: The Pumpkin Spice Witch Tradition
Autumnal Rider: ?
Beheaded: A beheaded is a severed head or skull animated as a mindless undead sentinel that silently floats at eye level as it lies in wait for living prey or is sent out into the lands of the living to terrorize everyone it finds.
Bogan: Any goblin killed by a bogan or ghoul will rise as a bogan after it is buried.
Ghoul: Bloody bones are the remains of particularly evil people that have died a violent death. While evil in life, they were not powerful enough to come back to unlife as a ghoul or wight.
Skeleton Bloody Bones: Bloody bones are the remains of particularly evil people that have died a violent death. While evil in life, they were not powerful enough to come back to unlife as a ghoul or wight.
Wight: Bloody bones are the remains of particularly evil people that have died a violent death. While evil in life, they were not powerful enough to come back to unlife as a ghoul or wight.
Death Mask magic item.
Vampire Twilight's Child, Child of Twilight: ?
Vampire: ?
Zugarramurdi Bruja: The Zugarramurdi Brujas are undead witches that are believed to have come from the village of Zugarramurdi, Spain. Zugarramurdi was the scene of a huge witch trail in the 17th century. It was believed that these witches sold their souls to a devil named Akerbeltz. He gave them magical powers, silver, and a toad familiar. When alive they had power over animals and members of the opposite sex. It was believed that these witches could also spit poison. To maintain their power they had to sacrifice children on the night of the Summer Solstice.
Some of the accused died before they saw trail, but many of the witches were tried and executed. Their remains, which could not be buried in hallowed ground, were tossed into a cave where the witches used to meet; Cuevas de las Brujas ("Cave of the Witches").
It is said they returned from the dead on the next Summer Solstice.
The term now is used to refer to any witch that comes back from the dead due to improper burial.
Zombie: On a successful critical hit (natural 20) on any attack, they also drain 1 point of Wisdom and 1 point of Charisma from their victims. Any victim reduced to 0 in either ability will become a zombie under control of the Zugarramurdi Bruja, who killed it.
Cauldron of the Dead magic item.
Skeleton: Cauldron of the Dead magic item.
Undead: ?
Flying Undead: ?
Incorporeal Undead: ?
Ghost: ?
Banshee: ?

Cauldron of the Dead: This heavy cauldron of dark iron is large enough to accommodate a Medium-sized creature. When filled with a mixture of water and rare herbs, the cauldron transforms any dead body placed in it into a zombie or skeleton per the animate dead spell (the user chooses whether or not a zombie or skeleton is created from an intact corpse). Each corpse animated uses up 50 gp in materials, and the cauldron can animate a corpse in one round. The user of the cauldron commands the undead so created, up to 2 HD per character level, any further undead created over this limit is under the owner’s control, but previously created undead are freed.

Mask, Death: This mask is the visage of a skull or corpse. Once per day, the wearer can cast Finger of Death. Doing so is considered a chaotic act. If the wearer is killed with the mask on they can not be raised from the dead or resurrected. They will rise the next night as a wight.

The Black Gem
Undead: Unfortunately, one of the items buried with the merchant was a garnet pin. The stone was large and of an unusually deep red, so as to appear almost black. How he had come by it, no one knows, but he was not the original owner. It had been the prized possession of an evil necromancer years before, and was imbued with many of that wizard’s foul magics. The merchant had no inkling of the item’s powers, and so never used it.
As the gem lay in the ground, surrounded by death, its power reached out and began to corrupt the cemetery’s residents. Every new moon, its power would reach an apex, and the dead would rise. At first only one or two would shuffle out of their tombs or graves; but as time went on, more and more would stir.
The Black Gem magic item.
Skeleton: ?
Zombie: ?
Ghoul: ?
Wisp: ?
Skeleton Warrior: ?
Haunting: A haunting is not a true ghost in the undead sense. It is more like an echo of an ended life. Such things are not uncommon, as far as the supernatural goes. Here under the influence of the black gem, they appear much more often.
Ghost: ?
Sad Sondra, Sondra Fletcher, Ghost: Sondra Fletcher was a young girl of Gant, driven to suicide after being seduced by a wandering adventurer. She has haunted beyond the pale for many years. Since the black gem came to the cemetery, her power has grown.
Wight: If any living person approaches with 30' of the mausoleum, the gem will sense him. It will animate the merchant’s corpse as a wight and move to attack the characters.

The Black Gem
Buried with its owner decades ago, this garnet brooch is a cursed item infused with necromantic energies. It is a large, very dark garnet surrounded by small diamond chips (As jewelry, its estimated value is approximately 500 gold pieces). If wielded by a magic-using character, the item can cast a temporary version of animate dead once per day as a random level caster (2nd-12th), but the effect only lasts six hours. Using the gem (even once) causes the bearer to slowly (over weeks) take on a cadaverous appearance, as if undead himself, eventually taking on a lich-like visage. The gem is also cursed, so that whomever possesses it will refuse to willingly give it up. Remove curse or dispel evil can free the possessor of the gem, but only if cast by a 9th level or higher cleric. Any corpselike changes to appearance are permanent.
The jewel can be destroyed simply by smashing it, but doing so causes an explosion of negative energy in a 20' radius. The blast deals 2d6 damage to living targets and heals undead by the same amount. Any undead created by the gem—except those inside the blast radius—begin to decay rapidly, falling to pieces in one round. Those undead imbued with energy from the blast are affected by a haste effect for 3 rounds before crumbling.

The Cursed Chateau
Lord Jordain: Lord Jourdain turned to necromancy, black magic, and eventually demon worship as means to alleviate his world-weariness and boredom. He communed with elemental spirits, slew his servants and raised them from the dead, and even summoned dark beings from the netherworld, but he found no pleasure in any of these activities. Lord Jourdain eventually came to the conclusion that the mortal realm offered him nothing but tedium and so committed ritual suicide in the hope that the next world might prove more interesting than the present one.
Lord Jourdain’s spirit survived his death as he had hoped, but it was bound to his earthly home by a curse he could not explain. Thus, he could not move on to whatever reward – or punishment – awaited him in the afterlife. Instead, he remained forever linked to his chateau.
This secret room is also where Lord Jourdain committed ritual suicide, spilling his blood into a large basin that contained numerous magical herbs and chemicals. He hoped that this ritual would not only end his life but allow his spirit to roam freely through the cosmos. Unfortunately, he misunderstood the nature of the ritual he was attempting and so bound himself to the grounds of his chateau.
Skeleton: A result of Lord Jourdain’s intervention.
An undead ooze can also expel skeletons from its body, which fight on its behalf.
Hervisse the Cook, Wight: ?
Landri the Majordomo, Spectre: ?
Rixende the Maid, Wraith: ?
Zombie: ?
Ghoul: Servants of Lord Jourdain whom he tricked into cannibalism and thereby set on the path to becoming ghouls.
Dame Helissente, Spectre: This locked bedroom is now the haunt of Dame Helissente, a mistress of Lord Jourdain, who locked herself in this bedroom without either food or water in order to “punish” him for his having taken another lover. Helissente had hoped that Jourdain would express his love for her by saving her from wasting away, but, to her surprise and dismay, he found her actions diverting for a time and ordered the room bolted from the outside as well. He took pleasure in listening to Helissente’s begging for him to release her from the room, as well as her claims to having forgiven him for his “indiscretion.” The jilted mistress eventually died in the bedroom and her vengeful spirit rose as a vengeful spectre.
Undead Ooze: Created by Lord Jourdain through necromantic rituals.
Ghast: ?

The Dungeon of Crows - First 28 Rooms
Goblin Spirit: ?
Undead Goblin Witch Doctor: ?
Balegarm, Skeletal Fighter: ?

The Dungeon of Crows 2 - Avatar of Yog Sutekhis
Mungbat, Undead Goblin Witchdoctor: Mungbat had himself entombed, still living, with the bones of his four dead sons to sleep with him throughout eternity.
Flying Skull: Mungbat then calls upon the power of the infernal spirits he worships to animate 30 flying skulls.
Mungbat can call upon infernal powers to animate 30 flying skulls, once per week.
Mummified Jackal-Man: ?
Azure Skeleton: ?
Shard Skeleton: ?
Crypt Guardian: ?

The Evil of Witches Fen
Skeleton: ?
Zombie: ?
Wight: ?
The Gray Lady, Spectre: ?

The Hidden Serpent
Dwarf Wraith: Plans called for a second level, but in the lower caves, Zeglin discovered magic crystals in the walls and an ancient statue. Greedy for knowledge, he had the dwarven engineers killed and dumped their bodies unceremoniously for the stirges to suck. The outraged spirits of the dwarfs returned, thirsting for revenge, their rotting bodies becoming zombies. Their leader's ghost became a wraith and an evil spirit animated his corpse as a wight.
Dwarf Zombie: Plans called for a second level, but in the lower caves, Zeglin discovered magic crystals in the walls and an ancient statue. Greedy for knowledge, he had the dwarven engineers killed and dumped their bodies unceremoniously for the stirges to suck. The outraged spirits of the dwarfs returned, thirsting for revenge, their rotting bodies becoming zombies.
Dwarf Wight: Plans called for a second level, but in the lower caves, Zeglin discovered magic crystals in the walls and an ancient statue. Greedy for knowledge, he had the dwarven engineers killed and dumped their bodies unceremoniously for the stirges to suck. The outraged spirits of the dwarfs returned, thirsting for revenge, their rotting bodies becoming zombies. Their leader's ghost became a wraith and an evil spirit animated his corpse as a wight.

The Mad God's Jest
Skeleton: ?

The Manse on Murder Hill
Animated Kobold Skeleton: ?
Giant Toad Zombie: ?

The Overrun Mines
Goblin Skeleton: ?
Goblin Zombie: ?

The Tomb of Gardag the Strange
Skeleton: ?
Gardag, Wight: ?
Wife of Gardag, Former Wife of Gardag, Wraith: The wraith was a former wife of Gardag.
This small tomb has a coffin within it. Inside is the wife of Gardag, destined to always be by his side.
Zombie: If the PC’s open the Iron Maiden the[y] will find a very hungry zombie. The intended torture victim did not die, but turned.

The Tomb of Sigyfel
Skeleton: ?
Sigyfel, Ghoul: Sigyfel has recently been “reborn” by the demonic beings he worshiped in life. His body still lies in the sarcophagus, but he has become a fearsome ghoul, waiting for any fool to open the heavy lid so he can spring forth.

The Village of Larm
Undead: One day the new Abbot, Erkmar, was given a strange book made of human skin and written in blood, the so-called Dark Book of Grimic.
He knew he had to destroy it, so he initiated a ritual involving every single monk and cleric in the temple. They gathered in the church crypt, began chanting songs and prayers, lit magic candles and a huge fire, then threw the book on top of it.
The complex ritual wasn’t necessary, as this sort of book “wants” to be destroyed (see Appendix 6). Erkmar could have destroyed it with just a candle. Still his quick actions afterwards, and the fact that he immediately sealed the temple, prevented an even greater catastrophe occurring.
At first nothing happened, the book seemed to resist the fire. But suddenly, the Abbot was blinded by a roaring flame and the whole temple was engulfed in heavy black smoke that made it hard to breathe.
When he was able to see and breathe again, he gasped in horror, for what he saw was too terrible for him to behold.
Everyone in the temple, except for himself, had been transformed into a zombie, skeleton or other terrible form of undead. In shock, he stumbled all the way out of the temple and banged the door shut behind him, never to return again.
All the undead in this temple were transformed by The Dark Book of Grimic about 30 years ago.
Skeleton: Like all the monks and clerics in the temple, these acolytes were transformed into undead when the Dark Book of Grimic was destroyed 30 years ago.
Dark Book of Gimric.
Zombie: Dark Book of Gimric.
Ghoul: Dark Book of Gimric.
Wight: Dark Book of Gimric.
Wraith: Dark Book of Gimric.
Mummy: Dark Book of Gimric.
Spectre: Dark Book of Gimric.
Vampire: Dark Book of Gimric.

The Dark Book of Grimic
This strange book, made of human skin and written in blood, is a powerful tool of the chaotic god Grimic, “the Slaughterer”.
It is written in the goblin tongue.
Every worshipper of Grimic who reads this book, which takes 1d4 days, can add 1 point to his strength score and 1 point to his wisdom score.
The true purpose of the book is only fulfilled when lawful beings try to destroy it. The book can only be destroyed by fire, but the moment the pages catch alight, black smoke will erupt from the book, turning every living thing within its cloud into an undead thing of comparable hit points (e.g. level 1 persons are transformed into skeletons, level 2 beings become zombies, those of level 3 will become wights, level 4 – wraiths, level 5 - mummies, level 6 - spectres, and those of level 7 or higher will become vampires).
The sole purpose of these undead beings is to destroy all living things in the immediate surroundings, which gives them a morale of 12.

Theorems & Thaumaturgy Revised Edition
Leprous Dead: In melee, the leprous dead attack with their fists. Each successful hit carries with it the risk of leprosy infection. The target must save versus poison, with a +3 bonus, or contract the disease. Infected victims suffer a loss of 2 points of CHA per month, dying when CHA reaches 0. Those who die from the disease will themselves become leprous dead.

Undead Curse of Undeath spell.
Death Geas spell.
Raise Dead Lesser spell.
Summon Necromantic Familiar spell.
Steal Life Force spell.
Death Ward Ring magic item.
Wraith: Guardian Spirit spell.
Wight: Reinstate Spirit spell.
Skeleton: Skeletal Army spell.
Skeletal Servitor spell.
Skeleton Teeth magic item.
Zombie: Zombie Servitor spell.

Curse of Undeath 6th level [Enchantment, Necromancy]
Duration: Permanent
Range: 30’
The necromancer places a curse on a single target in range, declaring that their fate upon death is to rise again as undead. The target may make a saving throw versus spells to resist. If the save fails, the victim’s soul is forfeit and the doom is inevitable. It may only be dispelled by remove curse or limited wish.
The exact form of undead which the victim becomes depends on the victim’s level or Hit Dice and is determined by the Labyrinth Lord.

Death Geas 7th level [Charm, Necromancy]
Duration: See below
Range: 30’
Similar to the cleric spell quest, this spell compels the target to undertake a quest determined by the caster. The death geas functions identically to the quest spell, save for one addition: if the victim dies while performing the quest, he or she will rise as undead and not rest until the quest is fulfilled. The type of undead the victim rises as depends on the victim’s level or Hit Dice and should be determined by the Labyrinth Lord.

Guardian Spirit 5th level [Necromancy, Summoning]
Duration: 1 day per level
Range: 0
Casting Time: 2 hours
Cost: 250gp (dust of skulls and black opal)
The necromancer summons a lost soul from the underworld and tasks it to guard the location where this spell is cast. Once summoned, the spirit lies dormant and invisible in the locale to be protected, but will manifest when any living being enters the area. When casting the spell, the necromancer must choose from the following options:
• The spirit manifests as a wraith and attempts to fight off intruders.
• The spirit manifests in the necromancer’s current location, warning of the intrusion.
• The spirit manifests as a chilling fog, having the same effects as the fog cloud spell, but additionally causing 1hp of cold damage per round.
The guardian spirit will only manifest once, after which the spirit is released from its task.
The summoning and binding of the guardian spirit takes the form of a two hour ritual and requires three humanoid skulls and a black opal worth 250gp. These components are ground into a fine dust which must be sprinkled throughout the area as the spell is cast.

Raise Dead, Lesser 4th level [Necromancy]
Duration: Permanent
Range: 120’
Similar to the clerical spell raise dead, this spell enables the necromancer to bring the dead back to life. However, unlike the true raise dead, this spell lacks the power to permanently reunite spirit and flesh. The raised creature suffers the fortnight of weakness, as described in raise dead, and may then act as normal for one day per level of the caster. Once this grace period has passed, the resurrected spirit becomes restless and the body begins to weaken, spiralling toward a second, inevitable death. The subject must roll each day on the following table, with a cumulative +3% modifier per day.
Raise dead, lesser, daily effects
d% Result
01–24 Lose 1d4 hit points.
25–34 Lose one point of CON.
35–44 Lose one point of DEX.
45–54 Lose one point of STR.
55–59 Fingers, teeth, or hair start rotting away or falling out. CHA reduced by one.
60–64 A limb dies and drops off.
65–69 Lose one experience level.
70–73 Overcome with murderous lust.
74–78 Overwhelmed with sorrow.
79–83 Lose the will to eat—starvation begins unless force-fed.
84–87 Can only gain sustenance through cannibalism.
88–91 Become semi-corporeal—AC improves by 2 points, but unable to manipulate fine objects.
92–94 Become fully incorporeal—can only be harmed by magical weapons, but cannot affect the physical world in any way.
95–99 Become undead (the Labyrinth Lord decides which type).
00+ Death.

Reinstate Spirit 9th level [Necromancy, Summoning]
Duration: Permanent
Range: Unlimited
Casting Time: 1 hour
With this ritual, the necromancer may summon the spirit of a deceased being whose name is known and to cause it to be reinstated into a corpse which is in the caster’s presence. The spirits of long-deceased beings dwell in the more distant realms of death and are less easily tempted back to life—as the necromancer increases in experience, he may successfully send his summons to spirits of ever more advanced age, as shown in the table below.
Reinstated in the new body, the spirit becomes an undead creature equivalent to a wight. It does, however, retain its personality and all knowledge of its life (and beyond).
The newly undead creature is not necessarily in any way favourably disposed towards the caster and may, indeed, resent being forcibly brought into a state of undeath. Powerful spirits may, at the Labyrinth Lord’s discretion, be allowed a saving throw versus spells to resist being reinstated.
The casting of this spell to revive the spirits of the long-dead is extremely taxing on the necromancer’s sanity. When reinstating a spirit which has been deceased for 70 years or more, the caster must make a saving throw versus spells or permanently lose one point of WIS. For spirits of 140 years or older, the save at a -2 penalty and, for those of 1,000 years or older, a -4 penalty applies.
Reinstate spirit, maximum age of spirit
Caster Level Time Deceased
17 7 years
18 70 years
19 140 years
20 1,000 years
21+ Unlimited

Skeletal Army 8th level [Necromancy]
Duration: 1 hour per level
Range: 120’
Cast in a graveyard or at the site of a battle, this spell causes up to 1d6 HD of skeletons per level of the caster to reanimate and rise up from the earth, ready to do the caster’s bidding. The skeletal legion are equipped with whatever weapons and arms they were buried with. When the duration ends, the raised skeletons and their weaponry crumble to dust.

Skeletal Servitor 1st level [Necromancy]
Duration: 6 turns, +1 turn per level
Range: Touch
A single humanoid skeleton is reanimated under the caster’s control for the duration of this spell. Apart from the short duration and the limitation of a single skeleton, it functions in the same way as animate dead.

Steal Life Force 9th level [Necromancy]
Duration: Permanent
Range: Touch
An energetic conduit is opened between the necromancer and another sentient, living being. The subject must save versus death or be aged 1d10 years. If the subject is aged beyond his natural life-span, it dies.
The energy drained from the victim is channelled into the necromancer, who is rejuvenated by an equal number of years (restoring him to a state of at most young adulthood). Some evil necromancers make use of this spell to indefinitely extend their life-span by stealing the lives of victims.
Each time this spell is used, there is a 1 in 6 chance that the caster will permanently lose one point of CON. When the number of CON points lost equals the necromancer’s original CON ability score, he enters an undead state.

Summon Necromantic Familiar 1st level [Necromancy, Summoning]
Duration: See description of magic-user spell
Range: 10’ per level
Casting Time: 1-24 hours
Cost: 100gp (rare herbs)
This spell works in a similar way to the magic-user spell summon familiar, but with the following differences:
• The reanimated corpse of a creature from the normal familiars list may respond to the spell—an undead cat or raven, for example.
• Necromancers casting this spell may also summon gruesome creatures such as an unnaturally large spider or centipede.
• The probability of a special familiar remains at 5%, but only an imp or quasit will respond to this spell.

Zombie Servitor 2nd level [Necromancy]
Duration: 6 turns, +1 turn per level
Range: Touch
This spell causes a single humanoid corpse to reanimate as a zombie under the necromancer’s control for the duration. Apart from the short duration and the limitation of a single zombie, it functions in the same way as animate dead.

Death Ward Ring
This ring grants the wearer the ability to cheat death a limited number of times—it typically has 1d4 charges when found. When the wearer of the ring reaches 0 or lower hit points, a charge of the ring is automatically expended. Each time a charge is used, the Labyrinth Lord should roll on the following table to determine the effect.
Death ward ring, effects of usage
d10 Effect
1–5 Wearer revived to 1hp.
6 Wearer revived to 1hp but permanently loses 1 point of CON or WIS.
7 Wearer revived to 1hp but becomes resistant to raise dead, which has a 50% chance of failure the next time it is cast.
8 Wearer revived to 1hp but unconscious for 2d4 days.
9 Wearer does not suffer the damage which would have caused death; it is instead reflected to its source.
10 Wearer becomes undead (perhaps a ghoul, wight, or zombie).

Skeleton Teeth
These enchanted teeth are usually found as a set of 2d6, either laced onto a necklace or kept in a pouch. The teeth are typically human, but may be of any species. When a tooth is taken and thrown onto the ground, an animated skeleton bearing a sword springs up immediately. If the person throwing the tooth is a necromancer, he can command the skeleton to do his bidding. Characters of other classes have a 75% chance of being able to command the conjured skeleton; otherwise the creature will turn and attack the one who summoned it. The skeletons and their swords crumble to dust after 6 turns.

Tranzar's Redoubt
Tranzar: When Tranzar faced his own extinction, he knew that his only hope lay with Shezhou. However, the mortally broken wizard was in those final moments no match for the wicked ambition of that unholy tree. Shezhou agreed to grant Tranzar unlife, but failed to tell him that he would become a thrall to the Vegetal God, as Shezhou now styled himself. By the time Tranzar understood the depth of the betrayal, it was too late.
Shezhou trapped Tranzar’s soul in a pocket dimension where the wizard has neither material form nor access to magical power. The Vegetal God then ensorcelled the body of the luckless mage into a magical token that maintains the bizarre reality of his former redoubt.
Shezhou, The Vegetal God, Undead Sentient Ash Tree: From Tranzar’s scrying, he discerned that Shezhou was an ordinary tree that had been used to hang horse thieves, murderers and oath breakers. Local witch cults soon found that rituals performed near this tree were more efficacious. Over time, residue of the evil dweomers of that place awoke a dark animus within that ash.
Undead Hobbit: ?
Ghoul: All debts [in the Casino of the Damned] must be paid before leaving the table. Characters may ask the pit boss for a line of credit. If that credit cannot be paid before leaving the casino, the character will become a ghoul under the control of the pit boss.
Bride, Skeleton: ?
Groom, Skeleton: ?
Zombie: ?
Skeleton: ?
Vampire, Pit Boss: ?
Ghoul, Referee: ?
Ghoul, Guard: ?
Ghoul, Player: ?
Zombie Astronaut: None know whether, in life, these travelers from a different world came here intentionally or by accident. Practitioners of strange magics, they long ago quit their mortal coil, but their alien dweomer now animates their corpses toward some unknowable purpose.

Vampires of the Olden Lands
Bhabaphir, Granny Soul-Sucker: Bhabaphirs are horribly twisted old ladies, the corrupted “wise woman” of a village transformed into a vicious and most evil form of undead. The means for such a thing to pass are several. First and foremost, the wise-woman may delve into eldritch things that are beyond her ken and thus be horribly transformed, possessed perhaps, by a demonic spirit. Similarly, she may be corrupted by Chaos through feelings of jealousy, envy, or hatred for those in her community whom she feels may take advantage of her. Too, another bhabaphir may visit the village in disguise and “convert” the local wise-woman. Finally, she may fall in secret to the service of another, more potent vampire, and also be transformed.
Ekimmu, Spirit Vampire, Vampire Lord: They are themselves descended from Chaos cultists of Elder Deshret who ascended to a state of Undeath during the Wars of Chaos.
Strighoiphirs who have ascended beyond their physical bodies.
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Spectre: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Lhamira, Vampire-Witch: A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs.
Lhamphir, Plague Bearer: The lhamphir arises on rare occasions from those who were slain through plague; only the first slain in a settlement might arise as a lhamphir, if proper precautions are not taken. If the body is given final rites and a proper burial or cremation according to the Good or Lawful faith to which the victim belonged, then the lhamphir cannot arise. Otherwise, there is a percentage chance equal to the Charisma score plus the level of the victim that he arises as a lhamphir. If the community and his family abandoned him during his illness, this chance doubles that he arises as a lhamphir, eager to avenge himself upon those who turned on him.
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.
Mhoroiphir, Living Vampire: Mhoroiphirs can result from several sources, the most common being created as the spawn of an existing mhoroiphir. They can also be created by lhamiras, strighoiphirs, and ekimmu. Finally, they might arise naturally, or rather, unnaturally, especially in the land of Strigoria. These methods include, among others:
 Dying without being consecrated to the God of Law;
 Committing suicide;
 Practicing sorcery, black witchcraft, or eldritch wizardry in life;
 Having a spell-caster’s familiar jump on your corpse before you are buried;
 Eating the flesh of an animal killed by a vampire;
 Being slain by a lycanthrope;
 Death by murder un-avenged;
 Dying while cursed by a sorcerer or witch.
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Strighoiphir, Dead Vampire: A strighoiphir is a “dead vampire,” that is, it is the result of a vampire that has been slain once but risen again, due to the required ritual being incomplete or incorrectly performed. Strighoiphirs can also result from an ekimmu or strighoiphir creating such a beast.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Szalbaphir, Vampire Gamin: Szalbaphirs normally arise when a child is lost in the forest or exposed on a hill and found by vampires. They also result when a vampire seeks revenge against a mortal and drains his children to create a true level of horror.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.
Wraith: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Wight: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Ghast: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Ghoul: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.
Zombie: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.

Westwater
Ghoul: ?
Mummy: ?
Skeleton: Skeletons are those animated skeletal remains of humanoid (most often but not always) creatures.
Specter: ?
Vampire: ?
Wraith: Wraiths are undead creatures, spirits of those who have died violently.
Creatures slain by a wraith will raise as a wraith themselves in 1d4 days.
Wight: Any creature drained to level 0 will die and become a wight themselves in 1d4 days.
Zombie: Zombies are mindless undead creatures, being the animated remains of humanoids (mostly).

What Ho, Frog Demon
Husk Zombie: ?
Tower Wight: ?
Zombastodon: ?
Armchair-Tactician Ghost: ?
Fallen Boyar Commander, Undead Boyar Commander: ?
Chitin-Armored Cataphracts of the Palatine: ?
Ghost of the Great Deodand: ?
Ghostly Hyperborean: ?
Debelinko, Great Pig Tragic Ghost: If he is slain, subsequent encounters will be with his tragic ghost.
Maliska, Ghost: ?
Ghost of Maliska's Carefree Watercolor Painting Days: ?
Svetlana, Mournful Ghost: ?
Vampire Pig: ?

Skeleton: ?
Mummy: ?
Wraith: ?
Ghost: ?
Zombie: ?

Whisper & Venom
Undead Cycle Restless: Restless are undead animated corpses of souls trapped in a purgatory. The path to their cursed existence began with the unfortunate circumstances of their death. Their burial preparations were either forgotten or ignored. The rites that prepared their souls for separation from their material bodies were denied them. The failure to find peace in the afterlife has animated their bodies as vessels of mindless rage and aggression toward the living.
Undead Cycle Malice: Once the decomposition of the body is complete, the souls of the restless are lost forever. A corporeal energy remains. Such energies coalesce to form the next stage of the undead cycle, the Malice.
This entity has shed its weak restless sinews and gained a focused and evil preternatural mind.
Once the decomposition of the body is complete, the souls of the restless are lost forever. A corporeal energy remains. Such energies coalesce to form the next stage of the undead cycle, the Malice.
Wight: ?
Ghostly Vanguard: ?
Undead King: ?

Wrack & Rune
Nacor, Ghost: Before Nacor returned to claim the booty, he died at sea.

Yoon-Suin
Undead Amphisbaenid: These amphisbaenids sometimes, for reasons unknown, are able to extend their life beyond death and live an immortal existence in the deep forests of Láhág.
Chokgyur, Who Has Seen the Afterlife, Mummified Monk: ?
Chokgyur Worshipper, Undead Monk: Undead monks who he drained the life from and took with him when he left the Walung monastery.
Sokushinbutsu: ?

Labyrinth Lord Magazines
Brave the Labyrinth 4
Undead: Chaotic Raise chaos magic spell.
Zombie: In traditional fantasy role-playing, zombies are shambling undead corpses who have been given life via unholy magic—whether arcane or divine.
Magical Experimentation: In this instance some form of magical incantation or alchemical formula has transformed the victim into a zombie. Maybe a foolish wizard consumed a potion whose reagents had fouled or a mad sorcerer animated a corpse with magical energy.
No Room Left in Hell: Worst of all, what if the lower planes where the souls of chaotic creatures and vile things are condemned to go after they die is now brimming with so much evil that there is no more room? With no place for these horrid souls to go, they rise from the grave and carry out their malicious desires in reanimated corpses driven by their own hatred for the forces of law and good.
If the virus does not remain dormant in the target's system until they die then they simply rise as a zombie 1d12 rounds after the victim dies. If the virus is fast acting, the target becomes a zombie within 1d4 rounds after being exposed to the virus. If the virus is degenerative, the target takes 1d6 hit points of damage each day until they are dead. Within 4d6 hours of death via this degeneration they rise again as a zombie.
Generally speaking, regardless of how the virus is passed between victims, the target should be entitled to a saving throw vs. disease to resist the effects. However, particularly potent strains may impose a penalty to this save of up to -4.
It is up to each individual referee whether or not the zombie virus can be cured by a cure disease spell, though it is highly recommended to avoid such an easy fix. Generally speaking, short of a wish, the zombie virus should be incurable.
Bite: In this case, the disease is passed on when the zombie bites an individual and that person is not slain.
Airborne: The plague is spread merely by proximity. Anyone who comes within thirty feet of a zombie must make a saving throw vs. disease or else contract the virus and rise as a zombie after death.
Ingesting: Whether a poison or some kind of fouled food, the virus is passed on when the target consumes something that carries the disease. They must make a saving throw every time they consume an item that is carrying the virus.
Spore: This rare fungus grows in dungeons and when disturbed it releases spoors into the air. Anyone within 30' of the spoors must make a saving throw vs. disease or contract the virus.
Magical: The virus is contracted via arcane (or divine, at the referee's discretion) spellcasting. Any time a character casts a spell, they must make a saving throw or risk contracting the virus.

Chaotic Raise
During combat, the shaman may bring back a fallen comrade. The target rises the round after the spell is cast as an undead version of its previous self (meaning a cleric may attempt to Turn it), with max hit points. The Labyrinth Lord is free to choose the type of undead, depending on the party's level.

Knockspell #3
Ghoul: ?
Wraith: ?

Wisdom from the Wastelands Issue #52 Nanotech Undead
Nanotech Undead: In the Ancients’ movies and literature, undead were often created by magic, curses, or other supernatural phenomena. The hideous and terrifying creatures now stalking the wastelands are closer to another theme from the ancestors’ popular culture: technology run amuck, the escaped infectious creations of mad scientists. But the Ancient bio-tech engineers were not usually mad, and the infections did not escape. Instead, it was much, much worse: undead were born as nanite terror weapons, and intentionally used. Originally, even during the final wars’ opening salvos, weapons like these were outlawed by all sides. Over time, the desperate, the deranged, and the purely evil ignored these agreements. In secret government facilities and hidden terrorist labs, the various undead “species” were developed using nanites of both forms, robotic and organic. However, each kind of monster is usually particular to one nanite type or the other, with most derived from robotic versions.
Uncounted millions died, ripped apart by these un-living monstrosities, or were changed, recruited in blood on the far side of death’s door, rising to join the undead ranks. Many undead forms were created and released, and more still were “misplaced” as the final wars tore apart what safeguards were left.
The nanites that convert and control the undead come in two basic forms: robotic and organic. The former are like little machines, while the latter are more akin to engineered viruses.
One of the most terrifying things about these creatures is that they can reproduce. The nanites which created the undead can be passed on to victims through physical contact or injury. In this way, even if a character survives the initial undead attack, he may still die hours or days later, becoming the monster that killed him.
Unless otherwise noted in the monster’s description, characters wounded by undead must save versus poison to avoid being infected by the nanites. Most of the entries below have their own method of infection that appear to go against the rules provided here. These rules are a generalization that the ML can use for their own nanitized undead monstrosities, or be used instead of those provided in the descriptions. However, the ML needs to keep track of the damage the creature inflicts to come up with the final penalty for the saving throw! This roll is modified by three factors: nanite strength, the type of attack (e.g., bludgeoning versus cutting or piercing), and the total amount of damage inflicted upon the victim that round.
The Nanotechnology Strength indicates the particular nanite’s virulence and its resistance, if defending against attacks by other nanites or treatment by Ancient medicine. This number is listed in each of the creatures’ stat blocks. The type of attack is important because piercing attacks, such as bites, drive the nanites deeper into a victim’s body than cuts or impacts, making it harder to resist the infection. Bludgeoning attacks have less chance of breaking the skin, which provides a barrier to infection.
No matter how many wounds a victim suffers in one round, or how many different kinds of undead are involved, the character has to make only one save per round. Even if there are multiple types of attack (e.g., claw and bite) or multiple attacker types (e.g., bloody skeletons and bone dervishes), this does not present a problem. The victim simply uses only the highest Nanotechnology Strength out of all attackers and the attack with the most severe penalty.
As an example, Turok gets attacked by those two monsters mentioned above and takes 12 points of damage in one round. The Damage sustained Modifiers table indicates this is a -2 save penalty. The highest Nanotechnology Strength is 3 from the bone dervish, while the attack with the most severe save penalty is the bloody skeleton’s bite (-2). Added together, the modifier to Turok’s poison save this round is -7 (damage: -2, attack type: -2, nanite strength: -3). As this indicates, the undead are nasty, nasty creatures, and should be considered high-level monsters. Fighting them is not a pleasant or good idea; they need to be taken out from range and as quickly as possible.
Several things should be noted with this system. First, the penalties only accumulate during the round when the damage is inflicted, not for all damage the character takes during an entire combat. This means a character will likely make several saves, one during each round she is wounded; if she is not wounded during one round, she does not have to make a save. Second, should a character fail one save, but later roll a natural 20 to save versus poison during another round of the same combat, the character’s immune system is able to block the infection. Last, if the character fails her save, she is infected. Note the total modifier used for the failed roll; this will be used later. See the section below, on Incubation and Treatment.
Attack Type Modifiers
Attack Type Save Modifier
Cutting (e.g., claw) -1
Impact (e.g., punch, bash) +2
Piercing (e.g., bite) -2
Damage Sustained Modifiers
Damage Taken Save Modifier
1-3 +1
4-6 +0
7-10 -1
11-15 -2
16+ -3
Incubation and Treatment
When a character gets infected by some strain of undead nanotechnology, there are usually two paths to follow: the direct route to death and conversion, and the scenic one.
Again note that most of the nanotech undead creature described below have their own method of conversion and infection. This is a guideline for ML’s who wish to create their own monstrosities.
If the character is slain fighting one of the undead, the nanites need only 2d6 rounds to multiply inside the victim’s body — unless otherwise noted in the monster’s description. Once this time has passed, the victim rises as a new creature, of the same type as her killer. All former mutations, abilities, and statistics are gone. The character is irretrievably lost, and no trace of her former personality remains.
If the character survived her battle with the undead, but failed at least one save versus poison (and did not roll a 20 on a later save), she is still infected. Her likely or impending death will take a little longer. The nanites remain within her body, and continue to multiply, but at a much slower rate. This gives her a chance to find medical help capable of purging the nanites from her system.
Every six hours after infection, the victim must make another saving throw, with the same modifiers used when she was initially infected. A failed save means the victim takes CON damage equal to 1d3+(Nanotechnology Strength of the infecting creature). Once the victim’s CON reaches zero, she dies. After 1d4 rounds, she rises as a new version of the creature that killed her. If the victim is lucky enough to roll a natural 20 on one of these saves, her body’s immune system has successfully destroyed the invading nanites, and she is cured. If her CON is high enough that she gets a bonus to poison saving throws, this bonus can be added, trying to get 20 or above. Aside from rolling a 20, the victim’s only hope of surviving is to find the treatment mentioned above. Treatment ideas can be found in the previously mentioned Nanotechnology issues of WftW, as well as those issues dealing with disease, medical equipment, and drugs (#8, #13, and #33, respectively). Once the nanites are purged, the character’s CON returns at her natural healing rate per day.
Undead: In the Ancients’ movies and literature, undead were often created by magic, curses, or other supernatural phenomena.
Numerous types of undead monsters can be found in the post-apocalyptic world and might have been created in a number of ways.
Blood Slime: Instead of draining blood, a slime occasionally infects a target (10% of the time), transmitting nanites through its tentacles. When a victim fails her save versus poison (see the Transmission section for more information, as well as negative to the victim’s saving throw), the nanites start working rapidly, causing 1d4+1 points of Constitution damage per hour. When her CON reaches 0, the victim dies. Her body melts into a puddle of blood and gore, with the bones, organs, and flesh liquefying within 1d4 rounds. The new slime creature has a number of hit dice equal to half the character’s CON score.
Blood slime differs slightly from other undead, because it is created by organic nanites.
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Bloody Skeleton: Just one bloody skeleton can doom an entire community, as the nanite-borne plague spreads like August prairie fire. The creatures are covered by crimson or dark brown blood stains, all that remains after the bones ripped themselves free of the original victim, discarding flesh and organs as though they were soiled clothing.
This horrific birth begins as the nanites insinuate themselves throughout the victim’s body. His limbs begin moving of their own volition, first tearing off all his clothes and equipment. Then he is forced to bite the flesh from his fingers while still conscious and aware of the pain. When the phalanges are exposed, the victim must watch in helpless agony as his hands claw open skin and rip away muscle. Only when the trauma and blood loss become too great does the victim finally die.
The removal takes 3d6 rounds, but once all meat is gone (including the eyes), the creature is ready to attack and spread infection through its bite and claws.
In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become.
Insidious Infection Table
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young
If this Necro individual happens to come across a lone human or mutant, the nanites will force it to attack and bite the target. Often these infected will carry stun weapons in order to make the process all that easier. They will infect victims as such with the Bloody Bones, Ghoul or Walking Dead versions of this plague. One in ten times the nanites will infest the target, creating another Necro.
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Banshee: When it kills a target, the banshee ignores other characters nearby (unless it is attacked) and spends 1d3 rounds releasing its nanites into the corpse.
The organic mass of anyone killed and infected by a banshee is converted into robotic nanites, a process that takes 4d6 hours.
In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become.
Insidious Infection Table
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Bone Dervish: A character killed by a dervish is seeded with nanites from the colony. These strip the corpse of flesh in 4d6 hours, leaving a perfectly clean skeleton amid a pile of organic goo, which is disgusting, but harmless. The bones are added to the colony, with each new skeleton giving a dervish three more hit dice. Once a dervish grows to 20+ hit dice, the colony splits into two 10-hit die dervishes.
When Necros come across a corpse, they will bite it. This will infect the corpse with either the nanite version of the Bone dervishes, Dry Bones, or Walking Dead plague. The nanites will infest and create these creatures.
Cold Shadow: Created before the final wars, these horrifying examples of Ancient science and ingenuity gone wrong were designed not so much as terror weapons, but as nearly-unstoppable assassins.
Rarely (1% of the time), a shadow will bathe its kill in its own nanites, giving rise to a new creature. This conversion takes 2d12 hours; once complete, the victim’s body is gone, consumed by nanites, leaving only the new shadow
Dry Bones: During the final wars, these horrors sought out and reanimated skeletons of the long-dead. The nanites burrowed into graveyards, used the surrounding earth to multiply, and then stirred the bones to un-life.
The creatures reproduce by killing and draining the corpses into husks, then reanimating the remains. But they can also reanimate the dead from graveyards, old battlegrounds, or other devastated areas with human or near-human corpses. Reanimation takes 4d12 hours, sometimes less if there is a great deal of moisture in the area. A dry bones may only reanimate one skeleton at a time, but can do this 1d4 times in a row, before needing to “recharge” its nanites, which takes 14 days. Because of this, entire sections of some ruined cities are filled with these creatures. Although the nanites were programmed to convert human skeletons, a ML could also have non-human dry bones, if she wants.
When Necros come across a corpse, they will bite it. This will infect the corpse with either the nanite version of the Bone dervishes, Dry Bones, or Walking Dead plague. The nanites will infest and create these creatures.
Flesh Collector: When it has secured a full complement of limbs, the creature looks to reproduce, hunting for human victims to infect — not kill outright — transferring nanites through its bite. To resist the infection, a victim must save versus poison, with the saving throw modified by the amount of damage inflicted, as described in the Transmission section above. When a flesh collector is taking limbs, it concentrates on one target at a time until the victim is dead; however, when it attacks to reproduce, the flesh collector does not care if there are dozens of potential victims nearby, or just one: it bites and bites and bites trying to infect infect as many victims as possible during a round. And then it flees, letting the infection do the killing.
Conversion into a flesh collector begins as soon as the victim fails his save, and the nanites enter his bloodstream. It follows the process described in the rules, except for one difference: the nanites immediately infest his brain. Within 2d12 hours, they wipe the cerebral cortex clean, eliminating any trace of the victim’s memory, personality, or conscious thought. Mechanically, the victim loses 1d3 point of Intelligence every hour, until reaching 0. Should the victim somehow be cured of the nanite infestation, the lost INT points return at the character’s natural rate of healing per day.
Physically, the character undergoes a vast transformation during the conversion. Once he’s dead, the nanites spread throughout the victim’s body, increasing his muscular and skeletal density, making the creature terrifically strong and giving it a layer of protective dermal plates. The creature’s knuckles are also transformed, into jagged bony spikes that inflict horrible, bleeding wounds. Any character punched by a flesh collector automatically loses an additional 1d3 hit points per round, per wound from blood loss. For example, a victim punched four times loses 4d3 hit points per round until either the wounds have been bandaged (requiring 1 round per wound), he takes a curative drug, or he uses a medical device that heals damage. Mutants with regenerative capability are immune to this effect.
While pure humans are a flesh collector’s intended targets, the nanites can also infect mutant humans — but not other creatures, such as mutant animals.
In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become.
Insidious Infection Table
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Floating Torso: Clearly the product of a deranged mind, these monsters rip off their own skins like Bloody Skeletons during their conversions, but go further, with the torso tearing its spine free from the pelvis. The nanites responsible for creating these horrors imbue their bones with millions of tiny repulsor units, which allow a torso to hover 2-3' off the ground, and move marginally faster than other types of skeletons.
In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become.
Insidious Infection Table
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Ghost: Like banshees, ghosts are created by a strain of weaponized, self-replicating nanites that was engineered to cause fear.
Ghosts mostly (90% of the time) try to kill any living creature they encounter. However, 10% of the time, the entities aim to spread their nanites in order to reproduce. After being touched, the human or near-human target must save versus poison to avoid infection. If the victim fails, he quickly succumbs to the nanites, which then destroy his body and convert it into a nanite cloud that retains his appearance at the moment of death — even his gear. This process takes 1d12 hours; once complete, the former victim is now a fully-functional monster. The destruction is complete and irreversible: the victim cannot be brought back to life by any means, and retains no memory of his living self.
There are two types of ghosts: those with a fixed territory and those that roam freely. When a character is killed and converted, he has a 50/50 chance of becoming one type or the other.
Ghoul: Those creating nanotech undead often mined mythology and legend for ideas. Ghouls were a slightly different case, as some wasteland scholars believe the creatures were inspired by role-playing games and online virtual reality worlds that existed before the fall. However they were dreamed up, these creatures are the stuff of nightmares.
After death, these human corpses were reawakened by organic nanites and corrupted into things with an insatiable hunger for blood and flesh.
Ghouls attempt to reproduce, rather than merely eating victims, only if their pack size drops below 16 individuals. They spread their nanites only through their bite, not their claws. Any victim bitten must save versus poison and use the Transmission modifiers to avoid initial contamination as normal, but the remaining ghoul infection process is slightly different from other undead. Every day, an infected victim loses 1d4+1 points of Constitution; once she reaches a -1 CON, she dies. During this time, however, she can still be saved by getting medical help or finding a way to clean the organic nanites from her body.
Anyone dying from the infection reanimates in 2d3 days. The new creature’s wounds are healed, its body is transformed, and any remnants of its former personality or memories have been destroyed. The new ghoul loses any obvious outward mutations (such as extra limbs) during the conversion, but less obvious powers (such as increased physical attributes and some toxic weapons) are retained and still usable. This could be quite a surprise for any would-be exterminators who run into these atypical ghouls. Wasteland scholars are uncertain why only certain mutations disappear; some believe the original nanite designers wanted their creations to have a physical uniformity. Others just shake their heads at the Ancients’ inscrutable whims.
Unlike many other undead, ghouls are created by the rarer, virus-like organic nanites.
If this Necro individual happens to come across a lone human or mutant, the nanites will force it to attack and bite the target. Often these infected will carry stun weapons in order to make the process all that easier. They will infect victims as such with the Bloody Bones, Ghoul or Walking Dead versions of this plague. One in ten times the nanites will infest the target, creating another Necro.
Insidious: Occasionally, the insidious will venture from his home community and travel to another one nearby, to fulfill its second mission: reproduction. There, the creature tries to find a loner or someone with a small family. Insidious prefer a mated target, because these victims tend to around much less suspicion than a lone drifter. The creature attacks with the same tactics described above, but only infects the victim with insidious nanites. Transforming into an insidious takes 1d3 days, a process so gradual and subtle that a victim will not know what’s happening unless she is carefully monitored or subjected to medical tests.
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Juggernaut: After a monster reaches 20 hit dice, it begins to infect humans with the nanites. When it finds a group of humans, the juggernaut aims to kill all but one or two. Then it tries to grab the survivor(s), which requires an attack roll and does 1d12 points of damage (because the creature is pulling its attack). Then it bite its victim, which also requires an attack roll, but only does 1d4 points of damage. The victim must save versus poison or become infected with nanites.
The nanites cause 1d3 points of Constitution damage per hour until the victim reaches 0, when the dies. The victim later rises as a 5 hit die monster, with reduced physical attacks and no bite.
In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become.
Insidious Infection Table
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Krawler: Before the final wars came to an end, the ancients enjoyed marvels of medical technology which many living in the ruins consider to be nothing short of magic. One of the greatest advances was the ability to grow limbs and organs in order to replace those lost due to disease and accident.
The terrorist organizations responsible for many of the nanotech undead horrors unleashed during the turbulent final years managed to infest these production laboratories with nanites. At first the limbs, organs and so forth seemed to be perfectly healthy and normal, but after 1d6 days after implantation, the true terror of these insidious nanites appeared. The original victims of the infected replacements became one of the many different types of undead (roll on the Puffer infection table, below). The limbs and organs would then detach from the body and through the strange and horrid programming, seek out other creatures to infest.
Lightning Walker: This type of nanite undead is a bit of a contradiction. Most nanite undead are quite susceptible to the effects of electrical attacks, particularly EMP, but the nanites infesting these unfortunate souls are organic nanites, and have undergone a type of tinkering which makes them far heartier than most other types of nanites.
There are two types of nanites infesting these undead. The first type is the regular organic nanites, which will turn victims into Walking Dead. The second type is the Lightning Walker version, which will cause the victims to rise as a new Lightning Walker. The ratio is approximately 75% Walking Dead to 25% Lightning Walker.
These undead will always stop and spend at least 1d6 rounds digging into the corpses of any recently killed creature in order to infest it with the nanites. Creatures which are already deceased will have only a 20% chance of becoming either Walking Dead or this particular type of nanotech undead.
Nanospider: This particular brand of creature has only shown up in the wastelands over the past ten or twenty years. It is suspected that some technologically savvy individual or group managed to get hold of blank nanotech and a programmer in order to create these terrors.
In order to ensure the continuation of the species, these creatures will travel and actively seek out other spiders in order to infest them. Sometimes they will ignore perfectly healthy spiders and instead search for the egg clusters and infect the eggs with the nanites. They will not harm the growing young, but instead will wait until the spiders have reached full maturity before killing them and turning them into spreaders of the nanite horror.
Necro: If this Necro individual happens to come across a lone human or mutant, the nanites will force it to attack and bite the target. Often these infected will carry stun weapons in order to make the process all that easier. They will infect victims as such with the Bloody Bones, Ghoul or Walking Dead versions of this plague. One in ten times the nanites will infest the target, creating another Necro.
Psionic Shambler: Only recently encountered in the wastelands, shamblers may have been created to battle the many mutants with powerful psionic abilities.
The psionic shambler monsters spread their nanite strain through both claw and bite attacks. Infected characters begin wasting away, suffering 1d4+2 points of Constitution damage per day. Upon reaching 0 CON, they die and reanimate in 1d4 hours. If the character was pure human, or a mutant with only physical mutations, he rises as a walking dead (with no mutations). If the victim has mental mutations, he rises as a psionic shambler.
Strangely, unlike the Walking Dead, these Psionic Shambler nanites only reanimate humans or humanoids, not animals.
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Puffer: In combat, the Puffer creatures first bash targets with their thick, squishy fists. Should a puffer hit with a natural 20, the strike does double damage and the target is stunned for 1d3 rounds unless it successfully saves versus energy. Stunned victims are then bitten, an attack which automatically hits, does damage, and forces the target to make another save. This save versus poison is to avoid being infected by puffer nanites, and uses the modifiers described in the Transmission section above.
Those infected with the Krawler organs must immediately save versus poison with a -5 to the saving throw or be killed. Unlike the appendages below, these victims will lose all their internal organs, which will leave through any orifice available. The remaining husk then becomes a Puffer.
Screaming Skull: Unlike most other undead nanite types, which affect the whole corpse, this strain focuses solely on the skull. After colonization, a bright emerald green glow appears within each eye socket; they move, shifting from side to side, as though actual eyes looking for victims. The altered skull takes on a slightly luminescent, greenish tinge, detaches from its skeleton, and begins to float. The nanites are similar to those found in floating torsos, providing lift with tiny repulser units.
A flock attacks until all targets are dead, and then they reproduce, peeling away the skin from their victims’ skulls and infecting the bones with nanites, which takes 2d6 rounds. The conversion process, from bone to flying monster, takes 2d12 turns; after which time, the new creature separates from its skeleton and joins the flock. Once a particular flock has 20 members, new additions break away and form a new flock. Unlike other undead, the skulls do not infect living targets; the nanites only work on dead bone, not living tissue.
Stabber: These nanite undead were created to be the combative side of the undead terrors. They appear to be the typical Walking Dead variety, but there is one major difference between them and the other creatures. They have snapped off their forearms, leaving torn flesh and jagged bone.
Unlike other types of nanite undead, these creatures do not care if they kill the victim — anything they kill is going to rise up and join the ranks of the walking dead. There is a 10% chance however a victim will instead rise as one of these creatures. It will still retain part of its memories, and as such it will always try to hunt down and kill and infect friends and family members first. In fact, many of the herds found with these beasts are the remains of friends or family members. The chance of them infecting a friend or family member with this version of the nanites is increased to 50%. Once they have become infected, they will find a suitable location in order to snap off their arms, creating the distinctive look and attack they possess.
Undead Pet: A horde of the walking dead is an effective way to spread fear, but it’s not the best way to spread infectious nanites: potential victims see the monsters coming and run away. Some terror weapon designers decided to fashion a more subtle infectious agent by capturing pets in target areas, converting them into undead, then returning the animals to their neighborhoods. What they created was a highly unusual form of undead, one more suited to infiltration — almost an animal version of the insidious. The type of pet did not matter — cat, lizard, gerbil, etc. — all the “lost” animals were happily welcomed back into their owners’ lives, where they could perform their murderous mission in secret.
When the pets attack other animals, they specifically transmit the nanite strain for undead pets. After being bitten, the victim animal saves versus poison to avoid infection. If this fails, the victim becomes lethargic, while it loses 1d4-1 points of Constitution per hour. The animal does not die when this stat reaches 0; it lies down and becomes comatose for 1d6 turns. Nothing can waken a victim during this period, but once it’s over, the animal rises as if nothing had happened. But, they were converted into monsters, and begin spreading their plague, looking for other animals to attack and other communities to take them in.
Wrapped: Wasteland scholars are not certain where these unusual monsters came from, or what they are, exactly. Some believe the wrapped are horribly corrupted tailoring nanites, while others assume the creatures were specifically created as terror weapons.
The wrapped nanites are unlike other nanotech undead: they will not kill a wounded victim. Scholars believe energy within a living creature keeps these nanites from becoming virulent. However, any character killed by the wrapped (either by suffocation or by being sliced) is converted into more nanites, becoming one of these monsters in 4d8 hours. Much like bone dervishes, the wrapped are not merely wearing a dead character’s clothes: the nanites infest and animate the rags.
Voracious: It has been determined these creatures were unleashed upon the wastes just after the cessation of the final wars. The lands were filled with untold dead, and those who were responsible for the creation of the many variations of the nanitzied undead felt it was their “civic duty” to create a way to clean up the remains.
Thus were born a new strain of nanitized undead.
Any living human, pure human or humanoid attacked and infected by a Voracious will lose 1d3 points of Constitution score (if a save versus poison is failed) every 6 hours. Once the Constitution score reaches zero, the target will die and rise 1d6 turns later as one of these creatures.
It should be noted Voracious will also attack and consume animals, but the nanites cannot animate them.
Wealth Hoarder: It has been speculated these creatures were created by the scientists and others who had a distinct hatred of the wealthy and those who hoarded the wealth before the commencement of the final wars.
Those killed by the creature will always rise as one of these nanitized undead in 1d6 days, although for some very strange reason the organic nanites which animate these corpses will never actually infest targets which are still living — the body’s natural immune system ensures this will not happen.
Young: In combat, the young use their child-like characteristics to surprise would-be opponents, or throw off adults conditioned to view children as nonthreatening. The creatures’ bite and claw attacks both inject targets with a class 11 paralytic toxin. To avoid being immobilized, a victim must save versus poison for each separate attack that hits. Each save is modified using the penalties described in the Transmission section. If alone with a target, the young kills its victim immediately, but if fighting a group, the creatures try to paralyze all targets first, then kill them when it is safe to do so.
Passed along within the paralytic secretion are nanites that create the young. These initially seem dormant, activating only after a victim dies. Then, they apparently respond to age-related hormonal markers: children reanimate as one of the young in 2d12 hours, while older teens and adults rise as one of the walking dead in 4d6 turns. During this conversion period, children are spirited away and carefully hidden by the young until their transformation is complete, but adult victims could be left where they fell, or just dragged out of sight.
Should a wounded victim survive being attacked by the young, the nanites stay in her system. If killed soon after, she rises as an appropriate form of undead. How long this period is, and if it is possible to destroy the dormant nanites (or if they simply get flushed from the body by the character’s immune system) is up to the ML.
In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become.
Insidious Infection Table
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Walking Dead: In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become.
Insidious Infection Table
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young
There are two types of nanites infesting lightning walker undead. The first type is the regular organic nanites, which will turn victims into Walking Dead. The second type is the Lightning Walker version, which will cause the victims to rise as a new Lightning Walker. The ratio is approximately 75% Walking Dead to 25% Lightning Walker.
These undead will always stop and spend at least 1d6 rounds digging into the corpses of any recently killed creature in order to infest it with the nanites. Creatures which are already deceased will have only a 20% chance of becoming either Walking Dead or this particular type of nanotech undead.
Anyone touching the nanospider's webbing is automatically attacked by organic nanites and there is the usual chance of becoming infected. Anyone infected with these nanites and is killed rise as the Walking Dead — this includes animals.
Often when encountered deep in the ruins, the spiders will have a hoard of 2d12 Walking Dead spread throughout their lairs, victims of the virus they spread forever guarding the spiders and making it difficult for anyone to make it through the maze unscathed.
When Necros come across a corpse, they will bite it. This will infect the corpse with either the nanite version of the Bone dervishes, Dry Bones, or Walking Dead plague. The nanites will infest and create these creatures.
The psionic shambler monsters spread their nanite strain through both claw and bite attacks. Infected characters begin wasting away, suffering 1d4+2 points of Constitution damage per day. Upon reaching 0 CON, they die and reanimate in 1d4 hours. If the character was pure human, or a mutant with only physical mutations, he rises as a walking dead (with no mutations). If the victim has mental mutations, he rises as a psionic shambler.
Strangely, unlike the Walking Dead, these Psionic Shambler nanites only reanimate humans or humanoids, not animals.
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
Unlike other types of nanite undead, these creatures do not care if they kill the victim — anything they kill is going to rise up and join the ranks of the walking dead. There is a 10% chance however a victim will instead rise as one of these creatures. It will still retain part of its memories, and as such it will always try to hunt down and kill and infect friends and family members first. In fact, many of the herds found with these beasts are the remains of friends or family members. The chance of them infecting a friend or family member with this version of the nanites is increased to 50%.
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
In combat, the young use their child-like characteristics to surprise would-be opponents, or throw off adults conditioned to view children as nonthreatening. The creatures’ bite and claw attacks both inject targets with a class 11 paralytic toxin. To avoid being immobilized, a victim must save versus poison for each separate attack that hits. Each save is modified using the penalties described in the Transmission section. If alone with a target, the young kills its victim immediately, but if fighting a group, the creatures try to paralyze all targets first, then kill them when it is safe to do so.
Passed along within the paralytic secretion are nanites that create the young. These initially seem dormant, activating only after a victim dies. Then, they apparently respond to age-related hormonal markers: children reanimate as one of the young in 2d12 hours, while older teens and adults rise as one of the walking dead in 4d6 turns. During this conversion period, children are spirited away and carefully hidden by the young until their transformation is complete, but adult victims could be left where they fell, or just dragged out of sight.
Should a wounded victim survive being attacked by the young, the nanites stay in her system. If killed soon after, she rises as an appropriate form of undead. How long this period is, and if it is possible to destroy the dormant nanites (or if they simply get flushed from the body by the character’s immune system) is up to the ML.
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.

Lamentations of the Flame Princess
Lamentations of the Flame Princess Cumulative
Undead: Certain undead are so infested with disease that they slowly kill those they damage. Those damaged by such undead must make a saving throw or turn into the same type of undead within a set period of time. (Lamentations of the Flame Princess Grindhouse Edition Referee Book)
Void's Memory wields a nightmarish sword called Hymn To Forgotten Mothers Who Buried Stillborn Children in Shallow Graves Beneath Rotting Sycamores. Anyone struck by the blade takes 7-12 damage, and must save vs. Magic or become undead for a period of 1-100 days. (Lusus Naturae)
A character who dies on the chateau’s grounds can be reanimated by Joudain as the result of certain results on the Random Event table. (The Cursed Chateau)
The gallows work like this: anyone who dies while wearing a noose tied by the hangman, Penitent Jack, will awaken in a new body dangling from the gallows on Heretic Hill.
This new body happens to be whatever new character the player creates to replace the one that died.
The character generally retains his or her previous name and sense of identity (although that’s ultimately up to the player). (Vacant Ritual Assembly #6)
The new character also retains 50% of the previous character’s XP and, importantly, retains any information possessed in his or her previous incarnation. (Vacant Ritual Assembly #6)
Any character who has been reborn at the gallows counts as being undead for the purposes of turning and other magical effects. (Vacant Ritual Assembly #6)
Animate Dead spell. (LotFP Rules & Magic Free Version)
Animate Dead Monsters spell. (LotFP Rules & Magic Free Version)
Baptized By The Black Urine Of The Deceased spell miscast. (James Edward Raggi IV's Eldritch Cock)
Raise the Dead spell. (Vaginas are Magic)
Storming Through Red Clouds and Holocaustwinds spell miscast. (Vaginas are Magic)
Summon spell entity's Victims Rise as Undead power. (LotFP Rules & Magic Free Version)
Above-Ground Corpse: ?
Ajimuda: See Ghoul Mindless, Ogbanje, Ajimuda.
Altar Corpse: ?
Angry Ghost: See Ghost Angry.
Animated Fetus: Then her husband gave her this gift which brought a demon, and it told her that she was not her husband’s deepest love. The look on Erasmus’ face told her it was true. As flesh tore and bent around her, she directed all of her hate to the latest of his offspring which she was carrying, and it gained unnatural life. No one but her knows that this is her doing and not that of the demon’s, but it has gotten away from her now. (Death Love Doom)
Myrna is a wreck of a human being, as her late-term fetus gained self-awareness and miscarried itself. After dying, it rose from the dead, its mother’s blood and nourishment still coursing through its veins. (Death Love Doom)
Animated Foetus Mutant: See Animated Mutant Foetus.
Animated Mutant Foetus, Oannes Neverborn: The thing inside the jar is Oannes Neverborn, a foetus who cut his way out of his mother—a mentally disabled woman who lived in St. Mark’s—with the egg tooth on his face before being trapped by the local witch and preserved by William Jackson, the local physician. (England Upturn'd)
Annihilator, The Eons Inseminated with Agony Untold: See The Noctambulant, Mothertwister, Annihilator, The Eons Inseminated with Agony Untold.
Araq: The araq are invisible guardian spirits, usually family ghosts of powerful or notable ancestors. They have become angry as families are slaughtered and villages destroyed. (Qelong)
Arnaud: Joudain slew him with his sword and reanimated him later, but sewed his lips shut so that he might never again utter a word against Ysabel. (The Cursed Chateau)
Artorius: See Vampire Voivodjan, Artorius, Pale King.
Attackers Ghostly: See Ghostly Attackers.
Bathyscape, Elizabeth: See Vampire Voivodjan, Elizabeth Bathyscape, The Heart Queen, The Decapitator of the North.
Beisaq: The beisaq are hungry ghosts, spirits of men or women killed by violence and unburied – lots of those around during wartime. (Qelong)
Bertrand: ?
Bishop Colorless: See Vampire Nephilidian, Colorless Bishop.
Bishop Pale: See Vampire Voivodjan, Pale Bishop.
Bishop Red: See Vampire Voivodjan, Red Bishop.
Bluebeard Ghoul: See Ghoul Bluebeard.
Brain Mummy: See Mummy Brain.
Bride Hollow: See Hollow Bride.
Bride Red: See Vampire Voivodjan, Red Bride.
Brocken: See Spectre of the Brocken.
Butterfly Undead: See Undead Butterfly.
Candle Thief: These spirits of lost children are desperate for a light to lead them home. (Fever Swamp)
Captain Chaulk: Captain Chaulk, a captain whose rule caused such derision in his own crew that half rose against him in mutiny, bringing about such a violent upheaval that every man involved in this bloody brawl was killed... every man save the Captain, who, though mortally wounded, lashed himself to the wheel and somehow piloted the ship into the port of Mlag. Here it crashed itself onto the large rock outcropping on the south side of the bay, and has remained there ever since. And even though Captain Chaulk and his crew were given a decent burial, it did not deter the Captain from returning to his duty. (Towers Two)
Caput Decamort: ?
Caterpillar Undead: See Undead Caterpillar.
Chaulk: See Captain Chaulk.
Chewer Leech: See Leech Chewer.
Chieftain-Wight: Ancestral kings of the People, wrapped about in rotten protective leathers
that once falsely promised eternal rest. (Fever Swamp)
Clareta: When Clareta died at an advanced age, Joudain deeply missed her. One of the few times he can remember actually praying to God was when he asked that Clareta be restored to life like Lazarus of Bethany in the Gospel of St. John. When this did not happen as he demanded, it only confirmed to him that God was, at best, a myth or, at worst, impotent. Regardless, he had no need for belief in him. When Joudain committed suicide and his consciousness was bound to the chateau, he found he could call Clareta’s ghost from beyond the grave and she has served here ever since. (The Cursed Chateau)
Colorless Bishop: See Vampire Nephilidian, Colorless Bishop.
Colorless Knight: See Vampire Nephilidian, Colorless Knight.
Colorless Pawn: See Vampire Nephilidian, Colorless Pawn.
Colorless Queen: See Vampire Nephilidian, Nyvyan, Colorless Queen.
Colorless Rook: See Vampire Nephilidian, Colorless Rook.
Cool Hand: See Varangian Cool Hand.
Corpse Above-Ground: See Above-Ground Corpse
Corpse Altar: See
Corpse Child: See Child Corpse.
Corpse Commoner: See Commoner Corpse.
Corpse Pile: See The Corpse Pile.
Corpse Priest: See Priest Corpse.
Corpse Sarcophogus: See Sarcophogus Corpse.
Corpse Starved: See Starved Corpse.
Corpse Warrior: See Warrior Corpse.
Crawler: In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days. (Lusus Naturae)
Creature Undead: See Undead Creature.
Crew Reanimated: See Reanimated Crew.
Crewman Undead: See Undead Crewman.
Crocodile Reanimated: See Reanimated Crocodile.
Crocodile Ghoul: See Ghoul Crocodile.
Cyris Maximus: See Vampire, General Overlord Cyris Maximus.
Daereqlan: These are the spirits of villagers forced to flee into the wilderness to die. Their spirits reincarnate or possess warm-blooded wild animals (deer, panthers, tigers, dholes, boars, apes, birds, bears, etc.). (Qelong)
Dame Hellisente: This locked bedroom is now the haunt of Dame Helissente, a mistress of Lord Joudain, who locked herself in this bedroom without either food or water in order to “punish” him for his having taken another lover. Helissente had hoped that Joudain would express his love for her by saving her from wasting away, but, to her surprise and dismay, he found her actions diverting for a time and ordered the room (included its windows) bolted from the outside as well. He took pleasure in listening to Helissente’s begging for him to release her from the room, as well as her claims to have forgiven him for his “indiscretion.” The jilted mistress eventually died in the bedroom and her vengeful consciousness remains here, mad with grief and rage. (The Cursed Chateau)
Damned Thing: See Lord Javon, The Damned Thing.
Dead Egg: See Egg Dead, Pseudo Oolites.
Dead Ensouled See Ensouled Dead.
Dead Eye: See Varangian Dead Eye.
Dead God: See Undead Dead God.
Dead Invisible: See Invisible Dead.
Dead Restless: See Restless Dead.
Dead Risen: See Risen Dead.
Dead Van Kaus: See Van Kaus Dead.
Dead Walking: See Zombie Sad, Walking Dead.
Dead Wandering: See Wandering Dead.
Dead Waterlogged: See Waterlogged Dead.
Decamort Caput: See Caput Decamort.
Decapitated Lord: See Vampire Voivodjan, Decapitated Lord.
Decapitator of the North: See Vampire Voivodjan, Elizabeth Bathyscape, The Heart Queen, The Decapitator of the North.
Detail Work: See Work Detail.
Devourer: In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days. (Lusus Naturae)
Disembodied Ghost: See Ghost Disembodied.
Dissolver: See The Plaguewielder, Emptier, Inviter of Contagion, Dissolver.
Dragon Mire Undead: See Undead Mire Dragon.
Dwarf Sentinel: Dwarf Sentinels are those dwarfs so loyal to a cause that they continue to serve even after their body dies a natural death. It must be noted that their existence is not an unnatural affront to the gods; indeed, their existence is a testament to their devotion to the gods. (Hammers of the God)
Stories about dwarfs that place so much importance on their duty that death itself does not deter them. These Sentinels maintain their posts as undead things, as the Old Miner grants them their greatest wish: To continue to serve. (Hammers of the God)
Egg Dead, Pseudo Oolites: When a pregnant dragon dies, the young starve in their eggs. Very occasionally something bleak and awful seeks the corpse. It wants a toy and, finding one, cranks up the wasted flesh with automatic fires. The moonwhite eggs forgotten in the corpse-fat earth. (Veins of the Earth)
The foetal wyrmlings curling in necrotic yolk, stir. Cold miniature hearts flex. The eggs crack late and undergrown. Cold curls of baby lizardflesh poke through. They spew out from the grave-nest in a snapping tangle. Moving like a knotted pile of wet garden hose sloping down steps. The last thing they recall is starving to death inside. (Veins of the Earth)
A Dragon, even pre-birth, has the intelligence of a man. These un-dead ever-starving children, genetically prepped for raptorous majesty, are unshaped by material experience. They are hungry, cannot eat, and cannot die. They wander in birth-flocks, looking for something they cannot find and do not understand. Then they return to the egg. They do not understand the world. Rot has written invisible curls on the still-developing brains. Their bodies are unripe. The egg is all they know. (Veins of the Earth)
They crawl back inside and carefully rebuild the shell. This takes long weeks of agonised failures as they learn. But they have time, infinite time, and nowhere else to go. They wait inside. Sleepless and tense. (Veins of the Earth)
Perhaps the endless shiftings of the river-pools remind them of their mother’s heart. They don’t feel cold. The thoughtless bubbling flow that gently and ceaselessly rocks them in the infinite night may fake a parent’s touch. Lulling them to the edge of unachievable sleep. Perhaps underground nothing will bother or disturb them. Perhaps the cold, smooth Oolites in the cave-wells remind them of a nest they’ve never seen. But perhaps, it is just possible, that something places them there, a half-deliberate trap or lure, of what purpose noone knows. (Veins of the Earth)
They crawl into the pools in river-caves where Oolites form. Scatter amongst them in re-assembled eggs, and wait. Until you disturb them. (Veins of the Earth)
Elephant-Lich: Hagen has also created some undead servant animals to help him and the company, reanimated by tiny brazen gears and pistons, and by the power of alchemy. (Qelong)
Elias: Elias was very loyal to Joudain and remained in his service until he died of fever. Conseq-uently, he was one of the first servants whom Joudain reanimated. Unfortunately, the effects of the fever—paralysis—remained even after death and Elias moves somewhat slowly and stiffly. In addition, his face is grotesquely contorted by rigor, which impairs his ability to speak clearly. (The Cursed Chateau)
Elizabeth Bathyscape: See Vampire Voivodjan, Elizabeth Bathyscape, The Heart Queen, The Decapitator of the North.
Emptier: See The Plaguewielder, Emptier, Inviter of Contagion, Dissolver.
Ensouled Dead Ensoul the Dead spell. (Scenic Dunnsmouth)
Eons Inseminated with Agony Untold: See The Noctambulant, Mothertwister, Annihilator, The Eons Inseminated with Agony Untold.
Esteve: Lord Joudain took advantage of this by ensuring that he partook of Hervisse’s “special” meals, which ultimately resulted in his current state. He is now a ravenous nigh-immortal mockery of his former self. (The Cursed Chateau)
Eye Dead: See Varangian Dead Eye.
Eye Vampire: See Vampire Eye.
Fetus Animated: See Animated Fetus.
Fir Mac Nolg: See Skeleton Fighter 4, Fir Mac Nolg.
Fish Undead: See Undead Fish.
Foetus Mutant Animated: See Animated Mutant Foetus.
Fossil Vampire: See Vampire Fossil.
Frost Giant Undead: See Undead Frost Giant.
Fungi Shrieker Undead: See Undead Shrieker Fungi.
General Overlord Cyris Maximus: See Vampire, General Overlord Cyris Maximus.
Garuda-Lich: Hagen has also created some undead servant animals to help him and the company, reanimated by tiny brazen gears and pistons, and by the power of alchemy. (Qelong)
Ghost, Mary Hatchet, Resurrection Mary: ?
Ghost, van Kaus: Anyone who is killed in the van Kaus crypt will have their corpse possessed by a ghost of the van Kaus family. (Scenic Dunnsmouth)
Ghost Angry: ?
Ghost Disembodied: ?
Ghostly Attackers: ?
Ghoul: Characters themselves deluded by the mirror's magic will fight real ghouls instead, undead creatures whose attacks paralyze their victims for 2d4 turns (save negates, a cure light wounds spell removes the paralysis). (Castle Gargantua)
Ghoul Bluebeard: There was a gruesome killer in the past named Bluebeard. He used to lock his wives in closets, then butcher them. Returning from the dead, those wives have found a way to kill him, but took a part of his soul when they did so. (Castle Gargantua)
Ghoul Crocodile: ?
Ghoul Mindless, Ogbanje: These undead were conjured by Henriette, a necromancer. She refers to them as "ogbanje," referring to a local myth about undead children. In reality, these undead are simply mindless ghouls summoned by her necromantic incantation; still, ogbanje is as good a name as any. (World of the Lost)
These walking corpses are mostly citizens of Akabo who were infected and are now undead. Behind them, a dozen dead bodies twitch; soon, they will rise up. (World of the Lost)
A necromancer named Henriette cursed the city, and the dead have risen. These undead, known as ogbanje, attacked the living, and the curse spread to those who have been bitten. (World of the Lost)
Ghoul Mindless, Ogbanje, Ajimuda: These walking corpses are mostly citizens of Akabo who were infected and are now undead. Behind them, a dozen dead bodies twitch; soon, they will rise up. One of these is Ajimuda, the chieftain of Akabo. (World of the Lost)
Ghoul Plasmic: ?
Giant Frost Undead: See Undead Frost Giant.
Giantess's Lingering Spirit: See Spirit Lingering Giantess's.
God Dead: See Undead Dead God.
Guilhem: Guilhèm died when he was ten years old after a fall from the window of the Observatory. Joudain sincerely mourned his death and continued to ponder why it was that he had such affection for the boy. After Joudain committed suicide, he found that Guilhèm’s consciousness lingered about the chateau as well. (The Cursed Chateau)
Hand Cool: See Varangian Cool Hand.
Hatchet, Mary: See Ghost, Mary Hatchet, Resurrection Mary.
Heart Queen: See Vampire Voivodjan, Elizabeth Bathyscape, The Heart Queen, The Decapitator of the North.
Hellisente: See Dame Hellisente.
Hervisse: His consciousness was called back from the Beyond by Joudain. (The Cursed Chateau)
Hideous Thing Undead: See Undead Thing Hideous.
Hideous Undead Thing: See Undead Thing Hideous.
Hollow Bride: ?
Hooded Man: To each side of the nave, in the transept, a hooded man waits silently. These two men are actually nothing more than animated skins—Woolcott tracked down and killed two witch-hunters, then flayed them and animated their skins (tossing their muscles, bones, and organs into the gutter). Though hollow, these attendants are quite strong, and serve Woolcott unto death. (No Salvation for Witches)
Horse Pale: See Pale Horse.
Hound-Lich: Hagen has also created some undead servant animals to help him and the company, reanimated by tiny brazen gears and pistons, and by the power of alchemy. (Qelong)
Invisible Dead: Killed and animated by elf raiders purely for amusement. (Weird New World)
Inviter of Contagion: See The Plaguewielder, Emptier, Inviter of Contagion, Dissolver.
Jack Panic Attack: See Panic Attack Jack.
Jack Penitent: See Penitent Jack.
Jaume: Jaume made the most unfortunate mistake of seducing Ysabel and taking her virginity, a sacrilege for which the sentence was death. Enraged upon finding this out, Joudain cleaved Jaume’s head in two with an axe and then raised him from the dead to continue his duties. (The Cursed Chateau)
Javon: See Lord Javon, The Damned Thing.
Joudain: See Lord Joudain.
Julian: When he died, he was buried in the garden, under his beloved rose bushes. Joudain called to his consciousness after he committed suicide and his incorporeal form answered. (The Cursed Chateau)
King of Hearts: See Vampire Voivodjan, Nadasdy, King of Hearts.
King Pale: See Vampire Voivodjan, Artorius, Pale King.
King Red: See Vampire Voivodjan, Vlad Vortigen, Red King.
King Vampire: See Vampire King.
Knave of Hearts: See Vampire Voivodjan, Knave of Hearts.
Knight Colorless: See Vampire Nephilidian, Colorless Knight.
Knight Pale: See Vampire Voivodjan, Pale Knight.
Knight Red: See Vampire Voivodjan, Red Knight.
Kylesamara: See Lychewyfe, Kylesamara.
Landri: Joudain kept Landri around, because it amused him to taunt and mock him and his beliefs. He even hoped that he might eventually break him, but it never occurred and Landri remained steadfast in his faith. Annoyed by this, Joudain slew Landri with his sword in the Chapel (see p.48) and then raised him from the dead in that very room, using it to once more sneer at Landri’s faith. (The Cursed Chateau)
Laurensa: ?
Leaper: In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days. (Lusus Naturae)
Leech Chewer: The ghosts of men who died of infected wounds, these creatures are hungry for clean, fresh blood. (Fever Swamp)
Lesser Undead Butterfly: See Undead Butterfly Lesser.
Lingering Spirit Giantess's: See Spirit Lingering Giantess's.
Living Skeleton: See Skeleton Living.
Lord Decapitated: See Vampire Voivodjan, Decapitated Lord.
Lord Javon, The Damned Thing: The guilt-stricken Lord Javon spent years weeping beside his dead wife’s stone coffin praying for the forgiveness that could never come. He heaped flowers and jewelry on her decaying corpse, but nothing could assuage his undying guilt. The despondent lord finally climbed into his coffin and slashed his own jugular, but even death could not cure his despair. Javon rose weeks later in undeath, cursed for all eternity as a damned thing. (Towers Two)
Lord Joudain: Lord Joudain turned to necromancy, black magic, and eventually devilry as means to alleviate his world-weariness and boredom. He communed with elemental entities, slew his servants and raised them from the dead, and even summoned demons from Beyond, but he found no pleasure in any of these activities. Lord Joudain eventually came to the conclusion that the mortal realm offered him nothing but tedium and so committed suicide according to a ritual found in an ancient grimoire in the hope that the next world might prove more interesting than the present one. (The Cursed Chateau)
Lord Joudain’s consciousness persisted after his death, just as he had hoped. Rather than moving on to some other plane of existence—or even the heaven, hell, or purgatory preached by the Church—his being was instead bound to his earthly home for reasons he had neither anticipated nor could explain. He could not move on to whatever reward—or punishment—awaited him in some afterlife. Instead, he remained forever linked to his chateau. (The Cursed Chateau)
Lychewyfe: When a powerful witch wishes to extend her life beyond its natural span, she calls for two things: an immaculate, unwilling Cleric and a bone saw. Witch and virgin are divided down the middle and the halves are fused to their mismatched twins with baleful arts and catgut. This produces two lychewives—one lyche-sinister, one lyche-dexter. (Frostbitten & Mutilated)
Lychewyfe, Kylesamara: When a powerful witch wishes to extend her life beyond its natural span, she calls for two things: an immaculate, unwilling Cleric and a bone saw. Witch and virgin are divided down the middle and the halves are fused to their mismatched twins with baleful arts and catgut. This produces two lychewives—one lyche-sinister, one lyche-dexter. (Frostbitten & Mutilated)
Kylesa was the witch, and Mara the virgin. The Mara halves typically do nothing or scream and beg for death—being totally physically subservient to their Kylesa halves, who have led the Ulvenbrigad for 400 years. (Frostbitten & Mutilated)
Lychewife, Marakylesa: When a powerful witch wishes to extend her life beyond its natural span, she calls for two things: an immaculate, unwilling Cleric and a bone saw. Witch and virgin are divided down the middle and the halves are fused to their mismatched twins with baleful arts and catgut. This produces two lychewives—one lyche-sinister, one lyche-dexter. (Frostbitten & Mutilated)
Kylesa was the witch, and Mara the virgin. The Mara halves typically do nothing or scream and beg for death—being totally physically subservient to their Kylesa halves, who have led the Ulvenbrigad for 400 years. (Frostbitten & Mutilated)
Mac Nolg, Fir: See Skeleton Fighter 4, Fir Mac Nolg.
Man Hooded: See Hooded Man.
Marakylesa: See Lychewife, Marakylesa.
Martin: ?
Mary Hatchet: See Ghost, Mary Hatchet, Resurrection Mary.
Mary Resurrection: See Ghost, Mary Hatchet, Resurrection Mary.
Maximus, Cyris: See Vampire, General Overlord Cyris Maximus.
Mindless Ghoul: See Ghoul Mindless, Ogbanje.
Minor Vampire: See Vampire Minor.
Miqel: Jaume made the most unfortunate mistake of seducing Ysabel and taking her virginity, a sacrilege for which the sentence was death. Enraged upon finding this out, Joudain cleaved Jaume’s head in two with an axe and then raised him from the dead to continue his duties. Not long afterward, Joudain decided that, because the twin footmen no longer “matched,” he had no choice but to inflict the same fate on Miqèl, who now looks exactly like his older brother. (The Cursed Chateau)
Mire Dragon Undead: See Undead Mire Dragon.
Mondette: ?
Monkey Vampire: See Vampire Monkey.
Mothertwister: See The Noctambulant, Mothertwister, Annihilator, The Eons Inseminated with Agony Untold.
Mummy: Mummies are sorcerous devotees of Nyarlathotep entombed beneath the ground in various places, most notably beneath the vast Radioactive Desert. (Carcosa)
The mummies of the world of Carcosa are not mindless, shambling things wrapped in bandages! Rather, they are dead Sorcerers (of any level) whose services to Nyarlathotep have earned them the state of being undead. (Carcosa)
Mummy Brain: As millennia pass, the dry bodies of mummies gradually crumble to dust. Usually the living brains of mummies rot away upon the dissolution of a mummy’s body. But a few of the brains of mummies who are of 8th or higher level and have an 18 intelligence score continue to think and exist. (Carcosa)
Mummy-Squid: The Treasury is guarded by five mummies that have had their arms replaced by tentacles. The mummies have been here longer than the current members of the cult who believe that the mummies were also stolen during the assault on the Library of Alexandria. Making use of all the knowledge gathered in the Treasury, the cultists were able to reproduce old Egyptian rituals several centuries ago to revive them, adding a special touch – the tentacles – of their own to the beasts. (The Squid, the Cabal, and the Old Man)
Mushroom Man Undead: See Undead Mushroom Man.
Mushroom Zombie: See Zombie Mushroom.
Mutant Animated Foetus: See Animated Mutant Foetus.
Mutant Foetus Animated: See Animated Mutant Foetus.
Nadasdy: See Vampire Voivodjan, Nadasdy, King of Hearts.
Necrobutcher: See The Necrobutcher.
Nephilidian Vampire: See Vampire Nephilidian.
Neverborn, Oannes: See Animated Mutant Foetus, Oannes Neverborn.
Noctambulant: See The Noctambulant, Mothertwister, Annihilator, The Eons Inseminated with Agony Untold.
Nolg, Fir: See Skeleton Fighter 4, Fir Mac Nolg.
Nyvyan: See Vampire Nephilidian, Nyvyan, Colorless Queen.
Oannes Neverborn: See Animated Mutant Foetus, Oannes Neverborn.
Ogbanje: She refers to them as "ogbanje," referring to a local myth about undead children. (World of the Lost)
Ogbanje: See Ghoul Mindless, Ogbanje.
Oolites Pseudo: See Egg Dead, Pseudo Oolites.
Order of Clubs: See Vampire Voivodjan, Order of Clubs.
Order of Diamonds: See Vampire Voivodjan, Order of Diamonds.
Order of Hearts: See Vampire Voivodjan, Order of Hearts.
Order of Spades: See Vampire Voivodjan, Order of Spades.
Pale Bishop: See Vampire Voivodjan, Pale Bishop.
Pale Knight: See Vampire Voivodjan, Pale Knight.
Pale Horse: If a Stalking Horse is slain, a Pale Horse—a kind of horse-headed ghoul— will burst forth and simultaneously attack all nonvampires within 7’, attempting to strangle them with the slain horse’s entrails at +6 to hit for 2d10hp. This happens as soon as the Stalking Horse dies (no initiative roll) and the Pale Horse then dies immediately after the attack, regardless of its outcome. (A Red and Pleasant Land)
Pale King: See Vampire Voivodjan, Artorius, Pale King.
Pale Pawn: See Vampire Voivodjan, Pale Pawn.
Panic Attack Jack: THE JACK IS THE BODY OF A caver of some sighted, civilised, humanoid race. They’re dead, and often wrapped in ropes that broke their neck. The limbs are all splintered from falls, the spine is bent. The wet ropes trail behind them like a veil. The pack is still unopened on their back. The Rapture killed them and took the body for a spin. The skin is bleached. The flesh is puffed. They are screaming for their mother and praying now, locked forever in the seconds of their death.
Parnival: See Vampire Monkey, Parnival.
Pawn Colorless: See Vampire Nephilidian, Colorless Pawn.
Pawn Pale: See Vampire Voivodjan, Pale Pawn.
Pawn Red: See Vampire Voivodjan, Red Pawn.
Penitent Jack: Penitent Jack is the masked, gravel-voiced caretaker of the gallows on Heretic Hill. His yellow smile and rotting folds of flesh betray his curse of undeath. “Jack” is a disgraced cleric who betrayed the Synod during the inquisition. He was forced to hang his apostate allies, then sentenced to execution by lustration (being drowned in holy water). After his death, his body was ritually reanimated to serve as a secret pawn of the Noosefriars, forcing him to live as the eternal attendant of the gallows even as his body slowly rots. (Vacant Ritual Assembly #6)
Pile Corpse: See The Corpse Pile.
Plaguewielder: See The Plaguewielder, Emptier, Inviter of Contagion, Dissolver.
Plasmic Ghoul: See Ghoul Plasmic.
Praj Qmoc: See Qmoc Praj.
Praj Quon: See Quon Praj.
Priest Corpse: ?
Progeny of Lilith: These undead children are not actually the spawn of Lilith; they are human children who have been bitten by fleas contaminated with Wastrel blood. Anyone who is bitten by such a flea, and has not yet reached puberty, becomes one of the Progeny within 1-20 minutes. (Lusus Naturae)
If one of the Progeny manages to bite a child, he becomes one of them in 1-6 rounds. (Lusus Naturae)
Pseudo Oolites: See Egg Dead, Pseudo Oolites.
Qmoc Praj: These are the ghosts of women who died in childbirth. (Qelong)
Queen Colorless: See Vampire Nephilidian, Nyvyan, Colorless Queen.
Queen Heart: See Vampire Voivodjan, Elizabeth Bathyscape, The Heart Queen, The Decapitator of the North.
Queen Sleepless: See The Sleepless Queen.
Quon Praj: ?
Reanimated Crew: ?
Reanimated Crocodile: ?
Red Bishop: See Vampire Voivodjan, Red Bishop.
Red Bride: See Vampire Voivodjan, Red Bride.
Red King: See Vampire Voivodjan, Vlad Vortigen, Red King.
Red Knight: See Vampire Voivodjan, Red Knight.
Red Pawn: See Vampire Voivodjan, Red Pawn.
Restless Dead: If the child is touched, the clock will begin to spin backwards at great speed, and all corpses on the grounds will rise. The clock will then stop, and the undead will converge on this point. (Death Love Doom)
Resurrection Mary: See Ghost, Mary Hatchet, Resurrection Mary.
Risen Dead: Grimoire of Walking Flesh. This text, written in the Duvan’Ku language, allows the creation of a flesh golem. It requires the parts of 10d4 fresh bodies, takes two weeks time as the parts are assembled, and then requires a strong electrical charge (a lightning bolt will do) to activate the body. There is no monetary cost to making the golem with this book, and an unlimited amount may be made. When the golem activates, the mutilated remains of the bodies used for parts will rise and seek to destroy the creator of the golem. The golem will not fight these undead. The risen dead will be 2 Hit Dice 50% of the time, 2 Hit Dice and able to paralyze 40% of the time, and 4 Hit Dice and able to drain levels 10% of the time (check each creature individually). If the bodies have been utterly destroyed, then the creatures will be incorporeal, and 4 Hit Dice and energy draining (75%) or 7 Hit Dice and double energy-draining (25%). Anyone using the book will of course not know about the vengeful dead until it’s rather obvious. (Death Frost Doom)
Rixenda: ?
Rook Colorless: See Vampire Nephilidian, Colorless Rook.
Sad Zombie: See Zombie Sad, Walking Dead.
Sarcophogus Corpse: ?
Sentinel Dwarf: See Dwarf Sentinel.
Shambler: In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days. (Lusus Naturae)
Shrieker Fungi Undead: See Undead Shrieker Fungi.
Skeleton: ?
Skeleton Fighter 4, Fir Mac Nolg: If all four of the gold coins are removed from the pots before the axe is removed from the skeleton, it will awaken. (Scenic Dunnsmouth)
Skeleton Living: The pool is filled with a phosphorescent ivory vapor. When a character inhales the vapor and fails to save versus magic, he turns into a living skeleton. He doesn't need to sleep, eat or drink any longer and can see with a supernatural sight that allows him to locate creatures and items even in complete darkness. On the other hand, he loses the ability to speak and can be turned by Clerics as an undead creature of the same level as his. Further inhalations have no effect. (Castle Gargantua)
Skeleton Slimy: ?
Skeleton Snake: There are 24 preserved teeth in the dust, each of them turning into a skeleton snake when thrown on the ground. (Castle Gargantua)
Sleepless Queen: See The Sleepless Queen.
Slimy Skeleton: See Skeleton Slimy.
Snake Skeleton: See Skeleton Snake.
Spectre: ?
Spectre of the Brocken: The Bröcken was intended to end the world and drag it down in flames. Not this one, a better one. She failed. And died. (Veins of the Earth)
You are the shadow of a five-dimensional being existing in a higher plane and this is why much of your life makes no sense. Sometimes you sleep and dream, and if your dream dreamed and that last dream thought it was alive, then that is your relative position to the world the Bröcken was fated to destroy. You are a shadow of a shadow of that five-dimensional plane. There are lots of you, parallel selves and places, not quite real. You’ll never meet them. (Veins of the Earth)
When the Bröcken fell her spirit flowed away, Trickled, surprisingly, into a lower dimension like a hole in a shopping bag. She is a ghost-thing now. A spectre. A memory. But still real. Hyper-real like nothing else can be. She might be dead but she is still slumming it here. (Veins of the Earth)
Spirit Lingering Giantess's: ?
Starved Corpse: ?
The Corpse Pile: The Cult of the Drowned have managed to disturb something. Something old. Something dead. Malicious tendrils have snaked out of its sarcophagus and found a bounty of waterlogged cadavers in the Swamp’s foetid waters. Now they wander, killing the living and growing in size with each murder. (Fever Swamp)
The Light almost perfectly seals the Ur-Corpse below, letting only a tiny sliver of its essence slip through a crack in order to animate the Corpse Pile. (Fever Swamp)
The Damned Thing: See Lord Javon, The Damned Thing.
The Decapitator of the North: See Vampire Voivodjan, Elizabeth Bathyscape, The Heart Queen, The Decapitator of the North.
The Eons Inseminated with Agony Untold: See The Noctambulant, Mothertwister, Annihilator, The Eons Inseminated with Agony Untold.
The Heart Queen: See Vampire Voivodjan, Elizabeth Bathyscape, The Heart Queen, The Decapitator of the North.
The Necrobutcher: ?
The Nephilidian: See Vampire Nephilidian, Vorkuta, The Nephilidian Vampire, The Nephilidian.
The Nephilidian Vampire: See Vampire Nephilidian, Vorkuta, The Nephilidian Vampire, The Nephilidian.
The Noctambulant, Mothertwister, Annihilator, The Eons Inseminated with Agony Untold: ?
The Plaguewielder, Emptier, Inviter of Contagion, Dissolver: ?
The Sleepless Queen: This woman in life was a streetwalker who was kidnapped, murdered, and corrupted into this form specifically as bait to lure greedy people to their deaths. (Death Frost Doom)
Thief Candle: See Candle Thief.
Thing Damned: See Lord Javon, The Damned Thing.
Thing Hideous Undead: See Undead Thing Hideous.
Thing Undead Hideous: See Undead Thing Hideous.
Tomb Zombie: See Zombie Tomb.
Undead Butterfly: The Undead Butterfly is the bane of all Mushroomdom. It is not itself a mushroom, but rather a virus that infects and dominates spores. Usually this kills the spore and creates a Mushroom Zombie, but once in awhile, a new Butterfly is unborn from the spore. (Sounds of the Mushroom Kingdom)
Undead Butterfly Lesser: After it has killed four human-sized beings or the equivalent, it will cocoon inside a corpse, emerging after 1d4+1 days as a pony-sized Lesser Undead Butterfly (same stats, but 30’/150’ movement). (Sounds of the Mushroom Kingdom)
Undead Caterpillar: Mammals killed by the undead Butterfly get infested with maggot-like caterpillars, all of which will eat each other until one is left, the last one leaving the body to seek victims on its own. (Sounds of the Mushroom Kingdom)
Undead Creature: ?
Undead Crewman: Killed and animated by elf raiders purely for amusement. (Weird New World)
Undead Dead God: Raise the Dead spell. (Vaginas are Magic)
Undead Fish: Until recently, the pond was full of perch, carp, and trout, but these all died when the spheres manifested. Shortly thereafter, an incandescent spiral full of twisted sorcery tore through the brambles and splashed into this pond, imbuing the dead fish with a twisted form of life. (No Salvation for Witches)
Undead Frost Giant of the Hatemountain: Frost Giant of Hatemountain Unholy Grave power. (Frostbitten & Mutilated)
Undead Fungi Shrieker: See Undead Shrieker Fungi.
Undead Giant Frost: See Undead Frost Giant.
Undead Hideous Thing: See Undead Thing Hideous.
Undead Mire Dragon: The mire dragon has contracted Ebonwood Rot, but instead of seeking purchase in the ground, a root system covers the entire beast, creating an up-armored mostly-dead-but-undead mire dragon that obeys the telepathic thoughts of the Esther Tree. (Vacant Ritual Assembly #6)
b]Undead Mushroom Man:[/b] Necrodelic Effect. (Sounds of the Mushroom Kingdom)
Undead Shrieker Fungi: ?
Undead Thing Hideous: ?
Undead Wizard: Raise the Dead spell. (Vaginas are Magic)
Unquiet Worms: The nethermost caverns are not for the fathoming of eyes that see; for their marvels are strange and terrific. Cursed the ground where dead thoughts live new and oddly bodied, and evil the mind that is held by no head. Wisely did Ibn Schacabao say, that happy is the tomb where no wizard hath lain, and happy the town at night whose wizards are all ashes. For it is of old rumour that the soul of the devil-bought hastes not from his charnel clay, but fats and instructs the very worm that gnaws; till out of corruption horrid life springs, and the dull scavengers of earth wax crafty to vex it and swell monstrous to plague it. Great holes secretly are digged where earth’s pores ought to suffice, and things have learnt to walk that ought to crawl. (Carcosa)
Sometimes the worms that feed on a dead Sorcerer’s brain will assimilate the Sorcerer’s memories and sorcerous and psionic powers. Such worms swell to thrice their normal size and assemble in a horrid, vaguely humanoid shape that walks as a man. (Carcosa)
Ur-Corpse: A corpse of something never living and terribly ancient, it sits poised, long head angled downwards, six insectile limbs ready to power it forwards. (Fever Swamp)
Vampire: Vampires may create other vampires. Any charachter drained to 0 Constitution by a vampire over multiple sessions – not through a total drain – will rise at sunset d6+1 days later as a vampire with one hit point. (Lamentations of the Flame Princess Grindhouse Edition Referee Book)
If a vampire successfully slays a victim through energy drain, the victim will become a vampire of the same type of the lowest rank (pawn or ace). (A Red and Pleasant Land)
If Parnival successfully slays a victim with his energy drain, it will become a vampire. (Vornheim The Complete City Kit)
Victims who die as a result of a minor vampire's bite rise as a vampire. (Weird New World)
Vampire King: ?
Vampire, General Overlord Cyris Maximus: ?
Vampire Eye: ?
Vampire Fossil: Vampires cannot die. Long ago they infested the earth. When day came, they swarmed under the soil like worms shifting in bait. There was never enough space. The weak were thrust up through the topsoil into the sunlight to die. Their ash made thicker soil to save the rest. At sunset the land heaved and vomited out continents of pale writhing undead. They killed everything. They ate all living things. They fed off each other, unable to die and afraid to walk into the sun.
No-one knows how, but in a single day they were destroyed. The world turned inside out. They were burnt, buried and eaten by angry tectonics. Frozen in stone, fossilised and crushed. Most were torched by unknown cosmic fire but the ash-clouds exploded so fast that large pockets remain. They are still there. There is a vampire stratum. A thin band of shadow in the rock, two feet thick, coal-black. No-one mines it. They go around. (Veins of the Earth)
Vampire Minor: ?
Vampire Monkey, Parnival: ?
Vampire Nephilidian: If Vorkuta successfully slays a victim with her energy drain, it will become a nephilidian vampire. (Vornheim The Complete City Kit)
Vampire Nephilidian, Colorless Bishop: ?
Vampire Nephilidian, Colorless Knight: ?
Vampire Nephilidian, Colorless Pawn: ?
Vampire Nephilidian, Colorless Rook: Colorless Rooks are made from the remains of dead Pale Rooks: first the corpse is sat on a throne and enmeshed in a kind of rolling frame pulled by horses. Then the top of the Rook’s head is sawn off like the lid off a pot and the head is filled with sea water nearly to the rim. If a vampire then sits floating in the head, the Colorless Rook comes to life, and can act as a powerful battle oracle or magical battery. (A Red and Pleasant Land)
Vampire Nephilidian, Nyvyan, Colorless Queen: ?
Vampire Nephilidian, Vorkuta, The Nephilidian Vampire, The Nephilidian: ?
Vampire Voivodjan, Artorius, Pale King: ?
Vampire Voivodjan, Decapitated Lord: ?
Vampire Voivodjan, Elizabeth Bathyscape, The Heart Queen, The Decapitator of the North: ?
Vampire Voivodjan, Knave of Hearts: ?
Vampire Voivodjan, Nadasdy, King of Hearts: ?
Vampire Voivodjan, Order of Clubs: ?
Vampire Voivodjan, Order of Diamonds: ?
Vampire Voivodjan, Order of Hearts: ?
Vampire Voivodjan, Order of Spades: ?
Vampire Voivodjan, Pale Bishop: ?
Vampire Voivodjan, Pale Knight: ?
Vampire Voivodjan, Pale Pawn: ?
Vampire Voivodjan, Red Bishop: ?
Vampire Voivodjan, Red Bride: ?
Vampire Voivodjan, Red Knight: ?
Vampire Voivodjan, Red Pawn: ?
Vampire Voivodjan, Vlad Vortigen, Red King: ?
Van Kaus Dead: ?
Varangian Cool Hand: Given the decades of war that they have been fighting, it is understandable that the Varangians may have undergone some wear and tear, to be repaired as best he can by Hagen, their dwarven necromancer-alchemist. (Qelong)
Varangian Dead Eye: Given the decades of war that they have been fighting, it is understandable that the Varangians may have undergone some wear and tear, to be repaired as best he can by Hagen, their dwarven necromancer-alchemist. (Qelong)
Vlad Vortigen: See Vampire Voivodjan, Vlad Vortigen, Red King.
Voiden: For Razak has discovered the power of the Loi-Goi (or rather it discovered him), and with it he has created an undead force of warrior-zombies (The Voiden) which he plans to use in the final campaign to destroy his brother and lay absolute claim to the Towers Two. (Towers Two)
The Voiden are creatures Razak has created in the shops of necromancy he calls home, under the direct guidance of the Loi-Goi, who has reached into Razak’s mind through the questing tentacle-pod of the Loi-Goi, which Razak discovered beneath his tower, in the deep catacombs near his mother’s tomb. The Voiden are created using the parts of those once alive...they are then bathed in various sorcerous and chemical compounds which merge the various bits and pieces together. (Towers Two)
Voivodjan Vampire: See Vampire Voivodjan.
Vorkuta: See Vampire Nephilidian, Vorkuta, The Nephilidian Vampire, The Nephilidian.
Vortigen, Vlad: See Vampire Voivodjan, Vlad Vortigen, Red King.
Walking Dead: See Zombie Sad, Walking Dead.
Wandering Dead: The unholy influence of the gallows curse has leaked into the disrupted graves and cracked vaults and causes the vengeful dead to rise when the moon is right (and it is often right). (Vacant Ritual Assembly #6)
Waterlogged Dead: ?
Warrior Corpse: ?
Wizard Undead: See Undead Wizard.
Work Detail: ?
Worms Unquiet: See Unquiet Worms.
Ysabel: In his blasphemous Black Masses, Joudain needed a young and virginal woman whose naked body would serve as his altar. He found such a woman in Ysabel, whom he brought to the chateau after searching across southern France for a “perfect” woman with all the right qualities he sought. Though ostensibly a maid, Joudain treated her very well and provided for her every need, provided she never leave his domain and that she perform her “religious” duties without complaint. (The Cursed Chateau)
In time, Jaume seduced Ysabel and her deflowering made her no longer suitable for Joudain’s purposes. He killed Jaume in retaliation and Ysabel, her sanity already tenuous by this point, took her own life by drinking poison. He tried to reanimate her like his other servants but, for some reason, the process did not work as he had hoped and the result was a semi-corporeal ghost-like being with transparent “skin” who spends most of her undead existence weeping. (The Cursed Chateau)
Zombie: Any killed by a Chieftain-Wight are raised in 1d4 days as zombies, who kneel in supplication to their undying liege when not falling upon the blades of their enemies. (Fever Swamp)
Uncle Ivanovik lives in a log cabin, much the same as 4. Anyone he captures is strapped to the dining room table, and Ivanovik begins the process of mummification while they still live. Unlike 4 above, Ivanovik is cold and dispassionate and will not say a word throughout the whole process, however much his victim pleads and screams. He will then row the body out to a specific point in the bog, utter some chants and dump the body. If the player characters raise any of these bodies out of the swamp they will rise as “bog people” zombies within a few Rounds and attempt to fill their bellies with warm flesh. (Scenic Dunnsmouth)
If any of these skeletons manage to kill someone they will instantly de-animate. Within two Rounds the person slain will rise as a zombie and attempt to kill the nearest living person in same fashion using his weapons. (Scenic Dunnsmouth)
The skeleton is clutching a two-handed, double-edged copper axe known as Kinslayer. It is also wearing several pieces of copper jewelry worth a total of 24sp or 200sp if sold to a university or archaeologist. Kinslayer deals double the normal amount of damage to people of Celtic descent (Irish, Scottish, or Welsh), as it literally causes their blood to boil in their veins. Any human killed by the axe will rise at the next full moon as a flesh hungry, free-willed, intelligent zombie intent on revenge, unless it is buried on hallowed ground or has Bless cast on its body. (Scenic Dunnsmouth)
Electric Grave spell miscast. (James Edward Raggi IV's Eldritch Cock)
Zombie Mushroom: The Undead Butterfly is the bane of all Mushroomdom. It is not itself a mushroom, but rather a virus that infects and dominates spores. Usually this kills the spore and creates a Mushroom Zombie, but once in awhile, a new Butterfly is unborn from the spore. (Sounds of the Mushroom Kingdom)
The Undead Butterfly is as large as an elephant, but has little bodily integrity, with perforations in its flesh constantly oozing prismatic goo. To most beings, this is merely nauseating, uncomfortable, mildly acidic (no actual damage, just stinging or discoloration of objects), and a delicious addition to hummus or curry sauce. (Sounds of the Mushroom Kingdom)
However, when it falls on a Mushroom Man, even a microscopic drop of it, it will slowly kill the Mushroom Man at a rate of 1hp per day, which cannot be healed, and when the Mushroom Man drops to zero hit points it will become a Mushroom Zombie. Any Mushroom Man under the Butterfly’s flight path, or piercing it in mêlée combat must save versus Breath Weapon or fall victim to the ooze. (Sounds of the Mushroom Kingdom)
Anyone bitten by the Caterpillar must save versus Poison or degenerate into a Mushroom Zombie as above (if a Mushroom Man), or suffer a Necrodelic Effect (p31) if not a Mushroom Man. (Sounds of the Mushroom Kingdom)
Zombie Sad, Walking Dead: On those rare occasions in which Metegorgos has faced some real threat, she has awakened her snakes and turned to stone those who defied her. This happens uncommonly, in part because she has quite a few other deadly strengths. Mostly, though, fossilizing folks uses up what little warmth she has left, leaving her many children hungry. (Metegorgos)
When this happens, she has the statues destroyed. Some hours later, she will stillbirth walking dead in the same shapes as those destroyed. (Metegorgos)
Zombie Tomb: The guilt-stricken Lord Javon spent years weeping beside his dead wife’s stone coffin praying for the forgiveness that could never come. He heaped flowers and jewelry on her decaying corpse, but nothing could assuage his undying guilt. The despondent lord finally climbed into his coffin and slashed his own jugular, but even death could not cure his despair. Javon rose weeks later in undeath, cursed for all eternity as a damned thing. The curse allowed the undead lord to raise any corpse back to life except his beloved Lady Morose. (Towers Two)

Lamentations of the Flame Princess Books
LotFP Rules & Magic Free Version
Undead: Animate Dead spell.
Animate Dead Monsters spell.
Summon spell entity's Victims Rise as Undead power.

Animate Dead
Magic-User Level 5
Duration: Instantaneous
Range: 10'
This spell energizes the faint memories of life that cling to the corpses and skeletons of people, allowing them to move and act in a gross mockery of their former existence. Because the entities inhabiting these bodies are chosen by the caster, these undead are under his total control. However, the faint memories of life retained by the corpse or skeleton constantly struggles with the invader introduced by the caster, a conflict that drives the host corpse or skeleton to destructive urges. The animated dead will always interpret any instructions in the most violent and destructive manner possible. They will also prefer to attack those that they knew in life, no matter their former relationship with the person in question. The bodies remain animated until they are destroyed.
For each level of the caster, he creates 1 Hit Die, the total of which is then used to determine the Hit Dice of the undead and any special abilities. One or two Hit Dice must be assigned to each undead as the caster desires. This is each undead’s Hit Dice for the purposes of its Hit Points, saving throws, and to hit rolls. If the undead is to have special abilities, each increases the Hit Dice “cost” by one (except energy drain, which increases it by two). Adding special abilities does not increase the actual Hit Dice of the undead. Only mindless undead are created by this spell, and they must be commanded verbally.

Animate Dead Monsters
Magic-User Level 6
Duration: Instantaneous
Range: 10'
This spell energizes the faint memories of life that cling to the corpses and skeletons of creatures, animating them to a mocking caricature of their living selves. Each creature’s intellect and willpower is no longer present, allowing these undead to be under the total control of the caster. However, the faint memories of life retained by the corpse or skeleton constantly struggles with the invader introduced by the caster, a conflict that drives the host corpse or skeleton to destructive urges. They will always interpret any instructions in the most violent and destructive manner possible. The bodies remain animated until they are destroyed.
For each level of the caster, he creates 1 Hit Die, the total of which is then used to determine the Hit Dice of the undead and any special abilities. One or two Hit Dice must be assigned to each undead as the caster desires. This is each undead’s Hit Dice for the purposes of its Hit Points, saving throws, and to hit rolls. If the undead is to have special abilities, each increases the Hit Dice “cost” by one (except energy drain, which increases it by two). Adding special abilities does not increase the actual Hit Dice of the undead. Only mindless undead are created by this spell, and they must be commanded verbally.

Summon
Magic-User Level 1
Duration: See Below
Range: 10'
Magic fundamentally works by ripping a hole in the fabric of space and time and pulling out energy that interacts with and warps our reality. Various mages have managed to consistently capture specific energy in exact amounts to produce replicable results: Spells.
The Summon spell opens the rift between the worlds a little bit more and forces an inhabitant From Beyond into our world to do the Magic-User's bidding. What exactly comes through the tear, and whether or not it will do what the summoner wishes, is wholly unpredictable.
Once the Summon spell is cast, there are a number of steps to resolve:
The caster chooses the intended Power of the ¶¶Summoned Entity
The caster makes a saving throw versus Magic ¶¶
Determine the Entity’s Form ¶¶
Determine the Entity’s Powers ¶¶
Resolve the Domination Roll ¶¶
Step One
The caster must decide how powerful a creature— expressed in terms of Hit Dice—he will attempt to summon. This cannot be more than two times the caster's level, but this effective level for this purpose can be modified by Thaumaturgic Circles and Sacrifices—see below.
Step Two
The caster must make a saving throw versus Magic. Failing this saving throw means a more powerful creature than anticipated might come through the tear in the fabric of reality, which can have dire consequences for all present.
Step Three
The creature's form and powers will be randomly determined on the following tables, with different results altering the creature's basic stats.
Those default stats are: AC 12, 1 attack for 1d6 damage, Move 120' (ground), ML 10.
To determine the creature’s basic form, roll 1d12 if the original casting save was made, 1d20 if it was not.
Form
1–2 1 Amoeba
2 Balloon
3 Blood (immune to norm. attacks)
3–4 1 Brain
2 Canine (Move 180')
3 Crab (2 attacks, +2 AC)
5–6 1 Crystal (+4 AC)
2 Excrement
3 Eyeball
7–8 1 Frog (leap 150')
2 Fungus (Move 60')
3 Insectoid (+2 AC)
9–10 1 Organic Rot (causes disease on a hit)
2 Polyhedral
3 Seaweed
11–12 1 Slime (Move 60')
2 Snake (50% poison, 50% constriction)
3 Squid
13–19 1 Anti-Matter (HDd6 explosion on every contact)
2 Dream-Matter (all touched become Confused)
3 Flowing Colors
4 Fog (immune to normal attacks)
5 Lightning (Move 240', immune to normal attacks, 1d8 damage touch, touching it with metal does 1d8 damage)
6 Orb of Light (immune to normal attacks)
7 Pure Energy (immune to normal attacks, touch does 1d8 damage)
8 Shadow
9 Smoke (immune to normal attacks, Move 240', suffocation attack)
10 Wind (immune to normal attacks, Move 240')
20* 1 Collective Unconscious Desire for Suicide
2 Disruption of the Universal Order
3 Fear of a Blackened Planet
4 Imaginary Equation, Incorrect yet True
5 Lament of a Mother for her Dead Child
6 Lust of a Betrayed Lover
7 Memories of Pre-Conception
8 Regret for Unchosen Possibilities
9 Space Between the Ticks of a Clock
10 World Under Water
*If an Abstract Form is rolled, ignore the rest of the steps and go straight to the particular Abstract Form description below.
Each basic form that is not from the Abstract Forms category will have a number of additional features.
The base Hit Dice of the creature that the caster wished to summon determines the die type used to determine additional features as follows: Hit Dice ie Type
0 (1d6 hp) 1d2
1 1d4
2 - 4 1d6
5 - 7 1d8
8 - 10 1d10
11 - 13 1d12
14 + 1d20
Roll the indicated die type… This is the Base Number. Roll that die again. If the new roll is less than the Base Number, then roll an appendage on the following table. Roll again and keep adding appendages until a new roll greater than, or equal to, the previous roll is made.
Appendages Adjective Noun
1 1 Adhesive Antennae
2 Beautiful Arms
3 Bestial Branches
4 Chiming Claws
5 Crystalline Eggs/Seeds
6 Dead Eyes/Great Eye
2 1 Dripping Face
2 Fanged Feathers
3 Flaming Fins
4 Furred Flowers
5 Gigantic Foliage
6 Glowing Fronds
3 1 Gossamer Genitals
2 Gushing Horn
3 Humming Legs
4 Icy Lumps
5 Immaterial Machine
6 Incomplete Maggots
4 1 Malformed Mandibles
2 Necrotic Mouths/Great Maw
3 Negative Oil
4 Neon Proboscis
5 Numerous Pseudopods
6 Petrified Scales
5 1 Prehensile Shell
2 Pungent Sores
3 Reflective Spine
4 Rubbery Stinger
5 Running Stripes
6 Skeletal Suction Pods
6 1 Slimy Tail
2 Smoking Teats
3 Stalked Teeth
4 Thorned Tentacles
5 Throbbing Wings
6 Transparent Wrapping
Step Four
To determine the number of powers that a creature has, use the base Hit Dice of the creature that the caster wished to summon to determine which die type to use according to the following table: Hit Dice ie Type
0 (1d6 hp) 1d2
1 1d4
2–4 1d6
5–7 1d8
8–10 1d10
11–13 1d12
14+ 1d20

Roll the indicated die type… This is the Base Number. Roll that die again. If the initial saving throw in Step Two was successful, the entity has a special power if the second roll is less than the Base Number. Roll again and keep adding special powers until a new roll greater than, or equal to, the previous roll is made.
However, if the initial saving throw was failed, a new power is gained on a roll less than, or equal to, the Base Number, so the creature will have a greater chance to have more powers than if the casting was more controlled. If a 1 is rolled, however, no further rolls can be made.
The possible powers of a summoned entity can be randomly determined on the following table. Reroll any duplicate results.
1. AC +2d6
2. AC +1d10
3. AC +1d12
4. AC +1d12, immune to normal weapons
5. AC +1d20
6. AC +1d4
7. AC +1d6
8. AC +1d6, immune to normal weapons
9. AC +1d8
10. AC +1d8, immune to normal weapons
11. Animate Dead (at will)
12. Blurred (always on, first attack against creature always misses, otherwise +2 AC)
13. Bonus Attack (if initial attack hits, opportunity for another attack)
14. Bonus Damage on Great Hit (does one greater die damage if hits by 5 or more, or rolls a natural 20)
15. Chaos (at will, one at a time)
16. Cloudkill (at will, one at a time)
17. Cold Attack (ranged, HDd6 damage)
18. Confusion (on a successful hit)
19. Continuing Damage (after a hit, victim takes one die less damage each Round until creature leaves or is killed)
20. Damage Sphere (all within 15' take 1d6 damage per Round)
21. Darkness (at will, one at a time)
22. Detect Invisibility (always on)
23. Drain Ability Score (on a successful hit)
24. Duo-Dimension (always on, but does not take extra damage)
25. Electrical Attack (ranged, HDd6 damage)
26. Energy Drain (on a successful hit)
27. ESP (always on)
28. Explosion
29. Feeblemind (on a successful hit)
30. Fire Attack (ranged, HDd6 damage)
31. Gaseous Form (at will)
32. Globe of Invulnerability (always on self)
33. Grapple (+5 to rolls involving grappling)
34. Haste (always on self)
35. Immune to Cold
36. Immune to Electricity
37. Immune to Fire
38. Immune to Magic
39. Immune to Metal
40. Immune to Normal Weapons
41. Immune to Physical Attacks
42. Immune to Wood
43. Impregnates (victims hit must save versus Poison or carry a thing)
44. Incendiary Cloud (at will, one at a time)
45. Lost Dweomer
46. Magic Drain (on a successful hit)
47. Maze (on a successful hit)
48. Memory Wipe (on a successful hit, but no other damage)
49. Mimicry (can duplicate sounds and voices it has heard)
50. Mind Control (at will, one at a time)
51. Mirror Image (always on)
52. Move Earth (at will)
53. Multiple Attacks (additional 1d3 attacks)
54. Paralysis (on a successful hit)
55. Pernicious Wounds (do not naturally heal)
56. Phantasmal Force (at will, one at a time)
57. Phantasmal Psychedelia (at will, one at a time)
58. Phantasmal Supergoria (at will, one at a time)
59. Phasing (can move through solid objects)
60. Plant Death (all vegetation dies within 10' x HD)
61. Poison (on a successful hit)
62. Polymorph Other (on a successful hit)
63. Prismatic Sphere (at will)
64. Prismatic Spray (at will)
65. Prismatic Wall
(at will, one at a time)

66. Psionic Attack (auto-hit, 1d6 damage)
67. Psionic Scream (auto hit in 30' radius area, 1d6 damage + victims must save versus Magic or be Slowed)
68. Radiation Attack
69. Radioactive
70. Ranged Attack
71. Regenerate (regains 1d3 hp a Round)
72. Reverse Gravity (at will, one at a time)
73. Silence (always on in 15' area)
74. Slow (once every ten Rounds)
75. Spell Turning (always on)
76. Spellcasting (as Magic-User of 2d6 levels – random spells)
77. Spore Cloud (all in area must save versus Poison or become infested)
78. Stinking Cloud (continuous around creature)
79. Stone Shape (at will)
80. Summon (as per this spell, no miscast, creatures under control of this creature, not original caster)
81. Swallow Whole (on a natural 20 or hitting by 10 or more)
82. Symbol (one type, randomly determined, at will)
83. Telekinesis (at will)
84. Teleportation (at will)
85. Time Stop
86. Transmute Flesh to Stone (on successful hit)
87. Transmute Rock to Mud (at will)
88. Valuable Innards (worth 500 sp × HD)
89. Ventriloquism (at will)
90. Victims Rise as Undead
91. Vulnerable to Cold (takes +1 damage per die)
92. Vulnerable to Cold Iron (takes +1 damage per die)
93. Vulnerable to Electricity (takes +1 damage per die)
94. Vulnerable to Fire (takes +1 damage per die)
95. Vulnerable to Metal (takes +1 damage per die)
96. Vulnerable to Physical Attacks (takes +1 damage per die)
97. Vulnerable to Silver (takes +1 damage per die)
98. Vulnerable to Wood (takes +1 damage per die)
99. Wall of Fire (at will, one at a time)
100. Web (at will, one at a time)
Step Five
The Domination roll requires two 1d20 rolls, one on behalf of the caster, the other on behalf of the summoned entity.
The caster's level, Thaumaturgic Circle Modifiers, and Sacrifice modifiers are added to his roll.
The creature's Hit Dice is added to its roll, and it also receives +1 to the roll for every Power it has.
Domination Roll Results
If the Magic-User wins, the margin of victory determines how many d10s to roll to determine how many Rounds the creature will be under the caster's control. The caster must concentrate on controlling the creature for this period of time, and if the caster's concentration is broken (by being damaged, or casting another spell, for instance), there must be another Domination roll to determine if the creature will remain under control (this second roll can only confirm the original term of control, not extend it, and at most the creature can only win a basic victory in this second contest). The creature returns to its dimension when this time ends.
If the Magic-User wins by a Great Margin (equal to, or greater than, 5 + creature’s Hit Dice + the number of its Powers), the caster can demand a longer service from the creature without needing to consciously direct it. The details of this service must be communicated in a clear and succinct manner.
If the caster wins by a margin of 19 or more (or double a Great Margin), the creature is bound permanently in our world, and under the complete control of the caster, with no direct concentration required to maintain this control.
If the creature wins the Domination roll, it will simply lash out, attempting to kill and maim all living creatures while it is stable in this reality (a number of Rounds equal to d10 × the margin it won the Domination contest, minimum number of Rounds equal to its Hit Dice).
If the creature wins by a Great Margin (equal to, or greater than, 5 + Magic-User's Hit Dice + Sacrifice + Thaumaturgic Circle modifiers), the caster is completely at the mercy of the creature, mind,
body, and soul. Roll
1d6 and consult the Dominating Creature table below to determine what happens.
If the creature wins the roll by 19 or more (or double a Great Margin), it must make a 1d20 roll. On a 1–19 it is empowered by energy from its own dimension and multiplies its Hit Dice by 1d4+1. Re-roll its powers using its new Hit Dice as a base. It will then go on a killing rampage.
If this extra roll is a 20, the barrier between realities is sundered, and innumerable monstrosities begin dropping through. Hundreds of them will come through in the first hour, then about a hundred a day for the next week, then just a few each day. All will be hostile, as their passage to this world is accidental and our reality will be unfamiliar and unpleasant to their sensibilities.
If the domination roll is a tie, then roll again, but this time, the caster uses a d12 instead of a d20, and Thaumaturgic and Sacrifice modifiers do not apply.
Dominating Creature
1. The creature retreats to its own reality, bringing the caster back with it. The caster's physical body is destroyed, but his mental essence exists forever in misery.
2. The creature's presence in this universe is stable and it will not be drawn back to its world. The caster's will is replaced with that of the creature, and the character becomes an NPC. If the creature and the Magic-User together have the strength to destroy everyone and everything in their immediate surroundings, they will do so. If there is doubt about their ability to accomplish this, the creature and caster will retreat and begin their long-range campaign to bring about Hell on Earth.
3. The creature holds the rift open longer than it was supposed to be; 1d10 more creatures with Hit Dice ranging from 1 to the summoned creature's Hit Dice, flood into the physical world. They will attempt to slay and consume every living thing.
4. The creature and the Magic-User merge to form one being. It can switch between the two physical forms at will, and in either form possesses all the powers of both beings. The creature is in control.
5. The creature explodes on contact with our universe, disrupting all sense of self and identity. All human or human-like characters within 120' are randomly switched into new bodies, with the levels and class abilities of the new body (all bodies must change, even if a random roll puts a character back in their original body). Characters retain their previous Charisma, Intelligence, and Wisdom, and take on the Constitution, Dexterity, Strength, Class, Level, and Hit Points of the new body. All present are now Chaotic in alignment, and any Clerics lose their Cleric spells.
6. The creature is not at all interested in being in “reality,” nor does it care about anyone present. It is however supremely vexed at being called through the veil by a piece of meat. It will take one of the caster's comrades as compensation. The caster must choose one of his fellow player characters, and then that character will simply cease to be. If the caster delays, or chooses anyone else than a player character, then all the player characters in the area will be winked out of existence… and the caster will be left alone.
Thaumaturgic Circles and Sacrifices
Using Thaumaturgic Circles and offering Sacrifice while casting the spell makes the portal between worlds more interesting, attracting greater creatures to the summoning point and so allowing them to be summoned. It also numbs the consciousness of these creatures, such as it is, allowing a Magic-User to more easily control greater creatures.
Each full 2 Hit Dice of sacrifices gives the caster a +1 bonus to the Domination roll, or 1 Hit Die for a +1 bonus if the sacrifice is the same race as the caster. To count as a sacrifice, the victim must be helpless at the time of the slaying and purposefully slain for just this purpose. Combat deaths do not count.
Thaumaturgic Circles are magical diagrams (or mathematical equations which are nonsense in our
world, but important in some other) used to focus magical energy and give the caster greater control over his summoning. The diagrams are not enough, though. The materials used to draw and decorate the circles are crucial to communicating their information to the summoned creatures. 500 sp worth of materials is required to invest in a circle for every +1 bonus to the caster's Domination roll, and this is consumed with every casting.

Lamentations of the Flame Princess Grindhouse Edition Referee Book
Undead: Certain undead are so infested with disease that they slowly kill those they damage. Those damaged by such undead must make a saving throw or turn into the same type of undead within a set period of time.
Vampire: Vampires may create other vampires. Any charachter drained to 0 Constitution by a vampire over multiple sessions – not through a total drain – will rise at sunset d6+1 days later as a vampire with one hit point.

A Red and Pleasant Land
Vampire: If a vampire successfully slays a victim through energy drain, the victim will become a vampire of the same type of the lowest rank (pawn or ace).
Voivodjan Vampire: ?
Nephilidian Vampire: ?
Colorless Bishop, Nephilidian Vampire: ?
Colorless Knight, Nephilidian Vampire: ?
Colorless Pawn, Nephilidian Vampire: ?
Colorless Queen, Nephilidian Vampire, Nyvyan: ?
Colorless Rook, Nephilidian Vampire: Colorless Rooks are made from the remains of dead Pale Rooks: first the corpse is sat on a throne and enmeshed in a kind of rolling frame pulled by horses. Then the top of the Rook’s head is sawn off like the lid off a pot and the head is filled with sea water nearly to the rim. If a vampire then sits floating in the head, the Colorless Rook comes to life, and can act as a powerful battle oracle or magical battery.
Decapitated Lord, Voivodjan Vampire: ?
Elizabeth Bathyscape, Heart Queen, Voivodjan Vampire: ?
Pale Horse: If a Stalking Horse is slain, a Pale Horse—a kind of horse-headed ghoul— will burst forth and simultaneously attack all nonvampires within 7’, attempting to strangle them with the slain horse’s entrails at +6 to hit for 2d10hp. This happens as soon as the Stalking Horse dies (no initiative roll) and the Pale Horse then dies immediately after the attack, regardless of its outcome.
Nadasdy, King of Hearts, Voivodjan Vampire: ?
Knave of Hearts, Voivodjan Vampire: ?
Order of Clubs, Voivodjan Vampire: ?
Order of Diamonds, Voivodjan Vampire: ?
Order of Hearts, Voivodjan Vampire: ?
Order of Spades, Voivodjan Vampire: ?
Pale Bishop, Voivodjan Vampire: ?
Artorius, Pale King, Voivodjan Vampire: ?
Pale Knight, Voivodjan Vampire: ?
Pale Pawn, Voivodjan Vampire: ?
Red Bishop, Voivodjan Vampire: ?
Red Bride, Voivodjan Vampire: ?
Vlad Vortigen, Red King, Voivodjan Vampire: ?
Red Knight, Voivodjan Vampire: ?
Red Pawn, Voivodjan Vampire: ?

Carcosa
Mummy: Mummies are sorcerous devotees of Nyarlathotep entombed beneath the ground in various places, most notably beneath the vast Radioactive Desert.
The mummies of the world of Carcosa are not mindless, shambling things wrapped in bandages! Rather, they are dead Sorcerers (of any level) whose services to Nyarlathotep have earned them the state of being undead.
Mummy Brain: As millennia pass, the dry bodies of mummies gradually crumble to dust. Usually the living brains of mummies rot away upon the dissolution of a mummy’s body. But a few of the brains of mummies who are of 8th or higher level and have an 18 intelligence score continue to think and exist.
Unquiet Worms: The nethermost caverns are not for the fathoming of eyes that see; for their marvels are strange and terrific. Cursed the ground where dead thoughts live new and oddly bodied, and evil the mind that is held by no head. Wisely did Ibn Schacabao say, that happy is the tomb where no wizard hath lain, and happy the town at night whose wizards are all ashes. For it is of old rumour that the soul of the devil-bought hastes not from his charnel clay, but fats and instructs the very worm that gnaws; till out of corruption horrid life springs, and the dull scavengers of earth wax crafty to vex it and swell monstrous to plague it. Great holes secretly are digged where earth’s pores ought to suffice, and things have learnt to walk that ought to crawl.
Sometimes the worms that feed on a dead Sorcerer’s brain will assimilate the Sorcerer’s memories and sorcerous and psionic powers. Such worms swell to thrice their normal size and assemble in a horrid, vaguely humanoid shape that walks as a man.

Castle Gargantua
Caput Decamort: ?
Bluebeard Ghoul: There was a gruesome killer in the past named Bluebeard. He used to lock his wives in closets, then butcher them. Returning from the dead, those wives have found a way to kill him, but took a part of his soul when they did so.
Undead Shrieker Fungi: ?
Living Skeleton: The pool is filled with a phosphorescent ivory vapor. When a character inhales the vapor and fails to save versus magic, he turns into a living skeleton. He doesn't need to sleep, eat or drink any longer and can see with a supernatural sight that allows him to locate creatures and items even in complete darkness. On the other hand, he loses the ability to speak and can be turned by Clerics as an undead creature of the same level as his. Further inhalations have no effect.
Vampire Eye: ?
Skeleton Snake: There are 24 preserved teeth in the dust, each of them turning into a skeleton snake when thrown on the ground.
Ghoul: Characters themselves deluded by the mirror's magic will fight real ghouls instead, undead creatures whose attacks paralyze their victims for 2d4 turns (save negates, a cure light wounds spell removes the paralysis).
Spectre: ?
Giantess's Lingering Spirit: ?

Death Frost Doom
Risen Dead: Grimoire of Walking Flesh. This text, written in the Duvan’Ku language, allows the creation of a flesh golem. It requires the parts of 10d4 fresh bodies, takes two weeks time as the parts are assembled, and then requires a strong electrical charge (a lightning bolt will do) to activate the body. There is no monetary cost to making the golem with this book, and an unlimited amount may be made. When the golem activates, the mutilated remains of the bodies used for parts will rise and seek to destroy the creator of the golem. The golem will not fight these undead. The risen dead will be 2 Hit Dice 50% of the time, 2 Hit Dice and able to paralyze 40% of the time, and 4 Hit Dice and able to drain levels 10% of the time (check each creature individually). If the bodies have been utterly destroyed, then the creatures will be incorporeal, and 4 Hit Dice and energy draining (75%) or 7 Hit Dice and double energy-draining (25%). Anyone using the book will of course not know about the vengeful dead until it’s rather obvious.
Ghoul: ?
Undead Creature: ?
Sarcophogus Corpse: ?
Altar Corpse: ?
Disembodied Ghost: ?
Mummy: ?
Hideous Undead Thing: ?
General Overlord Cyris Maximus, Vampire: ?
Child Corpse: ?
Commoner Corpse: ?
Priest Corpse: ?
Warrior Corpse: ?
Above-Ground Corpse: ?
The Sleepless Queen: This woman in life was a streetwalker who was kidnapped, murdered, and corrupted into this form specifically as bait to lure greedy people to their deaths.

Death Love Doom
Restless Dead: If the child is touched, the clock will begin to spin backwards at great speed, and all corpses on the grounds will rise. The clock will then stop, and the undead will converge on this point.
Animated Fetus: Then her husband gave her this gift which brought a demon, and it told her that she was not her husband’s deepest love. The look on Erasmus’ face told her it was true. As flesh tore and bent around her, she directed all of her hate to the latest of his offspring which she was carrying, and it gained unnatural life. No one but her knows that this is her doing and not that of the demon’s, but it has gotten away from her now.
Myrna is a wreck of a human being, as her late-term fetus gained self-awareness and miscarried itself. After dying, it rose from the dead, its mother’s blood and nourishment still coursing through its veins.

England Upturn'd
Oannes Neverborn, Animated Mutant Foetus: The thing inside the jar is Oannes Neverborn, a foetus who cut his way out of his mother—a mentally disabled woman who lived in St. Mark’s—with the egg tooth on his face before being trapped by the local witch and preserved by William Jackson, the local physician.

Fever Swamp
Candle Thief: These spirits of lost children are desperate for a light to lead them home.
Leech Chewer: The ghosts of men who died of infected wounds, these creatures are hungry for clean, fresh blood.
Chieftain-Wight: Ancestral kings of the People, wrapped about in rotten protective leathers
that once falsely promised eternal rest.
Zombie: Any killed by a Chieftain-Wight are raised in 1d4 days as zombies, who kneel in supplication to their undying liege when not falling upon the blades of their enemies.
The Corpse Pile: The Cult of the Drowned have managed to disturb something. Something old. Something dead. Malicious tendrils have snaked out of its sarcophagus and found a bounty of waterlogged cadavers in the Swamp’s foetid waters. Now they wander, killing the living and growing in size with each murder.
The Light almost perfectly seals the Ur-Corpse below, letting only a tiny sliver of its essence slip through a crack in order to animate the Corpse Pile.
Waterlogged Dead: ?
Slimy Skeleton: ?
Reanimated Crocodile: ?
Crocodile Ghoul: ?
Ur-Corpse: A corpse of something never living and terribly ancient, it sits poised, long head angled downwards, six insectile limbs ready to power it forwards.
Reanimated Crew: ?
Starved Corpse: ?

Frostbitten & Mutilated
Lychewyfe: When a powerful witch wishes to extend her life beyond its natural span, she calls for two things: an immaculate, unwilling Cleric and a bone saw. Witch and virgin are divided down the middle and the halves are fused to their mismatched twins with baleful arts and catgut. This produces two lychewives—one lyche-sinister, one lyche-dexter. (Frostbitten & Mutilated)
Kylesamara, Lychewyfe: When a powerful witch wishes to extend her life beyond its natural span, she calls for two things: an immaculate, unwilling Cleric and a bone saw. Witch and virgin are divided down the middle and the halves are fused to their mismatched twins with baleful arts and catgut. This produces two lychewives—one lyche-sinister, one lyche-dexter.
Kylesa was the witch, and Mara the virgin. The Mara halves typically do nothing or scream and beg for death—being totally physically subservient to their Kylesa halves, who have led the Ulvenbrigad for 400 years.
Marakylesa, Lychewife: When a powerful witch wishes to extend her life beyond its natural span, she calls for two things: an immaculate, unwilling Cleric and a bone saw. Witch and virgin are divided down the middle and the halves are fused to their mismatched twins with baleful arts and catgut. This produces two lychewives—one lyche-sinister, one lyche-dexter.
Kylesa was the witch, and Mara the virgin. The Mara halves typically do nothing or scream and beg for death—being totally physically subservient to their Kylesa halves, who have led the Ulvenbrigad for 400 years.
Undead Frost Giant of the Hatemountain: Frost Giant of Hatemountain Unholy Grave power.
The Necrobutcher: ?
The Noctambulant, Mothertwister, Annihilator, The Eons Inseminated with Agony Untold: ?
The Plaguewielder, Emptier, Inviter of Contagion, Dissolver: ?

Unholy Grave: Will rise as undead if proper rites are not performed.

Hammers of the God
Dwarf Sentinel: Dwarf Sentinels are those dwarfs so loyal to a cause that they continue to serve even after their body dies a natural death. It must be noted that their existence is not an unnatural affront to the gods; indeed, their existence is a testament to their devotion to the gods.
Stories about dwarfs that place so much importance on their duty that death itself does not deter them. These Sentinels maintain their posts as undead things, as the Old Miner grants them their greatest wish: To continue to serve.

James Edward Raggi IV's Eldritch Cock
Undead: Baptized By The Black Urine Of The Deceased spell miscast.
Zombie: Electric Grave spell miscast.

Baptized by the Black Urine of the Deceased
magic-Users are depraved individuals who reject their very humanity in their quest for knowledge and power. This is absolutely universal and always true. You cannot claim decency at all, ever, if you study or use magic, period. At best you can keep a civil facade and put on a useful and fancy light show to trick others into thinking it’s a good idea to keep you around. Sometimes, however, there is no hiding it. Whereas even the most evil people have limits to what they will do, boundaries to protect their integrity and their skewed view of humanity, even to protect their most precious causes, even their very lives, Magic-Users will often perform the most degrading rituals for the sake of mere convenience. If you are a wizard, that is who you are. If you travel with wizards, this is what you ally with.
This spell can be cast on any existing corporeal undead that still has an intact abdomen, or on any corpse still possessing the same (which will animate the corpse). The caster must then prostrate herself before the creature, who then will proceed to drain their internal putrefied matter onto the caster over the course of the next several rounds. No undead will attack the caster during this time, although all living creatures witnessing this must make a Morale check or immediately and forever disassociate themselves from the caster.
Once baptized thusly, the caster gains the following abilities and disadvantages for the spell’s duration:
The caster gains a number of temporary hit points equal to the caster’s level or the number of levels or Hit Dice the undead had in life (whichever is less).
The caster may drain the levels of anyone she touches. Each touch results in the target losing one Hit Die or level permanently, and the caster gaining 1d8 temporary hit points. The total number of levels that can be drained this way is equal to the level of the caster.
Acceptance of the undead. This will mean that mindless undead will not attack the caster, or those accompanying her (a number of people and/or animals up to the level of the caster), as long as the retinue does not cause the mindless undead to act against any standing orders. Intelligent undead will be cordial, and perhaps overly friendly. Any undead will of course defend themselves (read: counterattack) against anyone and anything hostile to them.
Any living creature encountering them must make a Morale check to stay in their presence. Those who succeed still suffer a 2 point Armor penalty and -2 on all die rolls if they are within 10’ of the caster as the stench sickens them to the point of vomiting and incontinence.
The caster does not need to eat, drink, breathe, or sleep. All normal living functions cease. After a number of days equal to the caster’s level, rigor mortis will set in and the caster will suffer a cumulative 1 point penalty to all rolls per day and a cumulative 10’ reduction in movement rate. If her movement rate reaches zero, she dies.
Stealth is impossible due to the incredible stench of rotting death, and the black oily footprints and drippings the caster leaves everywhere. These markings can never be fully cleansed, the stench never completely eliminated; the affected surfaces and areas must be replaced.
The spell ends when the Black Urine of the Deceased is washed away with the urine of the living, but only if all temporary hit points have been expended.
1d12
MISCAST TABLE
1
The urine does not have its usual effect, and is acidic to boot; the caster takes 1d6 damage, clothing and worn equipment become corroded, and the caster must save versus Poison or become scarred.
2
The urine does not have its usual effect, but the caster is imbued for 1d6 days per caster level with the unfortunate effect of automatically raising all dead bodies within a 10'per caster level radius. These undead are uncontrollable and ravenous!
3
The spell works, but the caster dies, remaining animated as undead. The character no longer needs food, water or oxygen, but cannot naturally heal damage, etc.
4
The urine stream turns into a deluge, as the spell has tapped into a Necroverse filled with the oily ichor of liquefied dead flesh. Unless there is significant drainage available, the immediate area will flood, affecting everyone who comes into contact with the liquid with the results of the spell as listed above.
5
The black urine will not wash off; the caster is permanently covered in the oily mess. On the plus side, the benefits conferred are permanent. On the not so plus side, so are the drawbacks.
6
The urine works, but also gives the caster a nasty infection. Every day for the next 1d12 days, the caster must save versus Poison or lose either one point from a random ability score or one point from her maximum hit points, permanently. If the caster engages in any strenuous activity, including travel, even one round of combat or taking any damage, or using magic or doing magical research, the caster must make two saves to prevent the loss.
7+
Refer to Miscast Table, inside front cover.

Electric Grave song title from Cathedral
sometimes, death just isn’t acceptable. It just isn’t. And while death is damned difficult to reverse, it is not completely impossible, though doing so is always risky. You’d better be sure.
This spell can only be cast in the open air, and calls forth lightning from the stars to strike down and electrify a corpse, thus reviving the deceased. The corpse needs to be in the caster’s presence, but may be buried, in a casket, or otherwise hidden.
However, life is not so easily restored. Even if the spell is cast with no miscast results, something will go wrong; roll 1d12 on the following table. If the spell is miscast, roll 1d12, taking only the first 6 results from this table, and the last six from the Miscast Table on the inside front cover of the book, as usual.
1d12
MISCAST TABLE
1
The corpse awakens as a mindless, aggressive undead zombie, with the ability to generate electricity and shoot lightning bolts! (1d8 damage, 30'range)
2
The mystic energies revive and restore the corpse physically and mentally, but the caster drops dead.
3
The corpse does not awaken, but the corpse's former consciousness replaces the caster's own in the caster's body.
4
The corpse awakens with its old intellect intact, but the body is still dead and rotting and will cease to function as its flesh falls off, leaving the intellect trapped in an inanimate skeleton (the skull, to be specific) forever.
5
The corpse awakens, fully restored and intact physically and mentally, except the head is so burnt that it is replaced by some cosmically appropriate object. This new head is functional.
6
The corpse awakens, mentally intact, but the energies involved have reverted its body to that of 1d12 years old.
7
The corpse awakens, fully restored and intact physically and mentally, but the energy involved blasts them across a vast distance. It will take 1d4+2 game sessions before the caster and newly revived person can meet, barring extraordinary travel abilities.
8
The corpse awakens, mentally intact, but the body is a charred husk, what with all the lightning involved. This doesn't have any real effect other than to be very visually repulsive.
9
The corpse awakens, fully restored and intact physically and mentally, but has no hit points of its own. Its new permanent hit point total must be donated at the time of resurrection by those witnessing the resurrection.
10
The corpse awakens, fully restored and intact physically and mentally, but shares a pool of hit points with the caster. When one dies, so does the other.
11
The corpse awakens, fully restored and intact physically and mentally, but can only gain sustenance by eating living flesh.
12+
The corpse awakens, fully restored and intact physically and mentally, but the experience of death has so shaken the newly resurrected that she cannot ever commit violence again, even in self-defense.

Lusus Naturae
Progeny of Lilith: These undead children are not actually the spawn of Lilith; they are human children who have been bitten by fleas contaminated with Wastrel blood. Anyone who is bitten by such a flea, and has not yet reached puberty, becomes one of the Progeny within 1-20 minutes.
If one of the Progeny manages to bite a child, he becomes one of them in 1-6 rounds.
Undead: Void's Memory wields a nightmarish sword called Hymn To Forgotten Mothers Who Buried Stillborn Children in Shallow Graves Beneath Rotting Sycamores. Anyone struck by the blade takes 7-12 damage, and must save vs. Magic or become undead for a period of 1-100 days.
Crawler: In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days.
Devourer: In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days.
Leaper: In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days.
Shambler: In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days.

Metegorgos
Sad Zombie, Walking Dead: On those rare occasions in which Metegorgos has faced some real threat, she has awakened her snakes and turned to stone those who defied her. This happens uncommonly, in part because she has quite a few other deadly strengths. Mostly, though, fossilizing folks uses up what little warmth she has left, leaving her many children hungry.
When this happens, she has the statues destroyed. Some hours later, she will stillbirth walking dead in the same shapes as those destroyed.

No Salvation for Witches
Undead Fish: Until recently, the pond was full of perch, carp, and trout, but these all died when the spheres manifested. Shortly thereafter, an incandescent spiral full of twisted sorcery tore through the brambles and splashed into this pond, imbuing the dead fish with a twisted form of life.
Hooded Man: To each side of the nave, in the transept, a hooded man waits silently. These two men are actually nothing more than animated skins—Woolcott tracked down and killed two witch-hunters, then flayed them and animated their skins (tossing their muscles, bones, and organs into the gutter). Though hollow, these attendants are quite strong, and serve Woolcott unto death.

Qelong
Angry Ghost: ?
Araq: The araq are invisible guardian spirits, usually family ghosts of powerful or notable ancestors. They have become angry as families are slaughtered and villages destroyed.
Beisaq: The beisaq are hungry ghosts, spirits of men or women killed by violence and unburied – lots of those around during wartime.
Daereqlan: These are the spirits of villagers forced to flee into the wilderness to die. Their spirits reincarnate or possess warm-blooded wild animals (deer, panthers, tigers, dholes, boars, apes, birds, bears, etc.).
Qmoc Praj: These are the ghosts of women who died in childbirth.
Quon Praj: ?
Varangian Cool Hand: Given the decades of war that they have been fighting, it is understandable that the Varangians may have undergone some wear and tear, to be repaired as best he can by Hagen, their dwarven necromancer-alchemist.
Varangian Dead Eye: Given the decades of war that they have been fighting, it is understandable that the Varangians may have undergone some wear and tear, to be repaired as best he can by Hagen, their dwarven necromancer-alchemist.
Hound-Lich: Hagen has also created some undead servant animals to help him and the company, reanimated by tiny brazen gears and pistons, and by the power of alchemy.
Elephant-Lich: Hagen has also created some undead servant animals to help him and the company, reanimated by tiny brazen gears and pistons, and by the power of alchemy.
Garuda-Lich: Hagen has also created some undead servant animals to help him and the company, reanimated by tiny brazen gears and pistons, and by the power of alchemy.

Scenic Dunnsmouth
Skeleton: ?
Zombie: Uncle Ivanovik lives in a log cabin, much the same as 4. Anyone he captures is strapped to the dining room table, and Ivanovik begins the process of mummification while they still live. Unlike 4 above, Ivanovik is cold and dispassionate and will not say a word throughout the whole process, however much his victim pleads and screams. He will then row the body out to a specific point in the bog, utter some chants and dump the body. If the player characters raise any of these bodies out of the swamp they will rise as “bog people” zombies within a few Rounds and attempt to fill their bellies with warm flesh.
If any of these skeletons manage to kill someone they will instantly de-animate. Within two Rounds the person slain will rise as a zombie and attempt to kill the nearest living person in same fashion using his weapons.
The skeleton is clutching a two-handed, double-edged copper axe known as Kinslayer. It is also wearing several pieces of copper jewelry worth a total of 24sp or 200sp if sold to a university or archaeologist. Kinslayer deals double the normal amount of damage to people of Celtic descent (Irish, Scottish, or Welsh), as it literally causes their blood to boil in their veins. Any human killed by the axe will rise at the next full moon as a flesh hungry, free-willed, intelligent zombie intent on revenge, unless it is buried on hallowed ground or has Bless cast on its body.
Ensouled Dead Ensoul the Dead spell.
Ghost of the van Kaus: Anyone who is killed in the van Kaus crypt will have their corpse possessed by a ghost of the van Kaus family.
Van Kaus Dead: ?
Fir Mac Nolg: If all four of the gold coins are removed from the pots before the axe is removed from the skeleton, it will awaken.

Kinslayer
This two-handed double-bladed copper axe dates from Paleolithic times. The axe head is beaten copper, engraved with ancient sigils, circles and crosses. Any attempt to map them to astrological patterns will show that they are binding rituals based upon the constellations in the sky. The hilt itself is an aged wood, flying rowan soaked in the blood of the dark druid’s goddess to seal its dark pact.
The two-handed axe deals double damage to any individual with at least 1/16th Irish, Welsh, or Scottish ancestry. Any human (of any ancestry) slain by the blade will rise on the next full moon as a free willed undead with two main urges: a belly full of warm mammal flesh and revenge upon their killer. They will instinctively know the direction of the axe at any given time. The only way to prevent this from occurring is to bury the body on hallowed ground or cast Bless upon its corpse before it rises. If it cannot eat fresh, warm meat at least every other day it will expire.
Move: 120’
Armour: as Armour
Hit Dice: Living total + 1
Attacks: d4 or by weapon
Special: suffers damage from direct sunlight (1d6 /round).

Ensoul the Dead
Magic-User Level 4
Range: Touch
Duration: Permanent
This spell summons a tem poral pathogen to stitch the remaining psychic echoes of a person’s life to his rotting corpse, moving back in time to pull his mind from the last moment of his existence. This is extremely painful as these shards of a mind are stitched together and the subject of the spell will scream in pain and beg for an end to their suffering if they are able to speak. While the resulting undead is as intelligent as it was in life, it cannot harm the caster and must obey the Magic-User’s every order, but as it seeks to relinquish its own curse, it will try to involve as much murder in the orders given by the Magic-User as possible (including murdering anyone it was not specifically ordered not to).
If an Ensouled Dead manages to kill a living person, it will de-animate. The person it just killed will rise in the next Round as an Ensouled Dead. The Ensouled Dead have as many Hit Dice as it had in life, increased by 1 if its corpse is still coated in flesh. It also retains its combat bonus and any spells still in memory. The caster can raise one corpse per caster level, but cannot raise the corpse of an Ensouled Dead that has de-animated by killing another person.

Sounds of the Mushroom Kingdom
Undead Butterfly: The Undead Butterfly is the bane of all Mushroomdom. It is not itself a mushroom, but rather a virus that infects and dominates spores. Usually this kills the spore and creates a Mushroom Zombie, but once in awhile, a new Butterfly is unborn from the spore.
Mushroom Zombie: The Undead Butterfly is the bane of all Mushroomdom. It is not itself a mushroom, but rather a virus that infects and dominates spores. Usually this kills the spore and creates a Mushroom Zombie, but once in awhile, a new Butterfly is unborn from the spore.
The Undead Butterfly is as large as an elephant, but has little bodily integrity, with perforations in its flesh constantly oozing prismatic goo. To most beings, this is merely nauseating, uncomfortable, mildly acidic (no actual damage, just stinging or discoloration of objects), and a delicious addition to hummus or curry sauce.
However, when it falls on a Mushroom Man, even a microscopic drop of it, it will slowly kill the Mushroom Man at a rate of 1hp per day, which cannot be healed, and when the Mushroom Man drops to zero hit points it will become a Mushroom Zombie. Any Mushroom Man under the Butterfly’s flight path, or piercing it in mêlée combat must save versus Breath Weapon or fall victim to the ooze.
Anyone bitten by the Caterpillar must save versus Poison or degenerate into a Mushroom Zombie as above (if a Mushroom Man), or suffer a Necrodelic Effect (p31) if not a Mushroom Man.
Undead Caterpillar: Mammals killed by the undead Butterfly get infested with maggot-like caterpillars, all of which will eat each other until one is left, the last one leaving the body to seek victims on its own.
Lesser Undead Butterfly: After it has killed four human-sized beings or the equivalent, it will cocoon inside a corpse, emerging after 1d4+1 days as a pony-sized Lesser Undead Butterfly (same stats, but 30’/150’ movement).
Undead Mushroom Man: Necrodelic Effect.

Necrodelic Effects Table
1 The character becomes invisible and immaterial, unable to touch anything but still able to talk. This talking does 1d6 damage to all living creatures within 20’ that are able to hear it. All clothing and equipment fall off and are infected with Necrodelic spores. The effect lasts 2d12 turns.
2 An undead mushroom man grows within the character’s stomach. This drains 1 hit point per hour, taken from the character’s maximum hit points. This mushroom cannot be passed (it will hang on to the sides of the stomach and intestines with claws), and there is no lower limit to the hit point loss; it is possible for a character to die from this. The mushroom must be cut out, which does 1d6+6 damage to the character (but restores the character’s maximum hit points), and this takes twice as long as usual to heal.
3 The character develops instant rigor living mortis. The character is reduced to 1/4th movement, and suffers -4 to hit and Armor penalties. The effect lasts 2d12 turns.
4 The character becomes a plague carrier for 1d6 days.
5 The character’s skin rots off. For 1d6 days she is ultra-sensitive, unable to wear any clothes or carry any equipment. Healing can therefore commence but the character will be disfigured from the experience.
6 The character oozes ichor out of every pore, and this ichor pools into an ambulatory slime monster every three turns. (Armor 12, Move 30’, 4 Hit Dice, 1 acid touch doing 1d8 damage and corroding equipment, Morale 12. Immune to physical harm.) The effect lasts 3d12 turns.
7 The character craves the flesh of the character’s own species. No food will be nourishing until a suitable victim is killed and devoured.
8 The character uncontrollably moans and grunts like a zombie, and is absolutely unable to be silent. The character will foam at the mouth, have bloodshot eyes, etc., and suffers a -4 penalty to reaction rolls. The effect lasts 2d12 days.
9 The character attracts flies and mosquitos, and maggots infest the character’s flesh. The character stinks to high hell and will attract anything sensitive to necrotic smells. The effect lasts 2d12 days.
10 A random limb of the character falls off, grows claws, and attacks. Armor 12, Movement 30’, 1 Hit Die, 1 Claw attack doing 1d6 damage, Morale 12. If it’s the head that falls off, it’s the body that becomes independent and aggressive. The effect lasts 2d12 turns, after which time the claws can be cut off and the body parts easily reattached by touching the appropriate stumps together, assuming the body parts in question haven’t been destroyed.
11 The character’s vision dims. The character can only see to 30’ distance, cannot read or see fine details, or even recognize faces. The effect lasts 2d12 turns.
12 Roll twice.

The Cursed Chateau
Lord Joudain: Lord Joudain turned to necromancy, black magic, and eventually devilry as means to alleviate his world-weariness and boredom. He communed with elemental entities, slew his servants and raised them from the dead, and even summoned demons from Beyond, but he found no pleasure in any of these activities. Lord Joudain eventually came to the conclusion that the mortal realm offered him nothing but tedium and so committed suicide according to a ritual found in an ancient grimoire in the hope that the next world might prove more interesting than the present one.
Lord Joudain’s consciousness persisted after his death, just as he had hoped. Rather than moving on to some other plane of existence—or even the heaven, hell, or purgatory preached by the Church—his being was instead bound to his earthly home for reasons he had neither anticipated nor could explain. He could not move on to whatever reward—or punishment—awaited him in some afterlife. Instead, he remained forever linked to his chateau.
Arnaud: Joudain slew him with his sword and reanimated him later, but sewed his lips shut so that he might never again utter a word against Ysabel.
Bertrand: ?
Clareta: When Clareta died at an advanced age, Joudain deeply missed her. One of the few times he can remember actually praying to God was when he asked that Clareta be restored to life like Lazarus of Bethany in the Gospel of St. John. When this did not happen as he demanded, it only confirmed to him that God was, at best, a myth or, at worst, impotent. Regardless, he had no need for belief in him. When Joudain committed suicide and his consciousness was bound to the chateau, he found he could call Clareta’s ghost from beyond the grave and she has served here ever since.
Elias: Elias was very loyal to Joudain and remained in his service until he died of fever. Conseq-uently, he was one of the first servants whom Joudain reanimated. Unfortunately, the effects of the fever—paralysis—remained even after death and Elias moves somewhat slowly and stiffly. In addition, his face is grotesquely contorted by rigor, which impairs his ability to speak clearly.
Esteve: Lord Joudain took advantage of this by ensuring that he partook of Hervisse’s “special” meals, which ultimately resulted in his current state. He is now a ravenous nigh-immortal mockery of his former self.
Guilhem: Guilhèm died when he was ten years old after a fall from the window of the Observatory. Joudain sincerely mourned his death and continued to ponder why it was that he had such affection for the boy. After Joudain committed suicide, he found that Guilhèm’s consciousness lingered about the chateau as well.
Hervisse: His consciousness was called back from the Beyond by Joudain.
Jaume: Jaume made the most unfortunate mistake of seducing Ysabel and taking her virginity, a sacrilege for which the sentence was death. Enraged upon finding this out, Joudain cleaved Jaume’s head in two with an axe and then raised him from the dead to continue his duties.
Miqel: Jaume made the most unfortunate mistake of seducing Ysabel and taking her virginity, a sacrilege for which the sentence was death. Enraged upon finding this out, Joudain cleaved Jaume’s head in two with an axe and then raised him from the dead to continue his duties. Not long afterward, Joudain decided that, because the twin footmen no longer “matched,” he had no choice but to inflict the same fate on Miqèl, who now looks exactly like his older brother.
Julian: When he died, he was buried in the garden, under his beloved rose bushes. Joudain called to his consciousness after he committed suicide and his incorporeal form answered.
Landri: Joudain kept Landri around, because it amused him to taunt and mock him and his beliefs. He even hoped that he might eventually break him, but it never occurred and Landri remained steadfast in his faith. Annoyed by this, Joudain slew Landri with his sword in the Chapel (see p.48) and then raised him from the dead in that very room, using it to once more sneer at Landri’s faith.
Laurensa: ?
Martin: ?
Mondette: ?
Rixenda: ?
Ysabel: In his blasphemous Black Masses, Joudain needed a young and virginal woman whose naked body would serve as his altar. He found such a woman in Ysabel, whom he brought to the chateau after searching across southern France for a “perfect” woman with all the right qualities he sought. Though ostensibly a maid, Joudain treated her very well and provided for her every need, provided she never leave his domain and that she perform her “religious” duties without complaint.
In time, Jaume seduced Ysabel and her deflowering made her no longer suitable for Joudain’s purposes. He killed Jaume in retaliation and Ysabel, her sanity already tenuous by this point, took her own life by drinking poison. He tried to reanimate her like his other servants but, for some reason, the process did not work as he had hoped and the result was a semi-corporeal ghost-like being with transparent “skin” who spends most of her undead existence weeping.
Undead: A character who dies on the chateau’s grounds can be reanimated by Joudain as the result of certain results on the Random Event table.
Dame Hellisente: This locked bedroom is now the haunt of Dame Helissente, a mistress of Lord Joudain, who locked herself in this bedroom without either food or water in order to “punish” him for his having taken another lover. Helissente had hoped that Joudain would express his love for her by saving her from wasting away, but, to her surprise and dismay, he found her actions diverting for a time and ordered the room (included its windows) bolted from the outside as well. He took pleasure in listening to Helissente’s begging for him to release her from the room, as well as her claims to have forgiven him for his “indiscretion.” The jilted mistress eventually died in the bedroom and her vengeful consciousness remains here, mad with grief and rage.

The Squid, the Cabal, and the Old Man
Mummy-Squid: The Treasury is guarded by five mummies that have had their arms replaced by tentacles. The mummies have been here longer than the current members of the cult who believe that the mummies were also stolen during the assault on the Library of Alexandria. Making use of all the knowledge gathered in the Treasury, the cultists were able to reproduce old Egyptian rituals several centuries ago to revive them, adding a special touch – the tentacles – of their own to the beasts.

Thulian Echoes
Work Detail: ?

Tower of the Stargazer
Ghostly Attackers: ?

Towers Two
Voiden: For Razak has discovered the power of the Loi-Goi (or rather it discovered him), and with it he has created an undead force of warrior-zombies (The Voiden) which he plans to use in the final campaign to destroy his brother and lay absolute claim to the Towers Two.
The Voiden are creatures Razak has created in the shops of necromancy he calls home, under the direct guidance of the Loi-Goi, who has reached into Razak’s mind through the questing tentacle-pod of the Loi-Goi, which Razak discovered beneath his tower, in the deep catacombs near his mother’s tomb. The Voiden are created using the parts of those once alive...they are then bathed in various sorcerous and chemical compounds which merge the various bits and pieces together.
Captain Chaulk: Captain Chaulk, a captain whose rule caused such derision in his own crew that half rose against him in mutiny, bringing about such a violent upheaval that every man involved in this bloody brawl was killed... every man save the Captain, who, though mortally wounded, lashed himself to the wheel and somehow piloted the ship into the port of Mlag. Here it crashed itself onto the large rock outcropping on the south side of the bay, and has remained there ever since. And even though Captain Chaulk and his crew were given a decent burial, it did not deter the Captain from returning to his duty.
Lord Javon, The Damned Thing: The guilt-stricken Lord Javon spent years weeping beside his dead wife’s stone coffin praying for the forgiveness that could never come. He heaped flowers and jewelry on her decaying corpse, but nothing could assuage his undying guilt. The despondent lord finally climbed into his coffin and slashed his own jugular, but even death could not cure his despair. Javon rose weeks later in undeath, cursed for all eternity as a damned thing.
Tomb Zombie: The guilt-stricken Lord Javon spent years weeping beside his dead wife’s stone coffin praying for the forgiveness that could never come. He heaped flowers and jewelry on her decaying corpse, but nothing could assuage his undying guilt. The despondent lord finally climbed into his coffin and slashed his own jugular, but even death could not cure his despair. Javon rose weeks later in undeath, cursed for all eternity as a damned thing. The curse allowed the undead lord to raise any corpse back to life except his beloved Lady Morose.

Vaginas are Magic
Undead: Raise the Dead spell.
Storming Through Red Clouds and Holocaustwinds spell miscast.
Undead Wizard: Raise the Dead spell.
Undead Dead God: Raise the Dead spell.

RAISE THE DEAD
While Biblical scholars have determined that the Earth is about 6000 years old, mystic explorers guess the world may be much older, perhaps as much as three or four times older than that! That’s a lot of time for a lot of humans to live and die. Hordes of the dead in less civilized times were never
properly buried, and many of the graves of those who were have no markers. We tread on the dead with every step.
Raise the Dead allows the caster to animate a number of these ancient dead, 1d6 of them per level of the caster, with the dimmest semblance of cohesion, motor function, and awareness. With all reason and natural instinct rotted away, all that is left is the primal need to kill and devour the living, though sustenance does these things no good.
The creatures will pop up out of the ground, including the walls, or the ceiling, if this is more appropriate, within a 50’ radius of the caster, fairly evenly distributed. If the caster is inside a structure, understand they will pop out of the ground, not the floor, and the distinction is important. If there is no ground within this area, the spell has no effect.
These creatures are not in any way under the caster’s control, although they will not harm the caster in any way, or even acknowledge her if there are other living beings nearby to attract their attention. If there are no such other beings, the dead will congregate around the caster, and often mimic her actions.
The creatures are Armor 12, Move 60’, 1 Hit Die, 1 rending and biting attack doing 1d6 damage, Morale 12. Because they cannot feel pain, the lower half of any damage roll has no effect. For example, if a weapon does 1d4 damage, a 1 or 2 result does no damage; with 1d8 damage, a 1–4 result does no damage; and so on.
W
MISCAST TABLE (1D12)
1. The undead are all very angry with the caster, and will move to rip her apart to the exclusion of all other activities before settling back to their rest.
2. Ten times the amount of undead are raised.
3. All of the undead retain their intellect and full memories of their former lives (assume corpses this close to the surface will be 1d100x1d4 years old), and will behave accordingly.
4. Every living creature in a 10’ x level of caster area, centered on but not including the caster, turns undead. Basically, they are dead but still retain consciousness and motor function, but do not need to breathe, eat, etc. They also never heal.
5. Only one undead creature is raised. It is the corpse of a wizard, level 1d6 + 1d12, who will rise with a full spell complement, full memories and intellect, free will and autonomy, and a bad, bad attitude.
6. A Dead God is raised. It will wreak havoc on all, without bounds. Armor 25, Move 150’, 150 Hit Dice, one sweeping attack per round doing 1d4 instigators worth of damage, Morale 12.
7+. Refer to Miscast Table, inside front cover.

STORMING THROUGH RED CLOUDS AND HOLOCAUSTWINDS
Humans are tribal creatures, that much is plain. What is perhaps more shocking is the ease in which a human’s tribal identification can be manipulated. Storming Through Red Clouds and Holocaustwinds creates a barely perceptible red mist cloud, the consistency perhaps of the edges of spurting blood,
which touches the perception of everyone it envelops. The mist originates at a point up to 20’ per caster level away, and covers a space of radius 10’ per caster level.
Everyone in the mist must save versus Magic. Those succeed retain themselves. Those who fail become territorial, paranoid, xenophobic, and bestial in thought. They will attack anyone within sight as fiercely as possible, in this order:
Whoever is within immediate striking distance
Whoever has been touched by the mist but is not affected by it
Whoever has been touched by the mist and was affected by it
Whoever is closest.
The cloud travels 120’ per round directly away from the caster, and persists for one round per caster level. After failing a saving throw, effects last (caster level)d6 rounds, persisting for this duration even if the mist itself has dissipated.
When the spell ends, the cloud does not entirely disappear. It is diluted in the greater atmosphere to the point that it is no longer effective. But every time the spell is cast, additional red cloud particles saturate the atmosphere. How long until the very air we breathe will become hostile to human cooperation and civilization?
H
MISCAST TABLE (1D12)
1. Anyone killed in the cloud will rise as undead, seeking revenge on the caster.
2. The cloud does not affect anyone in it, but the caster will go berserk.
3. The cloud will have no immediate effect on anyone in it, but each person exposed to the cloud will go berserk in 1d12 hours, mindlessly attacking anyone nearby.
4. The cloud’s effect on those exposed to it are permanent, although victims will only be berserk towards others affected by the cloud. As each such victim dies, the remaining survivors each gain a +1 to their Attack Bonus and +1 to their maximum hit points.
5. Everyone in the cloud gains 1d8 hit points and a preternatural sense about other people: they can always know when a particular person is thinking about them.
6. All affected by the cloud clump together to form a Constructicon-style superbeast that has the combined Hit Dice of its constituents (treat 0 level characters as ½ Hit Dice for this purpose) with the resulting hit point and Attack Bonus advantages. It smashes for 1d6 damage per 10 human-sized members or fraction thereof.
7+. Refer to Miscast Table, inside front cover.
MISCAST TABLE
ROLL 1D12 TO DETERMINE THE EFFECT OF A MISCAST SPELL
1-6. Effect custom to the specific spell.See the spell description for details.
7. An extradimensional entity has slipped into this reality through a hole created by the casting attempt. Treat as if the Summon spell has been cast, with the creature having Hit Dice equal to the level of the spell originally attempted +1d4. The creature is automatically out of control.
8. An entirely different spell has been cast. Randomly determine what spell was cast from the campaign spell list (reroll if the intended spell comes up) with a 1d10 effective caster level. If the spell requires a specific target or target area, determine this randomly.
9. Uncontrolled extradimensional radiation floods an area equal to the intended spell level x 20’ radius. Every biological creature of at least one Hit Die (except the caster) suffers 1d6 damage. The sum of the damage done is pooled together, and this pool of damage heals the caster up to maximum hit points, but all remaining damage beyond that is subtracted back from the caster’s hit points.
10. The misappropriation of magical energy causes time to slide ahead:
If play is in “slow time” (wilderness exploration, staying put in a particular location for healing or research purposes, or any such gameplay where time passes at a great rate), then 1d6 days for every spell level passes instantly. All characters within 20’ staying in the same place the entire time. Any environmental effects of the character being in that spot unmoving for that many days are instantly applied (for instance, if they are in an unforgiving tundra, they will suffer the results of 1d6 days of cold exposure). The characters are then affected as if they have not eaten or slept in that entire time.
If play is in “medium time” (such as dungeon exploration or any game play where time is measured in 10 minute turns), then 1d6 turns per spell level pass instantly. All characters within 20’ stay in the same place the entire time. Light sources are expended, encounter checks are made, and any effect of the characters being in that spot unmoving for that period of time are instantly applied.
If play is in “fast time” (such as combat or any game play where time is measured in six-second rounds), every biological being within 20’, including the caster, rolls 1d6 per spell level, and is effectively paralyzed for that many rounds.
11. Odd and alien light floods a 100’ area, destructive and harmful to physical life, but so strange that biological bodies don’t know the proper response to the harm suffered. Bodies therefore guess at how they are supposed to respond to the malignant force, deciding to “remember” the last damage suffered and recreate that to express the harm caused by the light. Every character within the area re-suffers the last damage inflicted upon them. If the specific damage suffered cannot be remembered, then surely the foe that caused it can be; assume maximum damage was suffered. If even that cannot be remembered, the character suffers 1d20 points of damage. If a character has never before suffered hit point damage and is subject to this effect, it does no damage and instead doubles their maximum (and current) hit point amount.
12. Microscopic organisms floating in the air are engorged with strange energies, growing large enough to be seen and emitting glowing hues. They pass through all matter freely and devour all perishables (food, oil, torches, ammunition, gunpowder, basically any item individually accounted for and expended in a character’s inventory, money and other such valuables excepted) within a 10’ per spell level radius.

Veins of the Earth
Egg Dead, Pseudo Oolites: When a pregnant dragon dies, the young starve in their eggs. Very occasionally something bleak and awful seeks the corpse. It wants a toy and, finding one, cranks up the wasted flesh with automatic fires. The moonwhite eggs forgotten in the corpse-fat earth.
The foetal wyrmlings curling in necrotic yolk, stir. Cold miniature hearts flex. The eggs crack late and undergrown. Cold curls of baby lizardflesh poke through. They spew out from the grave-nest in a snapping tangle. Moving like a knotted pile of wet garden hose sloping down steps. The last thing they recall is starving to death inside.
A Dragon, even pre-birth, has the intelligence of a man. These un-dead ever-starving children, genetically prepped for raptorous majesty, are unshaped by material experience. They are hungry, cannot eat, and cannot die. They wander in birth-flocks, looking for something they cannot find and do not understand. Then they return to the egg. They do not understand the world. Rot has written invisible curls on the still-developing brains. Their bodies are unripe. The egg is all they know.
They crawl back inside and carefully rebuild the shell. This takes long weeks of agonised failures as they learn. But they have time, infinite time, and nowhere else to go. They wait inside. Sleepless and tense.
Perhaps the endless shiftings of the river-pools remind them of their mother’s heart. They don’t feel cold. The thoughtless bubbling flow that gently and ceaselessly rocks them in the infinite night may fake a parent’s touch. Lulling them to the edge of unachievable sleep. Perhaps underground nothing will bother or disturb them. Perhaps the cold, smooth Oolites in the cave-wells remind them of a nest they’ve never seen. But perhaps, it is just possible, that something places them there, a half-deliberate trap or lure, of what purpose noone knows.
They crawl into the pools in river-caves where Oolites form. Scatter amongst them in re-assembled eggs, and wait. Until you disturb them.
Fossil Vampire: Vampires cannot die. Long ago they infested the earth. When day came, they swarmed under the soil like worms shifting in bait. There was never enough space. The weak were thrust up through the topsoil into the sunlight to die. Their ash made thicker soil to save the rest. At sunset the land heaved and vomited out continents of pale writhing undead. They killed everything. They ate all living things. They fed off each other, unable to die and afraid to walk into the sun.
No-one knows how, but in a single day they were destroyed. The world turned inside out. They were burnt, buried and eaten by angry tectonics. Frozen in stone, fossilised and crushed. Most were torched by unknown cosmic fire but the ash-clouds exploded so fast that large pockets remain. They are still there. There is a vampire stratum. A thin band of shadow in the rock, two feet thick, coal-black. No-one mines it. They go around.
Panic Attack Jack: THE JACK IS THE BODY OF A caver of some sighted, civilised, humanoid race. They’re dead, and often wrapped in ropes that broke their neck. The limbs are all splintered from falls, the spine is bent. The wet ropes trail behind them like a veil. The pack is still unopened on their back. The Rapture killed them and took the body for a spin. The skin is bleached. The flesh is puffed. They are screaming for their mother and praying now, locked forever in the seconds of their death.
Spectre of the Brocken: The Bröcken was intended to end the world and drag it down in flames. Not this one, a better one. She failed. And died.
You are the shadow of a five-dimensional being existing in a higher plane and this is why much of your life makes no sense. Sometimes you sleep and dream, and if your dream dreamed and that last dream thought it was alive, then that is your relative position to the world the Bröcken was fated to destroy. You are a shadow of a shadow of that five-dimensional plane. There are lots of you, parallel selves and places, not quite real. You’ll never meet them.
When the Bröcken fell her spirit flowed away, Trickled, surprisingly, into a lower dimension like a hole in a shopping bag. She is a ghost-thing now. A spectre. A memory. But still real. Hyper-real like nothing else can be. She might be dead but she is still slumming it here.

Vornheim The Complete City Kit
Hollow Bride: ?
Plasmic Ghoul: ?
Parnival, Vampire Monkey: ?
Vampire: If Parnival successfully slays a victim with his energy drain, it will become a vampire.
Vorkuta, The Nephilidian Vampire:
Nephilidian Vampire:
If Vorkuta successfully slays a victim with her energy drain, it will become a nephilidian vampire.

Weird New World
Minor Vampire: ?
Vampire: Victims who die as a result of a minor vampire's bite rise as a vampire.
Vampire King: ?
Undead Crewman: Killed and animated by elf raiders purely for amusement.
Invisible Dead: Killed and animated by elf raiders purely for amusement.

World of the Lost
Ogbanje, Mindless Ghoul: These undead were conjured by Henriette, a necromancer. She refers to them as "ogbanje," referring to a local myth about undead children. In reality, these undead are simply mindless ghouls summoned by her necromantic incantation; still, ogbanje is as good a name as any.
These walking corpses are mostly citizens of Akabo who were infected and are now undead. Behind them, a dozen dead bodies twitch; soon, they will rise up.
A necromancer named Henriette cursed the city, and the dead have risen. These undead, known as ogbanje, attacked the living, and the curse spread to those who have been bitten.
Ajimuda: These walking corpses are mostly citizens of Akabo who were infected and are now undead. Behind them, a dozen dead bodies twitch; soon, they will rise up. One of these is Ajimuda, the chieftain of Akabo.
Ogbanje: She refers to them as "ogbanje," referring to a local myth about undead children.

Lamentations of the Flame Princess Magazines
Vacant Ritual Assembly #6
Mary Hatchet, Resurrection Mary, Ghost: ?
Penitent Jack: Penitent Jack is the masked, gravel-voiced caretaker of the gallows on Heretic Hill. His yellow smile and rotting folds of flesh betray his curse of undeath. “Jack” is a disgraced cleric who betrayed the Synod during the inquisition. He was forced to hang his apostate allies, then sentenced to execution by lustration (being drowned in holy water). After his death, his body was ritually reanimated to serve as a secret pawn of the Noosefriars, forcing him to live as the eternal attendant of the gallows even as his body slowly rots.
Undead: The gallows work like this: anyone who dies while wearing a noose tied by the hangman, Penitent Jack, will awaken in a new body dangling from the gallows on Heretic Hill.
This new body happens to be whatever new character the player creates to replace the one that died.
The character generally retains his or her previous name and sense of identity (although that’s ultimately up to the player).
The new character also retains 50% of the previous character’s XP and, importantly, retains any information possessed in his or her previous incarnation.
Any character who has been reborn at the gallows counts as being undead for the purposes of turning and other magical effects.
Wandering Dead: The unholy influence of the gallows curse has leaked into the disrupted graves and cracked vaults and causes the vengeful dead to rise when the moon is right (and it is often right).
Undead Mire Dragon: The mire dragon has contracted Ebonwood Rot, but instead of seeking purchase in the ground, a root system covers the entire beast, creating an up-armored mostly-dead-but-undead mire dragon that obeys the telepathic thoughts of the Esther Tree.

Lavender Hack
Lavender Hack: Tarantula Hawk Wasp Edition
Ghoul: ?
Skeleton: The animated skeletons of dead warriors, brought back to unlife by necromancers for their inscrutable purposes.
Shadow: ?
Thoul: Sometimes, when a hobgoblin and a ghoul love each other very much, they express their love in a physical way.
Zombie: ?
Dreaded Ghost Pirate: ?

Mazes & Minotaurs
Mazes & Minotaurs Cumulative
Abelia Prem: See Ghost, Abelia Prem.
Animate: The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates. (Creature Compendium)
Charont: Charonts are the spirits of misers and selfish hoarders turned into wraiths by the powers of the Underworld. (Creature Compendium)
Dark Mormo: According to some sources, these sexless-looking beings are actually the undead, cursed spirits of demented mothers who have slain their own children in a fit of madness. Other sources identify them as the revenants of mortals who dabbled in necromancy and forbidden rituals of child sacrifice during the darker days of the Age of Magic. (Creature Cyclopedia)
Dark Muse: According to some tales, Leanans were once true Nymphs who, like the Alseids, became corrupted by the powers of darkness; other sources, however, deny them any link with the forces of nature, presenting them as undead temptresses akin to the sinister Empusae. (Creature Cyclopedia)
Dwimmerlaik: ?
Empusa: Empusae are the revenants of seductive witches who have given their souls to Hecate, goddess of darkness, in exchange for eternal unlife. (Creature Compendium)
Ghost: ?
Ghost, Abelia Prem: ?
Guardian Silent: See Silent Guardian.
Hound Stygian: See Stygian Hound.
Mormo Dark: See Dark Mormo.
Mummy: Specially preserved corpses from the Desert Kingdom reanimated by foul necromancy. (Creature Compendium)
The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates. (Creature Compendium)
Muse Dark: See Dark Muse.
Prem, Abelia: See Ghost, Abelia Prem.
Silent Guardian: They were created during the Age of Magic by the use ancient (and now forgotten) Urok rituals. (Creature Cyclopedia)
Skeletaur: The undead skeleton of a Minotaur, animated by the foul power of Stygian necromancy. (Creature Cyclopedia)
Skeleton: Human skeleton animated by magic. (Creature Compendium)
These Animates can be produced by a variety of means, including the necromantic arts of Anubians and Stygian Lords and the famous Hydra Teeth method. (Creature Compendium)
The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates. (Creature Compendium)
A number of these Skeletons, however, are animated by their burning passion and loyalty for Laodice. (Tales of the Middle Sea)
Hydra Teeth magic item. (Creature Compendium)
Stichios: Stichioses are trees possessed by vampiric spirits. (Creature Compendium)
Stygian Hound: Huge skeletal undead dogs “bred” by the necromancers of Stygia. (Creature Compendium)
The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates. (Creature Compendium)
Tokoloshe: A human transformed into a pain-driven, zombie-like humanoid whose flesh is slowly turning into living wood. This horrendous process causes terrible agony to the unfortunate subject, driving him mad, warping his body into a grotesque parody of humanity and eventually turning him into a mindless, semi-vegetal undead. Tokoloshe are the results of infection by the Hili seed. (Atlas of Mythika: Charybdis)
Wight: Wights are brought back to life (or rather ‘undeath’) by the Life-Energy Drain ability of Dwimmerlaiks. There is no other way of creating a Wight. Since their soul is still trapped in their undead bodies, they qualify as Spirits rather than as Animates. (Atlas of Mythika: The Untamed North)
Humans killed by a Dwimmerlaik’s Life Energy Drain automatically become Wights. (Atlas of Mythika: The Untamed North)
As hinted above, they are responsible for the creation of Wights, which are brought back to unlife by the Dwimmerlaik’s foul life-energy drain powers. (Atlas of Mythika: The Untamed North)

Mazes & Minotaurs Books
Creature Compendium
Animate: The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates.
Charont: Charonts are the spirits of misers and selfish hoarders turned into wraiths by the powers of the Underworld.
Empusa: Empusae are the revenants of seductive witches who have given their souls to Hecate, goddess of darkness, in exchange for eternal unlife.
Ghost: ?
Mummy: Specially preserved corpses from the Desert Kingdom reanimated by foul necromancy.
The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates.
Skeleton: Human skeleton animated by magic.
These Animates can be produced by a variety of means, including the necromantic arts of Anubians and Stygian Lords and the famous Hydra Teeth method.
The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates.
Hydra Teeth
Stichios: Stichioses are trees possessed by vampiric spirits.
Stygian Hound: Huge skeletal undead dogs “bred” by the necromancers of Stygia.
The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates.

It is a well-known fact that a Hydra’s teeth can turn into animated Skeletons. Each Hydra head holds four such magical teeth - so a dead seven-headed Hydra could mean a small army of 28 Skeletons! Simply toss the tooth on earthy ground: one battle round later, a sword-wielding Skeleton will sprout from the ground, ready to obey your every command – but only for 10 battle rounds, after which it will fall apart, crumbling into a pile of old dead bones. This is a one-time trick, since each tooth can only be used once.

Creature Cyclopedia
Dark Mormo: According to some sources, these sexless-looking beings are actually the undead, cursed spirits of demented mothers who have slain their own children in a fit of madness. Other sources identify them as the revenants of mortals who dabbled in necromancy and forbidden rituals of child sacrifice during the darker days of the Age of Magic.
Dark Muse: According to some tales, Leanans were once true Nymphs who, like the Alseids, became corrupted by the powers of darkness; other sources, however, deny them any link with the forces of nature, presenting them as undead temptresses akin to the sinister Empusae.
Silent Guardians: They were created during the Age of Magic by the use ancient (and now forgotten) Urok rituals.
Skeletar: The undead skeleton of a Minotaur, animated by the foul power of Stygian necromancy.

Atlas of Mythika: Charybdis
Tokoloshe: A human transformed into a pain-driven, zombie-like humanoid whose flesh is slowly turning into living wood. This horrendous process causes terrible agony to the unfortunate subject, driving him mad, warping his body into a grotesque parody of humanity and eventually turning him into a mindless, semi-vegetal undead. Tokoloshe are the results of infection by the Hili seed.

Seeds of Doom
The Hili seed is a particularly dreadful vegetal (and probably semi-magical) toxin used by the Red Hill Pygmies to bring a fate worse than death to those who have offended them. The usual method of delivery is through the use of a coated dart or javelin but the poison can also be mixed with food or drink but has a distinctive, bitter, “woodsy” taste.
In all cases, the victim must make a Physical Vigor saving roll against a target number of 15.
If this saving roll fails, the victim immediately falls unconscious for 1d6 hours, after which he will awaken in incredible pain, transformed into a Tokoloshe. 1d6 days later, the Tokoloshe will become Mindless, usually obeying the orders of its vicious creators (as long as these orders are not too complex).
There is no natural way to prevent this horrible and irreversible fate: only magical healing can prevent the transformation, provided it is given before the fateful 1d6 hours have passed (use the rules for curing poison by magical means given in the M&M Companion).
Only the Red Pygmies know how to brew this concoction – and trying to steal this secret from them is a sure way to end up as a Tokoloshe…

Atlas of Mythika: The Untamed North
Dwimmerlaik: ?
Wight: Wights are brought back to life (or rather ‘undeath’) by the Life-Energy Drain ability of Dwimmerlaiks. There is no other way of creating a Wight. Since their soul is still trapped in their undead bodies, they qualify as Spirits rather than as Animates.
Humans killed by a Dwimmerlaik’s Life Energy Drain automatically become Wights.
As hinted above, they are responsible for the creation of Wights, which are brought back to unlife by the Dwimmerlaik’s foul life-energy drain powers.

Tales of the Middle Sea
Skeleton: A number of these Skeletons, however, are animated by their burning passion and loyalty for Laodice.

The Stygian Garden of Abelia Prem
Ghost of Abelia Prem: ?

Perdition
Perdition
Undead: ?
Mindless Undead: ?
Ghoul: ?
Lich: ?
Shadow: Any attack by a shadow causes 1d4 Affliction (Shadow Drain) points of damage as the target's vital energies are drained from their body. If completely drained, they become a shadow of themselves.
Skeleton: Those who bind and raise the dead have either made a deal with a demon for the use of his many souls, or worse, has bound the spirit of a fiend themselves into the skeleton.
Dauthaz granted ability bond level 4.
Wraith: They are the ancient spirits of those who sought power, or even those rejected by hell itself.
When a wraith strikes a target, it drains the target's vital energy, causing 2d4 Affliction (Energy Drain) points. If slain in this manner, the target become a wraith in servitude to the wraith who slew them at the next new moon.
Zombie: Zombies are what happens when fresh corpses are reanimated without spirits or souls. They follow the commands of those that raised them, but are little more than puppets animated by magical energy. This is a template which is applied over the base statistics of the zombified creature.
Dauthaz granted ability bond level 3.

Relics & Ruins
Relics & Ruins
Undead: ?
Ghoul: These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are.
Raise Dead spell.
Lich: A lich is an undead sorcerer, most often turned undead of his or her own free will to ”live” forever.
Skeleton: Skeletons are animated bones of the dead and are usually under the control of some evil master.
Skeletons are not a common occurrence in the Brunkel area. These ones where created by the Ashenheims to guard the valley and they've been roaming the vale ever since.
Animate Dead spell.
Wight: Any human killed by a wight becomes a wight.
Zombie: These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are.
Animate Dead spell.
Ghost: ?

Animate Dead
Spell Level: S5
Range: Near within sight
Duration: Permanent
Turns 1d6 dead bodies or skeletons into zombies/skeletons under the Sorcerers command.

Raise Dead
Spell Level: Mythical
Range: Line of sight
Duration: See below
Raise Dead allows the caster to raise a corpse from the dead, provided it has not been dead for longer than 4 days.
There is a risk that this process brings back a demon from the beyond instead of the intended soul. The dead character rolls a saving throw, if successful s/he returns to life, if not a demon returns instead. See Ghoul in the monster chapter.
If this happens the character is gone forever and cannot be brought back.

Saga of the Splintered Realm
Saga of the Splintered Realm Cumulative
Undead: Undead are the remains of the deceased infused with unholy power. (Saga of the Splintered Realm Book 1 Core Rules)
Banshee: The banshee is a wailing spirit of a fallen mortal, often a female elf. (Saga of the Splintered Realm Book 1 Core Rules)
Bugbear Skeleton: See Skeleton Bugbear.
Captain Skull Warden: See Skull Warden Captain.
Crew Member Wight: See Wight Crew Member.
Dragon Skeleton: See Skeleton Dragon.
Dwarf Ghoul: See Ghoul Dwarf.
Dwarf Miner Undead: See Undead Dwarf Miner.
Dwarf Provisioner: See Provisioner Dwarf.
Dwarf Undead Miner: See Undead Dwarf Miner.
Ghost: A ghost is the spirit of a mortal that has been left behind, consigned to the realm of the living due to some curse. (Saga of the Splintered Realm Book 1 Core Rules)
A ghost of a fallen human thief who attempted to steal from the goblins. (Saga of the Splintered Realm Book 2 Adventures)
Ghoul: Gem of Skulls magic item. (Saga of the Splintered Realm Book 2 Adventures)
Ghoul Dwarf: ?
Goblin Lich: See Lich Goblin.
Goblin Miner Undead: See Undead Goblin Miner.
Goblin Mummy: See Mummy Goblin.
Goblin Skeleton: See Skeleton Goblin.
Goblin Undead Miner: See Undead Goblin Miner.
Goblin Vampire: See Vampire Goblin
Goblin Zombie: See Zombie Goblin.
Irdana: See Vampire Magic User, Irdana.
Lady Trask: See Vampire, Lady Trask.
Lich: The lich is the undead remains of a powerful magic user from before the Great Reckoning. (Saga of the Splintered Realm Book 1 Core Rules)
Lich Goblin, The Painter: ?
Lorekeeper: See Vampire Goblin, The Lorekeeper.
Miner Dwarf Undead: See Undead Dwarf Miner.
Miner Goblin Undead: See Undead Goblin Miner.
Miner Undead Dwarf: See Undead Dwarf Miner.
Miner Undead Goblin: See Undead Goblin Miner.
Mummy: Mummies are the preserved remains of powerful creatures. (Saga of the Splintered Realm Book 1 Core Rules)
Mummy Goblin: ?
Painter: See Lich Goblin, The Painter.
Provisioner Dwarf: ?
Skeletal Snake: ?
Skeleton: Animate Dead spell. (Saga of the Splintered Realm Book 1 Core Rules)
Skeleton Bugbear: ?
Skeleton Dragon: ?
Skeleton Goblin: ?
Skull Warden: The remains of a fallen paladin, the skull warden is a vengeful spirit, a skeleton clad in ruined armor wielding a cruel blade. (Saga of the Splintered Realm Book 1 Core Rules)
Skull Warden Captain: ?
Snake Skeletal: See Skeletal Snake.
Spirit of the Former Crew: ?
Summoner: See Wight, The Summoner.
The Lorekeeper: See Vampire Goblin, The Lorekeeper.
The Painter: See Lich Goblin, The Painter.
The Summoner: See Wight, The Summoner.
Trask: See Vampire, Lady Trask.
Undead Dwarf Miner: Both the dwarves and the goblins have been cursed to fight perpetual battles on a daily basis as they search for the Gem of Crakjeko, the key to lifting the curse of the Necromancer that cursed them centuries ago. (Saga of the Splintered Realm Book 2 Adventures)
Undead Goblin Miner: Both the dwarves and the goblins have been cursed to fight perpetual battles on a daily basis as they search for the Gem of Crakjeko, the key to lifting the curse of the Necromancer that cursed them centuries ago. (Saga of the Splintered Realm Book 2 Adventures)
Undead Miner Dwarf: See Undead Dwarf Miner.
Undead Miner Goblin: See Undead Goblin Miner.
Undead Remains: ?
Vampire: ?
Vampire, Lady Trask: ?
Vampire Goblin, The Lorekeeper: ?
Vampire Magic User, Irdana: ?
Warden Skull: See Skull Warden.
Wight: Wights, undead spirits indwelling human, demi-human or humanoid corpses. (Saga of the Splintered Realm Book 1 Core Rules)
Wight, The Summoner: ?
Wight Crew Member: ?
Wraith: ?
Zombie: Zombies, as mindless animated corpses of humans, demi-humans and humanoids, are often placed to guard treasures or used to perform mundane tasks. (Saga of the Splintered Realm Book 1 Core Rules)
Animate Dead spell. (Saga of the Splintered Realm Book 1 Core Rules)
Zombie Goblin: ?

Saga of the Splintered Realm Books
Saga of the Splintered Realm Book 1 Core Rules
Banshee: The banshee is a wailing spirit of a fallen mortal, often a female elf.
Ghost: A ghost is the spirit of a mortal that has been left behind, consigned to the realm of the living due to some curse.
Undead: Undead are the remains of the deceased infused with unholy power.
Skeleton: Animate Dead spell.
Zombie: Zombies, as mindless animated corpses of humans, demi-humans and humanoids, are often placed to guard treasures or used to perform mundane tasks.
Animate Dead spell.
Ghoul: ?
Wight: Wights, undead spirits indwelling human, demi-human or humanoid corpses.
Wraith: ?
Mummy: Mummies are the preserved remains of powerful creatures.
Vampire: ?
Skull Warden: The remains of a fallen paladin, the skull warden is a vengeful spirit, a skeleton clad in ruined armor wielding a cruel blade.
Lich: The lich is the undead remains of a powerful magic user from before the Great Reckoning.

Arcane Magic Sphere 5 Faith Magic Sphere 4
Animate Dead (60’). Create undead creatures (either skeletons or zombies) of total CL equal to your level. These will obey your commands until destroyed or another caster uses dispel magic to sever your connection to these undead. You may not have more than 2x your level in CL undead under your control at any one time.

Saga of the Splintered Realm Book 2 Adventures
Goblin Zombie: ?
Bugbear Skeleton: ?
Goblin Skeleton: ?
The Summoner, Wight: ?
The Lorekeeper, Goblin Vampire: ?
Skeletal Snake: ?
Skull Warden Captain: ?
Wight Crew Member: ?
The Painter, Goblin Lich: ?
Irdana, Vampire Magic User: ?
Undead Goblin Miners: Both the dwarves and the goblins have been cursed to fight perpetual battles on a daily basis as they search for the Gem of Crakjeko, the key to lifting the curse of the Necromancer that cursed them centuries ago.
Undead Dwarf Miners: Both the dwarves and the goblins have been cursed to fight perpetual battles on a daily basis as they search for the Gem of Crakjeko, the key to lifting the curse of the Necromancer that cursed them centuries ago.
Dwarf Provisioner: ?
Goblin Mummies: ?
Dragon Skeleton: ?
Dwarf Ghoul: ?

Zombie: ?
Banshee: ?
Wight: ?
Wraith: ?
Ghost: A ghost of a fallen human thief who attempted to steal from the goblins.
Skeleton: ?
Ghoul: Gem of Skulls magic item.

The Gem of Skulls
The gem of skulls appears as a large black obelisk, nearly 6” long. Once per day, this magical gemstone will automatically turn one corpse within 120’ into a ghoul. It may be beyond the abilities of the PCs to destroy the gem, and this may require a special quest or journey to complete. The gemstone is worth 500 gp to the right buyer, but the gemstone will definitely prove deadly in the hands of the wrong character, allowing the amassing of a ghoul army.
The gem gives no power to control or influence ghouls once created, and this gem could quickly lead to a character’s death. A lawful creature touching the gem suffers 1d6 damage. Any creature dying within 120’ of the gem is re-animated as a ghoul within 1d6 rounds. While the gem is valuable (worth up to 250 gp on the market), it is an object of evil, and PCs who sell it will likely live to regret it.

Saga of the Splintered Realm Magazines
Splintered Realm Magazine #1
Ghoul: ?
Lady Trask, Vampire: ?
Skeleton: ?
Undead Remains: ?
Spirit of the Former Crew: ?

Scarlet Heroes
Scarlet Heroes Cumulative
Undead: The undead of the realms are products of fear, longing, and dark sorcery. Ever since the fall of Heaven and the corruption of Hell the prospect of an agonizing afterlife has filled countless men and women with dread. While the rites of the Unitary Church, the ancestor cults, and other true faiths can serve to anchor a soul to its native realm in peaceful sleep, not every spirit has the advantage of that shelter. Those who die alone and far from solace might still cling to this world for fear of what comes next. (Godbound: A Game of Divine Heroes)
Others simply cannot endure the idea of leaving their work unfinished, and are sealed to their decaying corpses by their unquenchable will. Even when a spirit is absent and only the dead flesh remains, a skilled sorcerer can imbue the husk with a kind of half-life to create a mindless servitor. (Godbound: A Game of Divine Heroes)
A swarm of minor creeds can be found in the cities and villages of the realm, most of them revolving around a locally-important spirit or heroic ancestor. Few of these faiths have any real power to save, though a few have priests that actually can ensure a peaceful eternal rest to their followers. Sometimes this safety can be granted with a simple ritual or sequence of prayers, but other faiths require expensive or bloody rites to ensure that a soul is safely anchored to the sleep of the mundane realm. Occasionally these rites go awry, and the soul is left to persist as some form of undead. Less often, these rites are intended to create such revenants, either to serve the cult or to act as loci for their devout worship. (Godbound: A Game of Divine Heroes)
Slaves of Bone and Mist spell. (Scarlet Heroes)
A Pale Crown Beckons Death Word Lesser Gift. (Godbound: A Game of Divine Heroes)
Ranks of Pale Bone Theurgic Invocation. (Godbound: A Game of Divine Heroes)
Ancalian Husk: See Husk, Husk Ancalian.
Bitter Servant: See Polong, The Bitter Servant.
Deceiver Vengeful: See Nu Gui, The Vengeful Deceiver.
Depraved: See Energumen Depraved.
Deviant Husk: See Husk Deviant.
Draugr: The great majority of labor in the skerries is performed by draugrs, the walking dead beckoned up by the witch-queens and their priestesses. (Godbound: A Game of Divine Heroes)
Witch-queens measure their status by the number of living and draugr they command and the richness of their cold palaces. They do not love each other, but the great necromantic rituals they work require the cooperation of several adepts, and so they cannot afford to quash all potential usurpers. (Godbound: A Game of Divine Heroes)
Draugr War-Draugr: The biggest and best-preserved of the wretched draugr of Ulstang are swathed in mail and iron plates to become war-draugr. (Godbound: A Game of Divine Heroes)
Dried Lord: This greater undead corpse houses the burning soul of a great warlord or mighty high priest. (Godbound: A Game of Divine Heroes)
Eaten Prince: See Energumen Eaten Prince.
Energumen: Sometimes a soul refuses to leave its corpse even after it's brought low by the plague or the teeth of the dead. Most souls instinctively sense the peaceful repose emanating from the prayers of Patriarch Ezek and will gradually fall into secure slumber over the course of a month, safe from the horrors of Hell and the agonies of their death. Yet those souls that led particularly vile or sinful lives may fear even this end, dreading what awaits them after death so greatly that their soul refuses to leave their body. (Ancalia: The Broken Towers)
On other occasions, dark spirits infest a fallen husk, filling it with an evil intellect and an inhuman set of cravings. Sometimes these wraiths are Uncreated shades, while others are errant ghosts, constructs of dark sorcery, or malevolent natural spirits. (Ancalia: The Broken Towers)
Energumen Depraved: The Depraved are normal men and women who have led lives of such wickedness that their spirits dread the grave. (Ancalia: The Broken Towers)
Energumen Eaten Prince: Eaten Princes are the most powerful variety of energumen, as they've carefully prepared themselves for the transition into an unliving husk. Most candidates fail the process, but those souls that remain clinging to the eviscerated shell of their former body gain great occult power from the gory transition. (Ancalia: The Broken Towers)
Some exceptionally desperate cults have formed around men and women who choose to be devoured by husks in hopes of rising as an energumen. These half-suicidal initiates understand that the more foul and reprehensible a soul's life, the more likely it is to rise as one of these self-willed husks, though few realize that this result is due more to a dead soul's terror of judgment than any quality of spiritual vileness they bring to their grave. By enduring the brief horror of being eaten alive, they hope to win survival for themselves and their cultists, to say nothing of the ageless immortality that undeath brings. (Ancalia: The Broken Towers)
Despite whatever qualms they may have, these candidates perform horrible acts in a ritualized manner in order to prepare themselves for "the new life". When the cult's leadership is confident that they have properly prepared themselves fully, they are shackled to a rack and killed by a husk. Most such souls fall into the dreamless sleep of the grave, but a few spirits cling to their mutilated bodies with such fervor that they rise as energumens, strengthening the leadership of the cult. (Ancalia: The Broken Towers)
Energumen Husk Uncreated: An Uncreated Husk has been inhabited by an Uncreated spirit.
Energumen Spirit-Ridden: The Spirit-Ridden are those energumen created when a spirit inhabits an empty husk, either the ghost of a fearful victim or another spiritual entity in search of a corporeal housing. (Ancalia: The Broken Towers)
Energumen Uncreated Husk: See Energumen Husk Uncreated.
Filth Vampire: See Ma Ca Rong, The Filth Vampire.
Ghost Hungry: See Hungry Ghost.
Ghoul: Some hungry ghosts are touched by the ice of the Hells, animating their unburied corpse with an endless, unbearable hunger for human flesh to warm them. (Scarlet Heroes)
Greater Revenant Undead: See Undead Greater Revenant.
Greater Undead: See Undead Greater.
Greater Undead Revenant: See Undead Greater Revenant.
Horde Mob Undead: See Undead Horde Mob.
Horde Undead Mob: See Undead Horde Mob.
Hulking Thing Undead: See Undead Hulking Thing.
Hulking Undead Thing: See Undead Hulking Thing.
Hungry Ghost: Some spirits fear to pass on to their ultimate reward or everlasting punishment. Others are unable to leave the living world, having become lost without the guidance of funeral rites or snared by the demands of unfinished business among the living. Without the help of a priest to calm them and guide them onward, these shades are doomed to become hungry ghosts, maddened and anguished undead entities that torment the living. (Scarlet Heroes)
Hungry ghosts are commonly found in the wake of mass slaughters, plagues, and famines. Even the complete burning of a corpse is not sufficient to prevent their manifestation should proper funeral rites be neglected; the hungry ghost will assemble a body from ash and dust if it must. Some necromancers also have the power to create or bind hungry ghosts, with the more adept among them torturing the maddened souls into new, more hideous forms of undead. (Scarlet Heroes)
Defilement of the Unquiet Grave spell. (Scarlet Heroes)
Slaves of Bone and Mist spell. (Scarlet Heroes)
Hungry Mother: See Langsuyar, The Hungry Mother.
Husk, Husk Ancalian: The eruption of the Night Roads in Ancalia has produced the dreaded Hollowing Plague which makes risen corpses of its victims. The desperate husks of those slain rise now as lesser undead, swarming in Mobs to devour the living. (Godbound: A Game of Divine Heroes)
This ended five years ago, in 995. Without warning, nine massive Night Roads erupted in locations throughout Ancalia. Yawning gates of devouring darkness belched forth a sky-blackening miasma and an endless swarm of savage Uncreated abominations. While the darkness in Ancalia's sky cleared after nine terrible days, the tide of Uncreated had already overwhelmed most of Ancalia's cities and towns. Worse still, the darkness brought with it the Hollowing Plague. (Ancalia: The Broken Towers)
Victims of the plague grew light-headed and feverish, their spittle turning black and their chests sunken. A gnawing pain inside their bellies grew worse and worse until the delirious sufferer could only dull it by choking down gobbets of still-warm entrails. The pain was so great that it robbed its sufferers of their reason, and many committed horrible acts against their own families simply to still the mad hunger. (Ancalia: The Broken Towers)
Those who sought death as a relief from the pain were cheated by the grave. When their heart ceased to beat and the blood no longer flowed in their veins, the sufferers rose up once more as lesser undead that came to be called "husks".
There was no cure for the Hollowing Plague that mortal art could devise. It swept over the nation, decimating the survivors. It even managed to infect the corpses of the freshly dead, with perhaps one in ten lurching up from the charnel fields to hunt fresh prey. The worst outbreaks of the Hollowing Plague seem to be over, but anyone who lingers within Ancalia runs the risk of infection. Close contact with a husk may increase the chance, but no clear vector has been determined, nor any sure way of keeping back the sickness. A thousand folk preventatives are mustered, but none seem sure. (Ancalia: The Broken Towers)
The origins of these restless abominations lie in a magical plague that came to Ancalia, and a curse that mere mortal magic could not efface. (Ancalia: The Broken Towers)
The first symptoms of the Hollowing Plague appeared immediately after the opening of the Night Roads. The signs were fever, gluttony, and an irrationality driven by increasingly piercing hunger pains that could eventually only be satisfied by human viscera. The fever inevitably killed its victims within a month of the first appearance of symptoms, assuming that the victim wasn't killed by others in self-defense. By the time the Ancalians understood what was going on, it was too late. More than half the entire population was infected by the plague. (Ancalia: The Broken Towers)
Anyone killed by a husk will inevitably rise as one within a few hours, if not immediately, as will anyone who dies from the plague's fever. The exact vectors of contagion are still not clear; bites don't necessarily seem to transmit it, nor does close contact with the victims. Instead, it seems to be a kind of psychic miasma that affects anyone within the former borders of Ancalia, potentially striking them down despite their best prophylactic measures. Some believe that being in the presence of large numbers of sufferers increases one's chance to fall ill, while others insist on the preventative power of one of a host of holy relics, peasant charms, or learned countermeasures. The reliability of such measures is altogether unproven. (Ancalia: The Broken Towers)
Currently, the Hollowing Plague appears to be ongoing at a lesser rate of infection. There is a roughly one percent chance of developing the plague every month a person remains in Ancalia. Thus, the remaining living population of Ancalians is decreasing at a rate of approximately 11% a year, even aside from the violence and slaughter endemic to the peninsula. If the plague is not stemmed somehow, the population will be effectively wiped out within a decade from the disease's effects alone. (Ancalia: The Broken Towers)
General scholarly opinion is that the plague does not manifest outside of Ancalia. Victims killed by Ancalian husks outside of the country will also rise as undead, but carriers of the Hollowing Plague do not appear to be infectious otherwise. As husks do not normally leave Ancalia unless driven by greater intellects, the chief danger of the infection is that some freebooter could take sick in Ancalia before returning to their homeland. Once there, a victim who dies, rises as a husk, and starts slaughtering their neighbors might form the nucleus of a dangerous outbreak. (Ancalia: The Broken Towers)
Unbeknownst to the populace of Ancalia, the plague is not so much a biological malady as it is an otherworldly curse. The nine Night Roads that opened throughout Ancalia brought with them this magical contagion, and they exude it like a form of magical radiation. (Ancalia: The Broken Towers)
Five years ago, in 995 AS, nine terrible Night Roads ripped open in various locations throughout the peninsula. A black miasma of disaster erupted from the roads, bringing with it a host of horrible Uncreated monsters. Just as awfully, the roads brought the Hollowing Plague; a maddening disease that turned its victims into cannibals before raising their corpses as ravenous, mindless undead "husks". (Ancalia: The Broken Towers)
Husk Ancalian: See Husk, Husk Ancalian.
Husk Deviant: ?
Husk Uncreated: See Energumen Husk Uncreated.
Jiangshi, Leaping Vampire: The dreaded jiangshi are undead most often produced by a misfortunate death far from home, where an unburied victim’s soul is left unable to find its way back to familiar places. Other jiangshi are the product of dark necromancy or a life of evil, when the soul is too fearful to face its fate in the afterlife. (Scarlet Heroes)
Langsuyar, The Hungry Mother: These strange undead are the result of the childbirthing death of both a beautiful young mother and her child. Appropriate funerary rites usually prevent such creatures from manifesting, but every so often some poor woman or lonely mother perishes without the help of such rites, and thus leaves her soul vulnerable to the misfortune of this state. In darker cases, some bereaved husbands actually spoil the funerary rites so as to encourage the creation of a langsuyar, hoping only to regain their lost love. (Scarlet Heroes)
Leaping Vampire: See Jiangshi, Leaping Vampire.
Lesser Undead: See Undead Lesser.
Lord Dried: See Dried Lord.
Ma Ca Rong, The Filth Vampire: These loathsome undead creatures are the remains of men and women who uttered ruinous lies and practiced terrible deceits in life. Fearing the punishment that awaits them beyond the grave, their spirit animates their restless corpse as a ma ca rong, tearing loose their viscera as their head separates from the rest of their body. (Scarlet Heroes)
Ma Lai, The Plague Vampire: A relative of the ma ca rong, the ma lai also is an undead creature, one born of the plague-slain or fever-killed. To observers, it appears that whatever sickness claimed them grew very dire before receding; in truth, the plague killed them, but their restless spirits refused to leave their corpses. (Scarlet Heroes)
Mob Horde Undead: See Undead Horde Mob.
Mob Undead Horde: See Undead Horde Mob.
Mother Hungry: See Langsuyar, The Hungry Mother.
Nu Gui, The Vengeful Deceiver: The nu gui is created when placatory funeral rites prove insufficient to calm an outraged spirit, and their vengeful purpose is clothed in the power of an undead form. While many types of undead are the product of such unsatisfied purposes, nu gui are unique for the insidiousness of their actions, for they manifest as the friends and loved ones of their target. (Scarlet Heroes)
Plague Vampire: See Ma Lai, The Plague Vampire.
Polong, The Bitter Servant: While most cultures of the isles honor their dead and seek only their dignified peace, some necromancers find the undead make excellent servants. A ghost slave is created from a victim sacrificed in a particular sorcerous fashion, one lingering and terrible. A single unbroken bone remains at the end of the process, most often a skull, and so long as the bone remains intact the polong is forced to obey its creator in all ways. If the bone is smashed, the polong is free to work its vengeance for one hour before it passes on to its eternal reward. (Scarlet Heroes)
Fashioning a polong is costly, and even those necromancers who would not balk at the price are often leery of the risks of an uncontrolled ghost slave. Creating a polong requires ingredients worth 500 gp per hit die of the victim and a magic-user or cleric level no less than the victim’s hit dice. A necromancer may have no more polongs bound to him than he has levels. (Scarlet Heroes)
Revenant Greater Undead: See Undead Greater Revenant.
Revenant Undead Greater: See Undead Greater Revenant.
Servant Bitter: See Polong, The Bitter Servant.
Shui Gui, The Water Twin: The water twin is an undead creature produced by the terror of drowning and the anguish of the unlamented dead. (Scarlet Heroes)
Skeleton: One of the simplest forms of undead, a skeleton is simply a set of bones animated by the decaying remnants of a spirit’s lower, animalistic soul. (Scarlet Heroes)
Spirit-Ridden: See Energumen Spirit-Ridden.
The Bitter Servant: See Polong, The Bitter Servant.
The Filth Vampire: See Ma Ca Rong, The Filth Vampire.
The Hungry Mother: See Langsuyar, The Hungry Mother.
The Plague Vampire: See Ma Lai, The Plague Vampire.
The Vengeful Deceiver: See Nu Gui, The Vengeful Deceiver.
The Water Twin: See Shui Gui, The Water Twin.
Thing Hulking Undead: See Undead Hulking Thing.
Thing Undead Hulking: See Undead Hulking Thing.
Uncreated Husk: See Energumen Husk Uncreated.
Undead Greater: Greater undead are qualitatively different. They have a human soul at their core, either animating a decaying corpse or manifesting as an insubstantial wraith. Their minds are usually dulled by the decay of their flesh or the confusion of their death, but they can remember their living days and reason as humans do. Spells to create them are substantially more difficult, and most necromancers must take care to keep greater undead safely bound. (Godbound: A Game of Divine Heroes)
A Pale Crown Beckons Death Word Lesser Gift. (Godbound: A Game of Divine Heroes)
Undead Greater Revenant: ?
Undead Horde Mob: ?
A Pale Crown Beckons Death Word Lesser Gift. (Godbound: A Game of Divine Heroes)
Undead Hulking Thing: ?
Undead Lesser: Lesser undead are purely corporeal in nature, dead bodies animated by magical power and imbued with a kind of half-intellect by the spell. (Godbound: A Game of Divine Heroes)
A Pale Crown Beckons Death Word Lesser Gift. (Godbound: A Game of Divine Heroes)
Ranks of Pale Bone Theurgic Invocation. (Godbound: A Game of Divine Heroes)
Undead Mob Horde: See Undead Horde Mob.
Undead Revenant Greater: See Undead Greater Revenant.
Undead Thing Hulking: See Undead Hulking Thing.
Vampire Filth: See Ma Ca Rong, The Filth Vampire.
Vampire Leaping: See Jiangshi, Leaping Vampire.
Vampire Plague: See Ma Lai, The Plague Vampire.
Vengeful Deceiver: See Nu Gui, The Vengeful Deceiver.
Water Twin: See Shui Gui, The Water Twin.
War-Draugr: See Draugr War-Draugr.

Scarlet Heroes Books
Scarlet Heroes
Undead: Slaves of Bone and Mist spell.
Ghoul: Some hungry ghosts are touched by the ice of the Hells, animating their unburied corpse with an endless, unbearable hunger for human flesh to warm them.
Hungry Ghost: Some spirits fear to pass on to their ultimate reward or everlasting punishment. Others are unable to leave the living world, having become lost without the guidance of funeral rites or snared by the demands of unfinished business among the living. Without the help of a priest to calm them and guide them onward, these shades are doomed to become hungry ghosts, maddened and anguished undead entities that torment the living.
Hungry ghosts are commonly found in the wake of mass slaughters, plagues, and famines. Even the complete burning of a corpse is not sufficient to prevent their manifestation should proper funeral rites be neglected; the hungry ghost will assemble a body from ash and dust if it must. Some necromancers also have the power to create or bind hungry ghosts, with the more adept among them torturing the maddened souls into new, more hideous forms of undead.
Defilement of the Unquiet Grave spell.
Slaves of Bone and Mist spell.
Jiangshi, Leaping Vampire: The dreaded jiangshi are undead most often produced by a misfortunate death far from home, where an unburied victim’s soul is left unable to find its way back to familiar places. Other jiangshi are the product of dark necromancy or a life of evil, when the soul is too fearful to face its fate in the afterlife.
Langsuyar, The Hungry Mother: These strange undead are the result of the childbirthing death of both a beautiful young mother and her child. Appropriate funerary rites usually prevent such creatures from manifesting, but every so often some poor woman or lonely mother perishes without the help of such rites, and thus leaves her soul vulnerable to the misfortune of this state. In darker cases, some bereaved husbands actually spoil the funerary rites so as to encourage the creation of a langsuyar, hoping only to regain their lost love.
Ma Ca Rong, The Filth Vampire: These loathsome undead creatures are the remains of men and women who uttered ruinous lies and practiced terrible deceits in life. Fearing the punishment that awaits them beyond the grave, their spirit animates their restless corpse as a ma ca rong, tearing loose their viscera as their head separates from the rest of their body.
Ma Lai, The Plague Vampire: A relative of the ma ca rong, the ma lai also is an undead creature, one born of the plague-slain or fever-killed. To observers, it appears that whatever sickness claimed them grew very dire before receding; in truth, the plague killed them, but their restless spirits refused to leave their corpses.
Nu Gui, The Vengeful Deceiver: The nu gui is created when placatory funeral rites prove insufficient to calm an outraged spirit, and their vengeful purpose is clothed in the power of an undead form. While many types of undead are the product of such unsatisfied purposes, nu gui are unique for the insidiousness of their actions, for they manifest as the friends and loved ones of their target.
Polong, The Bitter Servant: While most cultures of the isles honor their dead and seek only their dignified peace, some necromancers find the undead make excellent servants. A ghost slave is created from a victim sacrificed in a particular sorcerous fashion, one lingering and terrible. A single unbroken bone remains at the end of the process, most often a skull, and so long as the bone remains intact the polong is forced to obey its creator in all ways. If the bone is smashed, the polong is free to work its vengeance for one hour before it passes on to its eternal reward.
Fashioning a polong is costly, and even those necromancers who would not balk at the price are often leery of the risks of an uncontrolled ghost slave. Creating a polong requires ingredients worth 500 gp per hit die of the victim and a magic-user or cleric level no less than the victim’s hit dice. A necromancer may have no more polongs bound to him than he has levels.
Shui Gui, The Water Twin: The water twin is an undead creature produced by the terror of drowning and the anguish of the unlamented dead.
Skeleton: One of the simplest forms of undead, a skeleton is simply a set of bones animated by the decaying remnants of a spirit’s lower, animalistic soul.

Defilement of the Unquiet Grave Level 4
Duration: Special Range: Touch
The followers of the Nine Immortals cherish the peaceful sleep of their ancestors. That does not prevent other priests from having different ideas on the topic. This spell may forcibly create undead from corpses that were not buried with the correct funerary rites. A number of hit dice worth of undead equal to the caster’s level may be created at once, most often hungry ghosts as per the Bestiary chapter. These undead are obedient to their creator, becoming uncontrolled upon his death. Each ritual costs 50 gp in expendable implements for each hit die of undead created, and the ritual can only be performed on a night of the new moon. Most clerics can command no more than ten hit dice of undead slaves for every level they possess.

Slaves of Bone and Mist Level 5
Duration: Indefinite Range: Touch
Necromancy is profoundly repugnant to most of the cultures of the isles, but some sorcerers are unconcerned with the respect due the ancestors. With a supply of corpses that have not received appropriate burial rites the wizard can call up a number of undead servants. A number of hit dice worth of undead equal to the caster’s level may be created at once, most often hungry ghosts as per the Bestiary chapter. These undead are obedient to their creator, becoming uncontrolled upon his death. Each ritual costs 50 gp in expendable implements for each hit die of undead created, and the ritual can only be performed on a night of the new moon. Other, more powerful or costly rites exist to conjure more numerous or potent undead slaves.

Godbound: A Game of Divine Heroes
Undead: The undead of the realms are products of fear, longing, and dark sorcery. Ever since the fall of Heaven and the corruption of Hell the prospect of an agonizing afterlife has filled countless men and women with dread. While the rites of the Unitary Church, the ancestor cults, and other true faiths can serve to anchor a soul to its native realm in peaceful sleep, not every spirit has the advantage of that shelter. Those who die alone and far from solace might still cling to this world for fear of what comes next.
Others simply cannot endure the idea of leaving their work unfinished, and are sealed to their decaying corpses by their unquenchable will. Even when a spirit is absent and only the dead flesh remains, a skilled sorcerer can imbue the husk with a kind of half-life to create a mindless servitor.
A swarm of minor creeds can be found in the cities and villages of the realm, most of them revolving around a locally-important spirit or heroic ancestor. Few of these faiths have any real power to save, though a few have priests that actually can ensure a peaceful eternal rest to their followers. Sometimes this safety can be granted with a simple ritual or sequence of prayers, but other faiths require expensive or bloody rites to ensure that a soul is safely anchored to the sleep of the mundane realm. Occasionally these rites go awry, and the soul is left to persist as some form of undead. Less often, these rites are intended to create such revenants, either to serve the cult or to act as loci for their devout worship.
A Pale Crown Beckons Death Word Lesser Gift.
Ranks of Pale Bone Theurgic Invocation.
Draugr: The great majority of labor in the skerries is performed by draugrs, the walking dead beckoned up by the witch-queens and their priestesses.
Witch-queens measure their status by the number of living and draugr they command and the richness of their cold palaces. They do not love each other, but the great necromantic rituals they work require the cooperation of several adepts, and so they cannot afford to quash all potential usurpers.
Mob Undead Horde: ?
A Pale Crown Beckons Death Word Lesser Gift.
Lesser Undead: Lesser undead are purely corporeal in nature, dead bodies animated by magical power and imbued with a kind of half-intellect by the spell.
A Pale Crown Beckons Death Word Lesser Gift.
Ranks of Pale Bone Theurgic Invocation.
Greater Undead: Greater undead are qualitatively different. They have a human soul at their core, either animating a decaying corpse or manifesting as an insubstantial wraith. Their minds are usually dulled by the decay of their flesh or the confusion of their death, but they can remember their living days and reason as humans do. Spells to create them are substantially more difficult, and most necromancers must take care to keep greater undead safely bound.
A Pale Crown Beckons Death Word Lesser Gift.
Ancalian Husk: The eruption of the Night Roads in Ancalia has produced the dreaded Hollowing Plague which makes risen corpses of its victims. The desperate husks of those slain rise now as lesser undead, swarming in Mobs to devour the living.
War-Draugr: The biggest and best-preserved of the wretched draugr of Ulstang are swathed in mail and iron plates to become war-draugr.
Dried Lord: This greater undead corpse houses the burning soul of a great warlord or mighty high priest.
Hulking Undead Thing: ?
Greater Undead Revenant: ?

A Pale Crown Beckons Action
Commit Effort for the scene. You can call up undead, summoning parts instantly from the nearest source if necessary. A single greater undead of hit dice no more than twice your level is called, or one Small Mob of 1 HD lesser undead is created for each three levels you have, rounded up. A corpse made into a greater undead must not have received funeral rites or been dead more than a month. The undead are loyal, but dissolve when you use this gift again. Summoned entities or Mobs can be preserved indefinitely for 1 Dominion point each.

Ranks of Pale Bone
The theurge imbues corpses or other remains with an animating force, raising them as soulless lesser undead. For each hit die or level of the caster, 1d6 hit dice worth of lesser undead can be raised, assuming sufficient raw materials are available. The corpses need not be intact, as bones and tissue will merge and flow under the sorcery. Undead that have already been destroyed once, however, are no longer useful for further necromancy.
The great majority of human-sized corpses rise as 1 hit die undead, though the corpses of terrible beasts or fearsome Misbegotten may be more dangerous. The raised creatures are mindlessly loyal to the theurge or any lieutenants they nominate, but otherwise act as do most lesser undead. They remain animate until destroyed or until the invocation that fuels their existence is dispelled. If their creator is slain, the risen creatures will run rampant against the living.

Ancalia: The Broken Towers
Husk: This ended five years ago, in 995. Without warning, nine massive Night Roads erupted in locations throughout Ancalia. Yawning gates of devouring darkness belched forth a sky-blackening miasma and an endless swarm of savage Uncreated abominations. While the darkness in Ancalia's sky cleared after nine terrible days, the tide of Uncreated had already overwhelmed most of Ancalia's cities and towns. Worse still, the darkness brought with it the Hollowing Plague.
Victims of the plague grew light-headed and feverish, their spittle turning black and their chests sunken. A gnawing pain inside their bellies grew worse and worse until the delirious sufferer could only dull it by choking down gobbets of still-warm entrails. The pain was so great that it robbed its sufferers of their reason, and many committed horrible acts against their own families simply to still the mad hunger.
Those who sought death as a relief from the pain were cheated by the grave. When their heart ceased to beat and the blood no longer flowed in their veins, the sufferers rose up once more as lesser undead that came to be called "husks".
There was no cure for the Hollowing Plague that mortal art could devise. It swept over the nation, decimating the survivors. It even managed to infect the corpses of the freshly dead, with perhaps one in ten lurching up from the charnel fields to hunt fresh prey. The worst outbreaks of the Hollowing Plague seem to be over, but anyone who lingers within Ancalia runs the risk of infection. Close contact with a husk may increase the chance, but no clear vector has been determined, nor any sure way of keeping back the sickness. A thousand folk preventatives are mustered, but none seem sure.
The origins of these restless abominations lie in a magical plague that came to Ancalia, and a curse that mere mortal magic could not efface.
The first symptoms of the Hollowing Plague appeared immediately after the opening of the Night Roads. The signs were fever, gluttony, and an irrationality driven by increasingly piercing hunger pains that could eventually only be satisfied by human viscera. The fever inevitably killed its victims within a month of the first appearance of symptoms, assuming that the victim wasn't killed by others in self-defense. By the time the Ancalians understood what was going on, it was too late. More than half the entire population was infected by the plague.
Anyone killed by a husk will inevitably rise as one within a few hours, if not immediately, as will anyone who dies from the plague's fever. The exact vectors of contagion are still not clear; bites don't necessarily seem to transmit it, nor does close contact with the victims. Instead, it seems to be a kind of psychic miasma that affects anyone within the former borders of Ancalia, potentially striking them down despite their best prophylactic measures. Some believe that being in the presence of large numbers of sufferers increases one's chance to fall ill, while others insist on the preventative power of one of a host of holy relics, peasant charms, or learned countermeasures. The reliability of such measures is altogether unproven.
Currently, the Hollowing Plague appears to be ongoing at a lesser rate of infection. There is a roughly one percent chance of developing the plague every month a person remains in Ancalia. Thus, the remaining living population of Ancalians is decreasing at a rate of approximately 11% a year, even aside from the violence and slaughter endemic to the peninsula. If the plague is not stemmed somehow, the population will be effectively wiped out within a decade from the disease's effects alone.
General scholarly opinion is that the plague does not manifest outside of Ancalia. Victims killed by Ancalian husks outside of the country will also rise as undead, but carriers of the Hollowing Plague do not appear to be infectious otherwise. As husks do not normally leave Ancalia unless driven by greater intellects, the chief danger of the infection is that some freebooter could take sick in Ancalia before returning to their homeland. Once there, a victim who dies, rises as a husk, and starts slaughtering their neighbors might form the nucleus of a dangerous outbreak.
Unbeknownst to the populace of Ancalia, the plague is not so much a biological malady as it is an otherworldly curse. The nine Night Roads that opened throughout Ancalia brought with them this magical contagion, and they exude it like a form of magical radiation.
Five years ago, in 995 AS, nine terrible Night Roads ripped open in various locations throughout the peninsula. A black miasma of disaster erupted from the roads, bringing with it a host of horrible Uncreated monsters. Just as awfully, the roads brought the Hollowing Plague; a maddening disease that turned its victims into cannibals before raising their corpses as ravenous, mindless undead "husks".
Deviant Husk: ?
Energumen: Sometimes a soul refuses to leave its corpse even after it's brought low by the plague or the teeth of the dead. Most souls instinctively sense the peaceful repose emanating from the prayers of Patriarch Ezek and will gradually fall into secure slumber over the course of a month, safe from the horrors of Hell and the agonies of their death. Yet those souls that led particularly vile or sinful lives may fear even this end, dreading what awaits them after death so greatly that their soul refuses to leave their body.
On other occasions, dark spirits infest a fallen husk, filling it with an evil intellect and an inhuman set of cravings. Sometimes these wraiths are Uncreated shades, while others are errant ghosts, constructs of dark sorcery, or malevolent natural spirits.
Energumen Depraved: The Depraved are normal men and women who have led lives of such wickedness that their spirits dread the grave.
Energumen Spirit-Ridden: The Spirit-Ridden are those energumen created when a spirit inhabits an empty husk, either the ghost of a fearful victim or another spiritual entity in search of a corporeal housing.
Energumen Uncreated Husk: An Uncreated Husk has been inhabited by an Uncreated spirit.
Energumen Eaten Prince: Eaten Princes are the most powerful variety of energumen, as they've carefully prepared themselves for the transition into an unliving husk. Most candidates fail the process, but those souls that remain clinging to the eviscerated shell of their former body gain great occult power from the gory transition.
Some exceptionally desperate cults have formed around men and women who choose to be devoured by husks in hopes of rising as an energumen. These half-suicidal initiates understand that the more foul and reprehensible a soul's life, the more likely it is to rise as one of these self-willed husks, though few realize that this result is due more to a dead soul's terror of judgment than any quality of spiritual vileness they bring to their grave. By enduring the brief horror of being eaten alive, they hope to win survival for themselves and their cultists, to say nothing of the ageless immortality that undeath brings.
Despite whatever qualms they may have, these candidates perform horrible acts in a ritualized manner in order to prepare themselves for "the new life". When the cult's leadership is confident that they have properly prepared themselves fully, they are shackled to a rack and killed by a husk. Most such souls fall into the dreamless sleep of the grave, but a few spirits cling to their mutilated bodies with such fervor that they rise as energumens, strengthening the leadership of the cult.

Small But Vicious Dog
Small But Vicious Dog
Carrion: Blame the death-fetishists of Hekhara for these beauties. Some bright spark just had to see what happened when you feed the giant vultures on a diet of zombie flesh. The answer: nothing good. Although at least we now know what’s grosser than a vulture: a giant stinking undead ghoul-vulture.

Stars Without Numbers
Stars Without Numbers Cumulative
Corpse Walking: See Walking Corpse.
Eternal: The Eternal come in several different varieties depending on the nature of the rites used to animate them. (Spears of the Dawn)
Eternal may be created by humans, but the new-made immortal is under no obligation to obey their creator, and will likely despise them for their hateful liveliness. (Spears of the Dawn)
It was the Gods Below who taught the Eternal King the secrets of a twisted immortality, and even now they send dark dreams to their slaves in the living world. (Spears of the Dawn)
Two centuries ago the eastern land of Deshur, the Sixth Kingdom, was driven to the brink of destruction by the armies of Nyala. The empire’s legions were hurled back into the black deserts of the east and Deshur’s king was driven to take shelter beneath the stones of the mountains in temples long since lost to men. There he discovered new teachers and an old power, and with it he bought a damnable salvation for his people, a salvation that made them Eternal. (Spears of the Dawn)
The accursed creatures known as the Eternal are the result of a grim and forbidden lore. They are a product of the unholy rites dredged up by the pharaoh of Deshur in the face of his realm’s destruction, learned from serpentine teachers among the roots of the Weeping Mountains. Their existence is an abomination to the Sun and the spirits alike, but the satisfactions of their undying state still tempt many in the Three Lands. (Spears of the Dawn)
An Eternal is created from an intact human corpse, one lacking no major limb or organ. Through a series of rituals of greater or lesser complexity, the hold of death is broken upon the remains, and the subject rises up as they did in life. Their flesh is in the same condition as it was upon their death, whole or torn, but it has all the warmth, pliancy, and response of life. Indeed, the most perfectly-restored Eternal are indistinguishable in every way from a living human. The Eternal do not age, or breathe, or eat common food, or drink mortal wines. They do not sleep or dream, and they do not weary as mortal flesh wearies. (Spears of the Dawn)
The Gods Below are hideous things, their numberless names foul upon the lips and tainting to the soul. It was their whispers that taught the Eternal King the black secrets of immortality. Some men secretly worship them for the sorcery they teach, but their rites are invariably and unspeakably loathsome. (Spears of the Dawn)
The Nyalan empire is blamed for setting off the Long War with their invasion of the eastern kingdom of Deshur. The Black Land’s pharaoh was not a good man but he had done little to earn Nyala’s wrath. Still, Emperor Shangmay would not be content until he ruled the whole of the Three Lands, and his legions pushed the Deshrites up the banks of the Iteru into the foothills of the Weeping Mountains. They made their stand near their stony throne-city of Desheret, and the pharaoh went down into the forbidden temples in the mountains’ roots to make bargains with the servants of the Gods Below. (Spears of the Dawn)
The secrets he brought back transformed him and his people. (Spears of the Dawn)
Dreamer: See Eternal Dreamer.
Eternal Dreamer: The Eternal come in several different varieties depending on the nature of the rites used to animate them. Those who receive only the simplest and most cursory rituals rise as dreamers, men and women locked into a half-dreaming existence that leaves them only dimly aware of their surroundings. (Spears of the Dawn)
The rituals of their creation require at least 1,000 si worth of obscene icons and hideous ritual tools, but once these implements are at hand any number of dreamers may be created with only fifteen minutes’ work each by someone with at least Occult-1 skill and training in the rituals. (Spears of the Dawn)
Eternal Lord: The Eternal come in several different varieties depending on the nature of the rites used to animate them. Those who receive the finest and most glorious rituals of translation will rise as lords, mighty beyond the dreams of ordinary men and gifted with great sorcerous powers. (Spears of the Dawn)
Creating a noble requires 10,000 si worth of expended ingredients, while the revivification of a lord demands ritual implements worth 25,000 si and ingredients worth 50,000 more. (Spears of the Dawn)
Very rarely, a ritual meant to create a lesser Eternal will somehow result in the creation of a greater variety, either through blind luck or the natural strength of will possessed by the victim. (Spears of the Dawn)
Eternal Noble: The Eternal come in several different varieties depending on the nature of the rites used to animate them. Those who receive better rites become nobles, reborn with their full intellect and a clear understanding of their new estate. (Spears of the Dawn)
Creating a noble requires 10,000 si worth of expended ingredients. (Spears of the Dawn)
Very rarely, a ritual meant to create a lesser Eternal will somehow result in the creation of a greater variety, either through blind luck or the natural strength of will possessed by the victim. (Spears of the Dawn)
Ghost: Both spirit and undead, the ghost is the disembodied shade of some poor, ill-buried wretch, or a victim so tied to the world by grief or need that they cannot pass on to the land of the spirits. (Spears of the Dawn)
One of the most important functions provided by a priest is the conducting of funeral rites for the dead. While any family patriarch is familiar with the necessary rituals, the spiritual force of the priest is anxiously prized as a further guarantee against the deceased’s suffering in the afterlife. The people of the Three Lands believe that one who has just died is vulnerable and disoriented by their new condition, and must have help and guidance if they are to safely reach the spirit world. Those without this aid will often go astray, becoming tormented ghosts who share their suffering with their kinsmen. To die alone and unburied is a horrifying fate for any man. (Spears of the Dawn)
The most minimal rites involve washing the body, arranging its limbs neatly, and burying it with appropriate prayers for its peace and right guidance. Such a pauper’s burial is better than nothing, but still a cause for fear and anxiety. A proper funeral involves the entire community, with a great funeral meal, priestly rituals, and sacrifices to the gods for their aid and favor. The Sun Faithful replace the sacrifices with prayer, but they too share the anxieties of their neighbors over safe passage to the Burning Heavens of their god. (Spears of the Dawn)
Many peasants and common folk are too poor to afford such a grand funeral, and so instead place their reliance in secret societies of funerary adepts. These societies assure members of powerful magical rites to make up for the lack of material expenditure, and conduct elaborate secret rituals over their deceased members. While membership in these societies is common knowledge, the inner secrets of their practices are guarded jealously. Though a great comfort to the poor, they also sometimes form the nucleus of bands of rebels, dark cultists, and other malefactors meeting under the guise of innocent charity. Other societies restrict their membership to the community’s elite and count nobles, chieftains, and great priests among their number. They join not because they cannot afford the customary feasting, but because the society promises a still better place in the world to come for those worthies who aid it on earth. Sometimes that betterment extends to material concerns or the quiet advancement of their members in court society. (Spears of the Dawn)
The stronger and better the rites, the more aid is given to the spirit of the deceased. If a dead man or woman is courageous and clear-minded their soul can win through to the spirit world even without any aid. Lesser souls require more help, or they may lose their way between this world and the next and forever haunt the living. Their pain and confusion makes them dangerous to everyone, and ngangas or other spiritual adepts must be called in for exorcisms. (Spears of the Dawn)
Lord: See Eternal Lord.
Noble: See Eternal Noble.
Spirit: Humanoid spirits are often the shades of restless humans who have returned from the spirit world for their own varied purpose, and qualify as undead for the purposes of certain spells and powers. (Spears of the Dawn)
Walking Corpse: Born of an unsanctified death, a walking corpse is an undead body
possessed by its furious soul, one baffled in its attempts to reach the spirit world. Those who die without the help of proper funerary rites risk arising as a walking corpse, to haunt the living as a decaying abomination of noisome flesh. (Spears of the Dawn)
Zombie: This menace may not take the form of shambling corpses, but some disease, alien artifact, or crazed local practice produces men and women with habits similar to those of murderous cannibal undead. These outbreaks may be regular elements in local society, either provoked by some malevolent creators or the consequence of some local condition. (Stars Without Numbers Revised Edition)
This menace may not take the form of shambling corpses, but some disease, alien artifact, or crazed local practice produces men and women with habits similar to those of murderous cannibal undead. These outbreaks may be regular elements in local society, either provoked by some malevolent creators or the consequence of some local condition. (Stars Without Numbers Original Core Edition)

Stars Without Numbers Books
Stars Without Numbers Revised Edition
Zombie: This menace may not take the form of shambling corpses, but some disease, alien artifact, or crazed local practice produces men and women with habits similar to those of murderous cannibal undead. These outbreaks may be regular elements in local society, either provoked by some malevolent creators or the consequence of some local condition.

Stars Without Numbers Original Core Edition
Zombie: This menace may not take the form of shambling corpses, but some disease, alien artifact, or crazed local practice produces men and women with habits similar to those of murderous cannibal undead. These outbreaks may be regular elements in local society, either provoked by some malevolent creators or the consequence of some local condition.

Spears of the Dawn
Eternal: The Eternal come in several different varieties depending on the nature of the rites used to animate them.
Eternal may be created by humans, but the new-made immortal is under no obligation to obey their creator, and will likely despise them for their hateful liveliness.
It was the Gods Below who taught the Eternal King the secrets of a twisted immortality, and even now they send dark dreams to their slaves in the living world.
Two centuries ago the eastern land of Deshur, the Sixth Kingdom, was driven to the brink of destruction by the armies of Nyala. The empire’s legions were hurled back into the black deserts of the east and Deshur’s king was driven to take shelter beneath the stones of the mountains in temples long since lost to men. There he discovered new teachers and an old power, and with it he bought a damnable salvation for his people, a salvation that made them Eternal.
The accursed creatures known as the Eternal are the result of a grim and forbidden lore. They are a product of the unholy rites dredged up by the pharaoh of Deshur in the face of his realm’s destruction, learned from serpentine teachers among the roots of the Weeping Mountains. Their existence is an abomination to the Sun and the spirits alike, but the satisfactions of their undying state still tempt many in the Three Lands.
An Eternal is created from an intact human corpse, one lacking no major limb or organ. Through a series of rituals of greater or lesser complexity, the hold of death is broken upon the remains, and the subject rises up as they did in life. Their flesh is in the same condition as it was upon their death, whole or torn, but it has all the warmth, pliancy, and response of life. Indeed, the most perfectly-restored Eternal are indistinguishable in every way from a living human. The Eternal do not age, or breathe, or eat common food, or drink mortal wines. They do not sleep or dream, and they do not weary as mortal flesh wearies.
The Gods Below are hideous things, their numberless names foul upon the lips and tainting to the soul. It was their whispers that taught the Eternal King the black secrets of immortality. Some men secretly worship them for the sorcery they teach, but their rites are invariably and unspeakably loathsome.
The Nyalan empire is blamed for setting off the Long War with their invasion of the eastern kingdom of Deshur. The Black Land’s pharaoh was not a good man but he had done little to earn Nyala’s wrath. Still, Emperor Shangmay would not be content until he ruled the whole of the Three Lands, and his legions pushed the Deshrites up the banks of the Iteru into the foothills of the Weeping Mountains. They made their stand near their stony throne-city of Desheret, and the pharaoh went down into the forbidden temples in the mountains’ roots to make bargains with the servants of the Gods Below.
The secrets he brought back transformed him and his people.
Eternal Dreamer: The Eternal come in several different varieties depending on the nature of the rites used to animate them. Those who receive only the simplest and most cursory rituals rise as dreamers, men and women locked into a half-dreaming existence that leaves them only dimly aware of their surroundings.
The rituals of their creation require at least 1,000 si worth of obscene icons and hideous ritual tools, but once these implements are at hand any number of dreamers may be created with only fifteen minutes’ work each by someone with at least Occult-1 skill and training in the rituals.
Eternal Noble: The Eternal come in several different varieties depending on the nature of the rites used to animate them. Those who receive better rites become nobles, reborn with their full intellect and a clear understanding of their new estate.
Creating a noble requires 10,000 si worth of expended ingredients.
Very rarely, a ritual meant to create a lesser Eternal will somehow result in the creation of a greater variety, either through blind luck or the natural strength of will possessed by the victim.
Eternal Lord: The Eternal come in several different varieties depending on the nature of the rites used to animate them. Those who receive the finest and most glorious rituals of translation will rise as lords, mighty beyond the dreams of ordinary men and gifted with great sorcerous powers.
Creating a noble requires 10,000 si worth of expended ingredients, while the revivification of a lord demands ritual implements worth 25,000 si and ingredients worth 50,000 more.
Very rarely, a ritual meant to create a lesser Eternal will somehow result in the creation of a greater variety, either through blind luck or the natural strength of will possessed by the victim.
Ghost: Both spirit and undead, the ghost is the disembodied shade of some poor, ill-buried wretch, or a victim so tied to the world by grief or need that they cannot pass on to the land of the spirits.
One of the most important functions provided by a priest is the conducting of funeral rites for the dead. While any family patriarch is familiar with the necessary rituals, the spiritual force of the priest is anxiously prized as a further guarantee against the deceased’s suffering in the afterlife. The people of the Three Lands believe that one who has just died is vulnerable and disoriented by their new condition, and must have help and guidance if they are to safely reach the spirit world. Those without this aid will often go astray, becoming tormented ghosts who share their suffering with their kinsmen. To die alone and unburied is a horrifying fate for any man.
The most minimal rites involve washing the body, arranging its limbs neatly, and burying it with appropriate prayers for its peace and right guidance. Such a pauper’s burial is better than nothing, but still a cause for fear and anxiety. A proper funeral involves the entire community, with a great funeral meal, priestly rituals, and sacrifices to the gods for their aid and favor. The Sun Faithful replace the sacrifices with prayer, but they too share the anxieties of their neighbors over safe passage to the Burning Heavens of their god.
Many peasants and common folk are too poor to afford such a grand funeral, and so instead place their reliance in secret societies of funerary adepts. These societies assure members of powerful magical rites to make up for the lack of material expenditure, and conduct elaborate secret rituals over their deceased members. While membership in these societies is common knowledge, the inner secrets of their practices are guarded jealously. Though a great comfort to the poor, they also sometimes form the nucleus of bands of rebels, dark cultists, and other malefactors meeting under the guise of innocent charity. Other societies restrict their membership to the community’s elite and count nobles, chieftains, and great priests among their number. They join not because they cannot afford the customary feasting, but because the society promises a still better place in the world to come for those worthies who aid it on earth. Sometimes that betterment extends to material concerns or the quiet advancement of their members in court society.
The stronger and better the rites, the more aid is given to the spirit of the deceased. If a dead man or woman is courageous and clear-minded their soul can win through to the spirit world even without any aid. Lesser souls require more help, or they may lose their way between this world and the next and forever haunt the living. Their pain and confusion makes them dangerous to everyone, and ngangas or other spiritual adepts must be called in for exorcisms.
Walking Corpse: Born of an unsanctified death, a walking corpse is an undead body
possessed by its furious soul, one baffled in its attempts to reach the spirit world. Those who die without the help of proper funerary rites risk arising as a walking corpse, to haunt the living as a decaying abomination of noisome flesh.
Spirit: Humanoid spirits are often the shades of restless humans who have returned from the spirit world for their own varied purpose, and qualify as undead for the purposes of certain spells and powers.
 
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Voadam

Legend
0E D&D

0e Cumulative
Undead: Zsakrn Curse. (Underworld King Volume Two: Dark Gods, Dark Magic)
Ihlwynd has some Necromantic Powers, being able to Raise Dead Creatures to fight for him, but their active Undead state will only last until the next Dawn. (Unknown Gods)
There are 2 negative energy Runes in this room, one on the ceiling and one beneath the water. Each Rune radiates magic and will inflict one point of damage per hour to a living creature within a 10 foot radius. After death, a creature will be "re-energized" by the Runes; its hit points as Undead going up by one per hour till its original total is matched. For example, a dead player with 24 HP will return as a Zombie after a full day of exposure. The effect can be temporarily disabled by Dispel Magic or a Protection from Undead scroll. (Fight On! #5)
Potion of Unlife.
Animal Mummy: See Mummy Animal.
Archghoul: ?
Archghoul Commander: ?
Archghoul Lord: ?
Archghoul King: ?
Arnor: See Wight, Arnor.
Atacyl Oathbinder: See Vampire Magic-User, Atacyl Oathbinder.
Autse Darkheart: See Wraith, Sir Autse Darkheart.
Avenging Spirit: See Spirit of Vengeance, Avenging Spirit.
Baboon Animal Mummy: See Mummy Animal Baboon.
Banshee: ?
Banshee: ?
Barghest: ?
Barrow Wight: See Wight Barrow.
Beast Bestial: See Bestial Beast.
Beetle Animal Mummy: See Mummy Animal Beetle.
Berk: See Undead Warrior, Berk.
Bertalan the Butler: See Spirit, Bertalan the Butler.
Bestial Beast: Bestial beasts are the spectral presences of centaurs who were particularly evil during their life. (CC1 Creature Compendium)
Blighted: 6th or higher level characters who perish in underworld may arise in a few days as Blighted. (The Bleak Beyond Bestiary)
Bloody Head Rawbones Skeleton: See Skeleton Bloody Head Rawbones.
Bloody Horror: Great Curse spell. (Witch's Court)
Boogie Man: ?
Cadaver Zombie: See Zombie Cadaver.
Cat Animal Mummy: See Mummy Animal Cat.
Cauldron Born: ?
Child Ghost: See Ghost Child.
Chotogor: At death, the deceased’s spirit either could not find its way to the afterworld, or refused reincarnation, preferring instead to haunt the world of the living. This spirit returns to re-inhabit its former body and rise as a chötgör,
The soul of any victim [of a chotogor] left unburied will rise as a chötgör after a number of days equal to its hit dice (provided the corpse remains uneaten). Even a body given a proper burial has a 1-in-3 chance of rising as a chötgör unless dispel evil is cast upon it before it rises. (CC1 Creature Compendium)
Coachman of Death: ?
Coachman of Death's Horse: ?
Collective Skeletons: Huge pile of hundreds (or maybe thousands) of bones, animated as one, dreadful monstrosity.
Colony Ghoul: See Ghoul Colony.
Corpse-Candle: The Corpse-Candle is a soul that is unable to find its rest. (All the Worlds' Monsters Vol. 3)
Corrupted Spectre: See Spectre Corrupted.
Count Radu Rumpula: See Vampire, Count Radu Rumpula.
Coxswain Undead Lesser: See Undead Lesser Coxswain.
Crocodile Animal Mummy: See Mummy Animal Crocodile.
Daemon: FOUND ANYWHERE HUMANS ARE THIS IS THE SPIRIT OF A PERSON WHO HAS "UNFINISHED BUSINESS" FOR ONE REASON OR ANOTHER. (All the Worlds' Monsters Vol. 2)
Darkheart, Sir Autse: See Wraith, Sir Autse Darkheart.
Dead King: ?
Dead Ones: Nobody really knows when Grey Plague appeared for a first time. Certainly it has been hundreds (if not thousands) of years ago, perhaps even in the times of the Great Wars. It is not known whether it was created as a biological weapon of the Ancient Ones or its origin is quite different. (Underworld Kingdom Volume One: Explorers of the Unknown)
One thing is certain - the plague changes people into monsters. Spores of the disease attacks every cell of the host's body, leading to his death. Despite the apparent demise, disease transforms the victim's body, sustaining his existence in a unknown way. Thus, victims of the plague - often called the Dead Ones - practically does not need to eat or drink (though if it does not take the "replacements" for their diseased tissues – especially if they are injured or otherwise damaged, eventually they will begin to rot and decay), also they are resistant to the effects of aging (finally they are dead - at least in some sense). Unfortunately the course of infection is horrible and extremely painful, which results with the victim of the Grey Plague falling into madness. (Underworld Kingdom Volume One: Explorers of the Unknown)
As the outbreaks of plague have not appeared since ages and infected with the disease can release spores only once in a hundred years, the number of Dead Ones is dwindling. (Underworld Kingdom Volume One: Explorers of the Unknown)
Death Electric: See Electric Death.
Desiccated Skeleton: See Skeleton Desiccated
Dog Ghostly: See Ghostly Dog.
Draugr: Draugen (sing.=“draugr”) are the animated corpses of once great warriors driven in their afterlife by jealousy and contempt for the living, as well as a burning greed that never lets them rest. (CC1 Creature Compendium)
Draugr: The men they [Draugr] kill become Draugr. (The Bleak Beyond Bestiary)
Dread: ?
Dread Lurker: These undead stalkers are the embodiment of evil Fae memories and violent bloodshed. (Fight On! #6)
Electric Death: ?
Evil Shark: THE SHARK-SHAPED GHOST OF A LOW LEVEL CLERIC. (All the Worlds' Monsters Vol. 1)
Eye of Fear and Flame: ?
Faceless Ghost: See Ghost Faceless.
Family Undead Lesser: See Undead Lesser Family.
Fetch: ?
Flailing Spirit: See Spirit Flailing.
Flying Skull: See Skull Flying.
Ghast Lizardman: These creatures are the reanimated corpses of the warriors that dared to go beyond the portcullis. Overwhelmed by the Shambling Mound, they scrambled past the monster to this iron door, which jolted the remaining life out of them. The Magelocked security door has four negative energy Runes on both sides. Touching this barrier with bare skin or conductive metal will result in a single discharge that inflicts 4d4+2 damage (the Runes can't deliver a second shock for 3 days). (Fight On! #5)
Ghost: Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn A ny Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. (Unknown Gods)
Ghost, Ranting Redurn: ?
Ghost, Rascal Rowing: ?
Ghost, Remonger the Remorseful: ?
Ghost, Restless Ralome: ?
Ghost, Ribbonsor the Rider: ?
Ghost, Ricienna the Ravenous: ?
Ghost, Rinsel the Ravishing: ?
Ghost, Roderic the Righteous: ?
Ghost, Roparoc the Raider: ?
Ghost, Rourdan the Repressor: ?
Ghost, Rufiena the Reckless: ?
Ghost, Rumpus Rundel the Rover: ?
Ghost, Sir Rankling: ?
Ghost, Sir Ritark the Rat-Hearted: ?
Ghost Child: ?
Ghost Crab: ?
Ghost Faceless, Rhien the Remorseless: ?
Ghost Half-Mad Wizard: ?
Ghost Howling: ?
Ghost Silver: ?
Ghostly Dog: ?
Ghostly Mount: ?
Ghostly Wanton Handmaiden: ?
Ghoul: Any man-type killed by a Ghoul becomes one. (OD&D Dungeons and Dragons)
Any man-type killed by a Ghoul becomes one. (OD&D Single Volume Edition)
Unlike normal ghouls, these foul creatures are the result of a powerful curse placed upon a pirate crew whose ship ran aground along the nearby coast after a powerful storm. Those slain in the shipwreck rose as ghouls and now act as guardians for an immense diamond stolen from a prince in a faraway land and whose theft brought the curse upon them. Until the diamond is either destroyed or returned to its rightful owner, the ghouls cannot be permanently slain but will return to unlife 1D6 turns after being “slain,” when they will unerringly pursue anyone absconds with the diamond. Likewise, anyone who possesses the diamond will suffer the same fate as the pirates should they ever been killed. Remove curse can be cast upon the diamond to rid it of its evil, but doing so will also turn the diamond into worthless quartz. (Fight On #2)
Ghoul Colony: ?
Ghoul Gibbering: ?
Ghoul Rotted: ?
Ghoul Skinless: Hideous, mindless monsters, created from the corpses of victims of the Skinless Oracle (and probably gathered by her minions in the Chapel of Ghouls as well).
Gibbering Ghoul: See Ghoul Gibbering.
Giervald-Kingard: See Spirit Guardian, Giervald-Kingard.
Golden Vampire: See Vampire Golden.
Great Wraith: See Wraith Great.
Guardian Spirit: See Spirit Guardian.
Handmaiden Ghostly: See Ghostly Wanton Handmaiden.
Hell Horse: ?
Hell Worm: ?
Horror Bloody: See Bloody Horror.
Horse Spectral: See Spectral Horse.
Horse Undead: See Undead Horse.
Horseman Lesser Undead: See Undead Lesser Horseman.
Hound Skeletal: See Skeletal Hound.
Hound Wish: ?
Howling Ghost: See Ghost Howling.
Humanoid Undead: See Undead Humanoid.
Immortal King: See Lich Reptile Race, Immortal King.
Ixitxachitl Vampire: ?
Jackal Animal Mummy: See Mummy Animal Jackal.
Jenglot: It is believed that jenglots become undead through a process similar to that of liches, enacted by the grant of an evil deity to whom the jenglot (in his previous demihuman form) petitioned for immortality. (CC1 Creature Compendium)
King Dead: See Dead King.
King of the Undead: See Skellington, King of the Undead.
Lacedon: ?
Lacedon Leader: ?
Lady Rubienna Rump-Rumpula: See Vampire, Lady Rubienna Rump-Rumpula.
Leech Zombie: See Zombie Leech.
Lemure: ?
Lesser Undead: See Undead Lesser.
Lesser Wraith: See Wraith Lesser.
Leurr: See Undead Horse, Leurr.
Lich, Liche: These skeletal monsters are of magical origin, each Lich formerly being a very powerful Magic-User or Magic-User/Cleric in life, and now alive only by means of great spells and will because of being in some way disturbed. A Lich ranges from 12th level upwards, typically being 18th level of Magic-Use. (OD&D Supplement I: Greyhawk (0e))
Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed. (CC1 Creature Compendium)
The undead remains of a powerful spell-caster. (The Original Revised & Expanded Tegel Manor)
Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. (Unknown Gods)
Lich, Rasping Rashuak: ?
Lich, Ridwick of the Relic: ?
Lich, Vecna: ?
Lich 30, Modgud: ?
Lich Nephil: Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed. (CC1 Creature Compendium)
Lich Reptile Race, Immortal King: With the coming of man to the area (a new source of food and slaves for the still powerful reptiles) come the death of the Immortal King. But his was not a true death. The dead body remained animated by the creature's spirit. (Caverns of Thracia)
Liche: See Lich, Liche.
Life-Draining Undead: See Undead Life-Draining.
Lizardman Ghast: See Ghast Lizardman.
Lizard Man Skeletal: See Skeletal Lizard Man.
Lizardman Undead: See Undead Lizardman.
Lost Mariner: Cursed expired fishermen. (The Bleak Beyond Bestiary)
Lurker Dread: See Dread Lurker.
Mage-Wraith: See Wraith Mage-Wraith.
Mariner Lost: See Lost Mariner.
Merman Undead: See Undead Merman.
Modgud: See Lich 30, Modgud.
Mongoose Animal Mummy: See Mummy Animal Mongoose.
Morghoul: IT IS A CROSS BETWEEN A GHOUL AND A SHADOW. (All the Worlds' Monsters Vol. 2)
Mound Wight: See Wight Mound.
Mount Ghostly: See Ghostly Mount.
Mount Skeletal: See Skeletal Mount.
Mount Zombie-Like: See Zombie-Like Mount.
Mummy: The being is a mummified, ancient king of Thracia, doomed by his evil life to live forever. (Caverns of Thracia)
[F]requently cursed to its undead existence as horrible revenge for deeds done during life. (The Original Revised & Expanded Tegel Manor)
Mummy's Curse. (The Original Revised & Expanded Tegel Manor)
Mummy, Racy Rawley: ?
Mummy, Rarin the Rearguard: ?
Mummy, Rimout the Reviver: ?
Mummy, Risque Rotehar: ?
Mummy Animal: Some animal mummies are created to provide companionship to the deceased in the afterlife, while others are mummified in honor of deities or notable figures. (CC1 Creature Compendium)
Mummy Animal Baboon: ?
Mummy Animal Beetle: ?
Mummy Animal Cat: ?
Mummy Animal Crocodile: ?
Mummy Animal Jackal: ?
Mummy Animal Mongoose: ?
Mummy Animal Serpent: ?
Nazgul: ?
Nephil Lich: See Lich Nephil.
Nightshade: ?
Oathbinder, Atacyl: See Vampire Magic-User, Atacyl Oathbinder.
Oracular Skull: ?
Rabury the Recluse: See Wight, Rabury the Recluse.
Rackstor the Rash: See Skeleton, Rackstor the Rash.
Racy Rawley: See Mummy, Racy Rawley.
Radaw the Rebel: See Zombie, Radaw the Rebel.
Radded Rufus: See Zombie, Radded Rufus.
Radical Roman: See Skeleton, Radical Roman.
Radu Rumpula: See Vampire, Count Radu Rumpula.
Raging Raktor: See Skeleton, Raging Raktor.
Rahad the Random: See Zombie, Rahad the Random.
Raktor, Raging: See Skeleton, Raging Raktor.
Ralome, Restless: See Ghost, Restless Ralome.
Ralfrid, Reciting: See Wight, Reciting Ralfrid.
Rallifer Rolandil: See Zombie, Rallifer Rolandil.
Ramshackle Riparian: See Wraith, Ramshackle Riparian.
Rancorous Rimy: See Zombie, Rancorous Rimy.
Randver the Rancid: See Wraith, Randver the Rancid.
Rank Rumpuls: See Vampire, Rank Rumpuls.
Rankling: See Ghost, Sir Rankling.
Ransac Rosco: See Wight, Ransac Rosco.
Ranting Redurn: See Ghost, Ranting Redurn.
Raphod the Reaper: See Wraith, Raphod the Reaper.
Rapid Rithiena: See Vampire, Rapid Rithiena.
Rarin the Rearguard: See Mummy, Rarin the Rearguard.
Rascal Rowing: See Ghost, Rascal Rowing.
Rashuak, Rasping: See Lich, Rasping Rashuak.
Rasping Rashuak: See Lich, Rasping Rashuak.
Raving Rindat: See Wight, Raving Rindat.
Raw Ribby: See Skeleton, Raw Ribby.
Rawley, Racy: See Mummy, Racy Rawley.
Ready Rhydeg: See Skeleton, Ready Rhydeg.
Rebut Reridok: See Wight, Rebut Reridok.
Reciting Ralfrid: See Wight, Reciting Ralfrid.
Reckless Rory: See Skeleton, Reckless Rory.
Redbud Rump: See Wraith, Redbud Rump.
Redurn, Ranting: See Ghost, Ranting Redurn.
Reeling Rihorn: See Wraith, Reeling Rihorn.
Regenerating Rodark: See Wight, Regenerating Rodark.
Reland the Wracker: See Wight, Reland the Wracker.
Rellwood, Riddles: See Wight, Riddles Rellwood.
Rembard the Rake: See Wraith, Rembard the Rake.
Remnar, Richochet: See Skeleton, Richochet Remnar.
Remonger the Remorseful: See Ghost, Remonger the Remorseful.
Reridok, Rebut: See Wight, Rebut Reridok.
Regelot, Retakang: See Skeleton, Retakang Regelot.
Restless Ralome: See Ghost, Restless Ralome.
Retakang Regelot: See Skeleton, Retakang Regelot.
Retort Rowantor: See Spectre, Retort Rowantor.
Revlidor the Renowned: See Wight, Revlidor the Renowned.
Reydd the Razor: See Wight, Reydd the Razor.
Rhien the Remorseless: See Faceless Ghost, Rhien the Remorseless.
Rhydeg, Ready: See Skeleton, Ready Rhydeg.
Rialto the Riffraff: See Zombie, Rialto the Riffraff.
Ribbonsor the Rider: See Ghost, Ribbonsor the Rider.
Ribby, Raw: See Skeleton, Raw Ribby.
Richochet Remnar: See Skeleton, Richochet Remnar.
Ricienna the Ravenous: See Ghost, Ricienna the Ravenous.
Riddles Rellwood: See Wight, Riddles Rellwood.
Ridwick of the Relic: See Lich, Ridwick of the Relic.
Rigat the Rabble-Rouser: See Spectre, Rigat the Rabble-Rouser.
Rigormortis Rumpule: See Wraith, Rigormortis Rumpule.
Rigorn the Recruit: See Zombie, Rigorn the Recruit
Rihorn, Reeling: See Wraith, Reeling Rihorn.
Rimout the Reviver: See Mummy, Rimout the Reviver.
Rimy, Rancorous: See Zombie, Rancorous Rimy.
Rinbak the Rich: See Zombie, Rinbak the Rich.
Rindat, Raving: See Wight, Raving Rindat.
Rinsel the Ravishing: See Ghost, Rinsel the Ravishing.
Riparian, Ramshackle: See Wraith, Ramshackle Riparian.
Risque Rotehar: See Mummy, Risque Rotehar.
Ritark the Rat-Hearted: See Ghost, Sir Ritark the Rat-Hearted.
Rithiena, Rapid: See Vampire, Rapid Rithiena.
Ritzy Rutorn: See Skeleton, Ritzy Rutorn.
Riven the Reflective: See Spectre, Riven the Reflective.
Rivona the Radiant: See Wight, Rivona the Radiant.
Rocci the Rogue: See Zombie, Rocci the Rogue.
Rodark, Regenerating: See Wight, Regenerating Rodark.
Roderic the Righteous: See Ghost, Roderic the Righteous.
Rodip the Rationalist: See Wight, Rodip the Rationalist.
Rolandil, Rallifer: See Zombie, Rallifer Rolandil.
Roman, Radical: See Skeleton, Radical Roman.
Ronahr the Repellent: See Spectre, Ronahr the Repellent.
Roparoc the Raider: See Ghost, Roparoc the Raider.
Rory, Reckless: See Skeleton, Reckless Rory.
Rory, Rummy: See Wraith, Rummy Rory.
Rosco, Ransac: See Wight, Ransac Rosco.
Rotehar, Risque: See Mummy, Risque Rotehar.
Rotted Ghoul: See Ghoul Rotted.
Rowantor, Retort: See Spectre, Retort Rowantor.
Rowing, Rascal: See Ghost, Rascal Rowing.
Rosienna the Romancer: See Wraith, Rosienna the Romancer.
Rourdan the Repressor: See Ghost, Rourdan the Repressor.
Rubienna Rump-Rumpula: See Vampire, Lady Rubienna Rump-Rumpula.
Ruby Skeleton: See Skeleton Ruby.
Rudlong the Revenger: See Wraith, Rudlong the Revenger.
Rufiena the Reckless: See Ghost, Rufiena the Reckless.
Rufus, Radded: See Zombie, Radded Rufus.
Rummy Rory: See Wraith, Rummy Rory.
Rump, Redbud: See Wraith, Redbud Rump.
Rump-Rumpula, Lady Rubienna: See Vampire, Lady Rubienna Rump-Rumpula.
Rumpula, Count Radu: See Vampire, Count Radu Rumpula.
Rumpule, Rigormortis: See Wraith, Rigormortis Rumpule.
Rumpuls, Rank: See Vampire, Rank Rumpuls.
Rumpus Rundel the Rover: See Ghost, Rumpus Rundel the Rover.
Rundel, Rumpus: See Ghost, Rumpus Rundel the Rover.
Rupture Skeleton: See Skeleton Rupture.
Rustrum the Rabid: See Wraith, Rustrum the Rabid.
Rutorn, Ritzy: See Skeleton, Ritzy Rutorn.
Rykman: See Vampire, Rykman.
Ryth the Recanter: See Spectre, Ryth the Recanter.
Sarcophogal Worm: See Worm Sarcophogal.
Screamer: ?
Serpent Animal Mummy: See Mummy Animal Serpent.
Shark Evil: See Evil Shark.
Sikke-Qwyngard: See Spirit Guardian, Sikke-Qwyngard.
Silver Ghost: See Ghost Silver.
Silver Wraith: See Wraith Silver.
Sir Autse Darkheart: See Wraith, Sir Autse Darkheart.
Sir Rankling: See Ghost, Sir Rankling.
Sir Ritark the Rat-Hearted: See Ghost, Sir Ritark the Rat-Hearted.
Skeletal Hound: ?
Skeletal Lizard Man: ?
Skeletal Mount: ?
Skeleton: If the skeleton from this crypt is not destroyed, he can convert any dead creature (recent) into a zombie or any long dead creature into a skeleton. (Caverns of Thracia)
Although the noblemen and women who worshiped Thanatos were given honorable deaths, their servants, who were most likely not worshipers of the death god, were left to die of starvation, locked in this cell. Because of this, their souls were not completely freed from the mortal plane when their bodies expired. (Caverns of Thracia)
Often thought of as mere sword-fodder, skeletons have a tenacity born of the magics that animate them. (The Original Revised & Expanded Tegel Manor)
Unless extreme (magical) measures are taken, Zombies continue to decay, gradually falling apart until either reduced to Skeletons or just disgusting muck. (The Original Revised & Expanded Tegel Manor)
Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. (Unknown Gods)
Animating.(Fight On #2)
Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). (Fight On #2)
Animate Dead spell. (OD&D Dungeons and Dragons)
Animate Dead spell. (Men and Magic Compilation)
Animate Dead spell. (OD&D Single Volume Edition)
Skeleton, Rackstor the Rash: ?
Skeleton, Radical Roman: ?
Skeleton, Raging Raktor: ?
Skeleton, Raw Ribby: ?
Skeleton, Ready Rhydeg: ?
Skeleton, Reckless Rory: ?
Skeleton, Retakang Regelot: ?
Skeleton, Richochet Remnar: ?
Skeleton, Ritzy Rutorn: ?
Skeleton Bloody Head Rawbones: ?
Skeleton Desiccated: ?
Skeleton Merchant: ?
Skeleton Ruby: Ruby skeletons are specially enchanted skeletons. (CC1 Creature Compendium)
Skeleton Rupture: Rupture skeletons appear as standard skeletons, and are animated in the standard fashion, but the skeletons have been “armed” with a magical trap by the magic-user that animated them. (CC1 Creature Compendium)
Skeleton Stone: Stone skeletons appear as standard skeletons and are animated in the standard fashion, but the bones of the corpse have fossilized. (CC1 Creature Compendium)
Skeletons Collective: See Collective Skeletons.
Skellington, King of the Undead: ?
Skin: THOSE KILLED BY A SKIN BECOME SKINS IF THEIR DEATH WAS DUE TO AN ENERGY DRAIN. (All the Worlds' Monsters Vol. 1)
Skinless Ghoul: See Ghoul Skinless.
Skíði: See Wight, Skíði.
Skull Flying: ?
Skull Oracular: See Oracular Skull.
Skull Warrior: THE SKELETON OF A GREAT AND SKILLFUL WARRIOR. ANIMATED BY BLACK MAGIC TO RETAIN HIS ORIGINAL SKILL AT ARMS AND BOUND TO PROTECT SOME PERSON OR THING. (All the Worlds' Monsters Vol. 2)
Skullplane: ?
Snow Vampire: See Vampire Snow.
Sogg: See Undead Warrior, Sogg.
Soul Stealer: ?
Spectral Horse: ?
Spectre: Men-types killed by Spectres become Spectres. (OD&D Dungeons and Dragons)
Men-types killed by Spectres become Spectres under the control of the one who made them. (OD&D Single Volume Edition)
If a victim can be reduced to CON=0 [by a Spectre's attack] that one is doomed to become a Spectre as well. (The Original Revised & Expanded Tegel Manor)
Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). (Fight On #2)
Spectre, Retort Rowantor: ?
Spectre, Rigat the Rabble-Rouser: ?
Spectre, Riven the Reflective: ?
Spectre, Ronahr the Repellent: ?
Spectre, Ryth the Recanter: ?
Spectre Corrupted: ?
Spirit: ?
Spirit, Bertalan the Butler: ?
Spirit Avenging: See Spirit of Vengeance, Avenging Spirit.
Spirit Flailing: A flailing spirit is the spirit of a person who was so evil during their life that, upon their death, their spirit was literally ripped to shreds. (CC1 Creature Compendium)
Spirit Guardian, Giervald-Kingard: ?
Spirit Guardian, Sikke-Qwyngard: ?
Spirit of Vengeance, Avenging Spirit: ?
Stone Skeleton: See Skeleton Stone.
Striga: A striga appears with owl-like body and a woman’s head, but began life as a human female. A female corpse no more than 1 day dead may be transformed into a striga via the 5th level clerical spell create striga (range: touch; duration: immediate, area of effect: 1 female corpse). (CC1 Creature Compendium)
Create Striga spell. (CC1 Creature Compendium)
Tainted Wraith: See Wraith Tainted.
Twisted Wight: See Wight Twisted.
Undead Horse, Leurr: ?
Undead Humanoid: ?
Undead Lesser Coxswain: Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. (Fight On! #6)
Undead Lesser Family: Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. (Fight On! #6)
Undead Lesser Horseman: Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. (Fight On! #6)
Undead Life-Draining: ?
Undead Lizardman: ?
Undead Merman: ?
Undead Warg: ?
Undead Warrior: Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. (Fight On! #6)
Undead Warrior, Berk: ?
Undead Warrior, Sogg: ?
Undead Water-Related: ?
Vampire: Men-types killed by Vampires become Vampires. (OD&D Dungeons and Dragons)
Men-types killed by Vampires become Vampires under the control of the one who made them. (OD&D Single Volume Edition)
A victim slain in this fashion [by a Vampire's bite] may rise three nights afterwards as a Vampire unless dealt with in the traditional means which lay a vampire to rest: These include a wooden stake driven through the heart, decapitation, or complete cremation of the corpse. (The Original Revised & Expanded Tegel Manor)
Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). (Fight On #2)
Vampire, Count Radu Rumpula: ?
Vampire, Lady Rubienna Rump-Rumpula: ?
Vampire, Rank Rumpuls: ?
Vampire, Rapid Rithiena: ?
Vampire, Rykman: ?
Vampire Golden: ?
Vampire Ixitxachitl: See Ixitxachitl Vampire.
Vampire Magic-User, Atacyl Oathbinder: ?
Vampire Snow: ?
Vamplock: ?
Vecna: See Lich, Vecna.
Wanton Handmaiden Ghostly: See Ghostly Wanton Handmaiden.
Warrior Undead: See Undead Warrior.
Warg Undead: See Undead Warg.
Water-Related Undead: See Undead Water-Related.
Wight: Men-types killed by Wights become Wights. An opponent who is totally drained of life energy by a Wight becomes a Wight. (OD&D Dungeons and Dragons)
Although the noblemen and women who worshiped Thanatos were given honorable deaths, their servants, who were most likely not worshipers of the death god, were left to die of starvation, locked in this cell. Because of this, their souls were not completely freed from the mortal plane when their bodies expired. (Caverns of Thracia)
An opponent who is totally drained of life energy by a Wight becomes a Wight. (OD&D Single Volume Edition)
Possessing more intelligence than a Zombie (which isn't saying much!), this may in fact be the undead form of a Ghoul. (The Original Revised & Expanded Tegel Manor)
Wight, Arnor: Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. (Fight On! #6)
Wight, Rabury the Recluse: ?
Wight, Ransac Rosco: ?
Wight, Raving Rindat: ?
Wight, Rebut Reridok: ?
Wight, Reciting Ralfrid: ?
Wight, Regenerating Rodark: ?
Wight, Reland the Wracker: ?
Wight, Revlidor the Renowned: ?
Wight, Reydd the Razor: ?
Wight, Riddles Rellwood: ?
Wight, Rivona the Radiant: ?
Wight, Rodip the Rationalist: ?
Wight, Skíði: Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. (Fight On! #6)
Wight Barrow: Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. (Unknown Gods)
Wight Mound: ?
Wight Twisted: ?
Wish Hound: See Hound Wish.
Wisp: Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. (Unknown Gods)
Worm Hell: See Hell Worm.
Worm Sarcophogal: Sarcophagal worms are undead, worm-like creatures created by evil clerics from the intestinal remains of someone who has been mummified, and are intended to bring that person eternal torment in the afterlife. (CC1 Creature Compendium)
Two conditions must be met to create sarcophagal worms—first, the intestines must not have been removed during the mummification process, and second, the cleric must be of sufficient level (10th or above) and read the required spell from the proper spell book. Once the mummified corpse’s sarcophagus has been closed, the worms will grow from the intestinal remains of the deceased, writhing inside the body. Any mummy cursed with sarcophagal worms is immune to the spell raise dead and, therefore, may never again become human. (CC1 Creature Compendium)
Because sarcophagal worms are created from the remains of the mummified corpse, like the mummy they are undead and exist in both the normal and the positive material plane. (CC1 Creature Compendium)
Wraith: ANYONE KILLED BY THE SPIRIT [OF VENGEANCE] BECOMES A WRAITH UNDER THE SPIRIT'S CONTROL. (All the Worlds' Monsters Vol. 3)
Wraith, Ramshackle Riparian: ?
Wraith, Randver the Rancid: ?
Wraith, Raphod the Reaper: ?
Wraith, Redbud Rump: ?
Wraith, Reeling Rihorn: ?
Wraith, Rembard the Rake: ?
Wraith, Rigormortis Rumpule: ?
Wraith, Rosienna the Romancer: ?
Wraith, Rudlong the Revenger: ?
Wraith, Rummy Rory: ?
Wraith, Rustrum the Rabid: ?
Wraith, Sir Autse Darkheart: ?
Wraith Great: ?
Wraith Lesser: ?
Wraith Mage-Wraith 5: ?
Wraith Silver: ?
Wraith Tainted: ?
Wyverwraith: AN UNDEAD WYVERN. (All the Worlds' Monsters Vol. 2)
Zombie: If the skeleton from this crypt is not destroyed, he can convert any dead creature (recent) into a zombie or any long dead creature into a skeleton. (Caverns of Thracia)
Zombies kept alive by an evil Witch who is the ancestor of the original whom the Zombies wronged. (City State of the Invincible Overlord Revised)
Needing no sustenance other than the magic that created and controls them. (The Original Revised & Expanded Tegel Manor)
The fourth cup, covered with a rotting napkin, contains a dust similar to that which pours from the teapot, shimmering oddly. The zombie-sisters keep returning their dust to the pot. If a PC should sample the dust, it will impart an incredibly beautiful appearance for 1d10 hours—but then the character begins a hideous transformation into a Zombie in 1d10 turns! The effect can only be dispelled by a “Neutralize/Cure Poison” type of spell before the transformation is complete, or a “Remove Curse” spell once the change has taken effect. (The Original Revised & Expanded Tegel Manor)
This is Dubreibem's Cauldron which turns those bathed within to become mindless zombies. (The Original Revised & Expanded Tegel Manor)
Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. (Unknown Gods)
Animating. (Fight On #2)
Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). (Fight On #2)
Animate Dead spell. (OD&D Dungeons and Dragons)
Animate Dead spell. (Men and Magic Compilation)
Animate Dead spell. (OD&D Single Volume Edition)
The Dust of Khalil Azim magic item. (Fight On #2)
Zombie, Radaw the Rebel: ?
Zombie, Radded Rufus: ?
Zombie, Rahad the Random: ?
Zombie, Rallifer Rolandil: ?
Zombie, Rancorous Rimy: ?
Zombie, Rialto the Riffraff: ?
Zombie, Rigorn the Recruit: ?
Zombie, Rinbak the Rich: ?
Zombie, Rocci the Rogue: ?
Zombie-Like Mount: ?
Zombie Cadaver: ?
Zombie Leech: ?

0e TSR
OD&D Dungeons and Dragons
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: Any man-type killed by a Ghoul becomes one.
Wight: Men-types killed by Wights become Wights. An opponent who is totally drained of life energy by a Wight becomes a Wight.
Wraith: ?
Mummy: ?
Spectre: Men-types killed by Spectres become Spectres.
Vampire: Men-types killed by Vampires become Vampires.

Animate Dead: The creation of animated skeletons or zombies. It in no way brings a creature back to life. For the number of dead animated simply roll one die for every level above the 8th the Magic-User is, thus a “Sorcerer” gets one die or from 1–6 animated dead. Note that the skeletons or dead bodies must be available in order to animate them. The spell lasts until dispelled or the animated dead are done away with.

OD&D Supplement I: Greyhawk (0e)
Lich: These skeletal monsters are of magical origin, each Lich formerly being a very powerful Magic-User or Magic-User/Cleric in life, and now alive only by means of great spells and will because of being in some way disturbed. A Lich ranges from 12th level upwards, typically being 18th level of Magic-Use.

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

OD&D Supplement II: Blackmoor (0e)
Ixitxachitl Vampire: ?
Lacedon: ?
Lacedon Leader: ?
Vampire: ?
Ghoul: ?
Wraith: ?

OD&D Supplement III: Eldritch Wizardry (0e)
Lich: ?
Wight: ?
Wraith: ?
Spectre: ?
Vampire: ?
Vecna, Lich: ?
Skeleton: ?
Zombie: ?
Ghoul: ?
Mummy: ?
Ghost: ?

OD&D Supplement IV: Gods, Demi-gods & Heroes (0e)
Modgud, Lich 30: ?
Skeleton: ?
Ghoul: ?
Wight: ?
Spectre: ?
Mummy: ?

Chainmail: Rules for Medieval Miniatures (0e)
Ghoul: ?
Wight: ?
Wraith: ?
Zombie: ?

0e Dragon Magazine
Dragon 2
Spectre: ?
Wraith: ?
Vampire: ?

0e 3rd Party
All the Worlds' Monsters Vol. 1
Banshee: ?
Coachman of Death: ?
Coachman of Death's Horse: ?
Evil Shark: THE SHARK-SHAPED GHOST OF A LOW LEVEL CLERIC.
Ghost Silver: ?
Ghoul Colony: ?
Ghoul Gibbering: ?
Lemure: ?
Screamer: ?
Skin: THOSE KILLED BY A SKIN BECOME SKINS IF THEIR DEATH WAS DUE TO AN ENERGY DRAIN.
Skull Flying: ?
Wight: ?
Vampire Snow: ?
Wight Mound: ?
Wraith Silver: ?

All the Worlds' Monsters Vol. 2
Archghoul: ?
Archghoul Commander: ?
Archghoul Lord: ?
Archghoul King: ?
Banshee: ?
Barghest: ?
Wraith: ?
Vampire: ?
Boogie Man: ?
Daemon: FOUND ANYWHERE HUMANS ARE THIS IS THE SPIRIT OF A PERSON WHO HAS "UNFINISHED BUSINESS" FOR ONE REASON OR ANOTHER.
Ghost Crab: ?
Hell Horse: ?
Humanoid Undead: ?
Life-Draining Undead: ?
Morghoul: IT IS A CROSS BETWEEN A GHOUL AND A SHADOW.
Nazgul: ?
Skull Warrior: THE SKELETON OF A GREAT AND SKILLFUL WARRIOR. ANIMATED BY BLACK MAGIC TO RETAIN HIS ORIGINAL SKILL AT ARMS AND BOUND TO PROTECT SOME PERSON OR THING.
Skullplane: ?
Vampire Golden: ?
Wyverwraith: AN UNDEAD WYVERN.

All the Worlds' Monsters Vol. 3
Corpse-Candle: The Corpse-Candle is a soul that is unable to find its rest.
Vampire: ?
Dread: ?
Eye of Fear and Flame: ?
Hell Worm: ?
Hound Wish: ?
Ghost: ?
Spirit: ?
Nightshade: ?
Soul Stealer: ?
Spirit of Vengeance, Avenging Spirit: ?
Spectre: ?
Wraith: ANYONE KILLED BY THE SPIRIT [OF VENGEANCE] BECOMES A WRAITH UNDER THE SPIRIT'S CONTROL.
Vamplock: ?
Wraith Great: ?
Archghoul: ?
Archghoul Commander: ?
Archghoul Lord: ?
Archghoul King: ?
Banshee: ?
Barghest: ?
Banshee: ?
Boogie Man: ?
Coachman of Death: ?
Coachman of Death's Horse: ?
Daemon: ?
Evil Shark: ?
Ghost Crab: ?
Ghost Silver: ?
Ghoul Colony: ?
Ghoul Gibbering: ?
Hell Horse: ?
Lemure: ?
Morghoul: ?
Nazgul: ?
Screamer: ?
Skin: ?
Skull Flying: ?
Skull Warrior: ?
Skullplane: ?
Vampire Golden: ?
Wight: ?
Vampire Snow: ?
Wight Mound: ?
Wraith Silver: ?
Wyverwraith: ?

Blackmarsh
Spectre: ?
Atacyl Oathbinder, Vampire Magic-User: ?
Sir Autse Darkheart, Wraith: ?
Skeleton: ?
Zombie: ?
Wight: ?
Lesser Wraith: ?

Caverns of Thracia
Immortal King, Lich Reptile Race: With the coming of man to the area (a new source of food and slaves for the still powerful reptiles) come the death of the Immortal King. But his was not a true death. The dead body remained animated by the creature's spirit.
Wight: Although the noblemen and women who worshiped Thanatos were given honorable deaths, their servants, who were most likely not worshipers of the death god, were left to die of starvation, locked in this cell. Because of this, their souls were not completely freed from the mortal plane when their bodies expired.
Skeleton: If the skeleton from this crypt is not destroyed, he can convert any dead creature (recent) into a zombie or any long dead creature into a skeleton.
Although the noblemen and women who worshiped Thanatos were given honorable deaths, their servants, who were most likely not worshipers of the death god, were left to die of starvation, locked in this cell. Because of this, their souls were not completely freed from the mortal plane when their bodies expired.
Oracular Skull: ?
Mummy: The being is a mummified, ancient king of Thracia, doomed by his evil life to live forever.
Zombie: If the skeleton from this crypt is not destroyed, he can convert any dead creature (recent) into a zombie or any long dead creature into a skeleton.
Skeletal Lizard Man: ?
Spectre: ?

CC1 Creature Compendium
Bestial Beast: Bestial beasts are the spectral presences of centaurs who were particularly evil during their life.
Chotogor: At death, the deceased’s spirit either could not find its way to the afterworld, or refused reincarnation, preferring instead to haunt the world of the living. This spirit returns to re-inhabit its former body and rise as a chötgör,
The soul of any victim [of a chotogor] left unburied will rise as a chötgör after a number of days equal to its hit dice (provided the corpse remains uneaten). Even a body given a proper burial has a 1-in-3 chance of rising as a chötgör unless dispel evil is cast upon it before it rises.
Draugr: Draugen (sing.=“draugr”) are the animated corpses of once great warriors driven in their afterlife by jealousy and contempt for the living, as well as a burning greed that never lets them rest.
Fetch: ?
Jenglot: It is believed that jenglots become undead through a process similar to that of liches, enacted by the grant of an evil deity to whom the jenglot (in his previous demihuman form) petitioned for immortality.
Lich Nephil: Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed.
Mummy Animal: Some animal mummies are created to provide companionship to the deceased in the afterlife, while others are mummified in honor of deities or notable figures.
Mummy Animal Baboon: ?
Mummy Animal Beetle: ?
Mummy Animal Cat: ?
Mummy Animal Crocodile: ?
Mummy Animal Jackal: ?
Mummy Animal Mongoose: ?
Mummy Animal Serpent: ?
Skeleton Ruby: Ruby skeletons are specially enchanted skeletons.
Skeleton Rupture: Rupture skeletons appear as standard skeletons, and are animated in the standard fashion, but the skeletons have been “armed” with a magical trap by the magic-user that animated them.
Skeleton Stone: Stone skeletons appear as standard skeletons and are animated in the standard fashion, but the bones of the corpse have fossilized.
Spirit Flailing: A flailing spirit is the spirit of a person who was so evil during their life that, upon their death, their spirit was literally ripped to shreds.
Striga: A striga appears with owl-like body and a woman’s head, but began life as a human female. A female corpse no more than 1 day dead may be transformed into a striga via the 5th level clerical spell create striga (range: touch; duration: immediate, area of effect: 1 female corpse).
Create Striga spell.
Worm Sarcophogal: Sarcophagal worms are undead, worm-like creatures created by evil clerics from the intestinal remains of someone who has been mummified, and are intended to bring that person eternal torment in the afterlife.
Two conditions must be met to create sarcophagal worms—first, the intestines must not have been removed during the mummification process, and second, the cleric must be of sufficient level (10th or above) and read the required spell from the proper spell book. Once the mummified corpse’s sarcophagus has been closed, the worms will grow from the intestinal remains of the deceased, writhing inside the body. Any mummy cursed with sarcophagal worms is immune to the spell raise dead and, therefore, may never again become human.
Because sarcophagal worms are created from the remains of the mummified corpse, like the mummy they are undead and exist in both the normal and the positive material plane.
Lich: Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed.
Mummy: ?
Skeleton: ?
Spectre: ?
Vampire: ?
Wight: ?
Zombie: ?

5th level clerical spell create striga (range: touch; duration: immediate, area of effect: 1 female corpse).

City State of the Invincible Overlord
Child Ghost: ?
Zombie: ?
Wight: ?
Ghost: ?
Barrow Wight: ?
Liche: ?
Vampire: ?
Skeleton: ?
Rykman, Vampire: ?

City State of the Invincible Overlord Revised
Lich: ?
Zombie: Zombies kept alive by an evil Witch who is the ancestor of the original whom the Zombies wronged.
Wight: ?
Vampire: ?
Barrow Wight: ?
Child Ghost: ?
Ghost: ?
Spectre: ?
Skeleton: ?
Bloody Head Rawbones Skeleton: ?
Mummy: ?
Rykman, Vampire: ?
Ghoul: ?
Wraith: ?

FANTASTIC! EXCITING! IMAGINATIVE! — Volume TWO — INNER HAM
Skeleton Merchant: ?
Undead: ?

Men and Magic Compilation
Undead: ?
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: ?
Wight: ?
Wraith: ?
Mummy: ?
Spectre: ?
Vampire: ?

Magic-User 5th Level:
Animate Dead: Creates 1d6 per caster level above 8th animated skeletons or zombies from available corpses. Duration: Until dispelled or animated dead are destroyed.

OD&D Single Volume Edition
Undead: ?
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: Any man-type killed by a Ghoul becomes one.
Wight: An opponent who is totally drained of life energy by a Wight becomes a Wight.
Wraith: ?
Mummy: ?
Spectre: Men-types killed by Spectres become Spectres under the control of the one who made them.
Vampire: Men-types killed by Vampires become Vampires under the control of the one who made them.

Animate Dead
Type: Magic-User 5
Duration: see below
Range: see below
The creation of animated Skeletons or Zombies. It in no way brings a creature back to life. For the number of dead animated simply roll one die for every level above the 8th the Magic-User is, thus a "Sorcerer" gets one die or from 1-6 animated dead. Note that the skeletons or dead bodies must be available in order to animate them. The spell lasts until dispelled or the animated dead are done away with.

The Bleak Beyond Bestiary
Blighted: 6th or higher level characters who perish in underworld may arise in a few days as Blighted.
Cadaver Zombie: ?
Corrupted Spectre: ?
Desiccated Skeleton: ?
Draugr: The men they [Draugr] kill become Draugr.
Lost Mariner: Cursed expired fishermen.
Rotted Ghoul: ?
Skellington, King of the Undead: ?
Tainted Wraith: ?
Twisted Wight: ?

The Original Revised & Expanded Tegel Manor
Banshee: ?
Cauldron Born: ?
Ghost: ?
Liche: The undead remains of a powerful spell-caster.
Mummy: [F]requently cursed to its undead existence as horrible revenge for deeds done during life.
Mummy's Curse.
Skeleton: Often thought of as mere sword-fodder, skeletons have a tenacity born of the magics that animate them.
Unless extreme (magical) measures are taken, Zombies continue to decay, gradually falling apart until either reduced to Skeletons or just disgusting muck.
Spectre: If a victim can be reduced to CON=0 [by a Spectre's attack] that one is doomed to become a Spectre as well.
Vampire: A victim slain in this fashion [by a Vampire's bite] may rise three nights afterwards as a Vampire unless dealt with in the traditional means which lay a vampire to rest: These include a wooden stake driven through the heart, decapitation, or complete cremation of the corpse.
Wight: Possessing more intelligence than a Zombie (which isn't saying much!), this may in fact be the undead form of a Ghoul.
Wraith: ?
Zombie: Needing no sustenance other than the magic that created and controls them.
The fourth cup, covered with a rotting napkin, contains a dust similar to that which pours from the teapot, shimmering oddly. The zombie-sisters keep returning their dust to the pot. If a PC should sample the dust, it will impart an incredibly beautiful appearance for 1d10 hours—but then the character begins a hideous transformation into a Zombie in 1d10 turns! The effect can only be dispelled by a “Neutralize/Cure Poison” type of spell before the transformation is complete, or a “Remove Curse” spell once the change has taken effect.
This is Dubreibem's Cauldron which turns those bathed within to become mindless zombies.
Reckless Rory, Skeleton: ?
Rialto the Riffraff, Zombie: ?
Rustrum the Rabid, Wraith: ?
Rank Rumpuls, Vampire: ?
Randver the Rancid, Wraith: ?
Raw Ribby, Skeleton: ?
Racy Rawley, Mummy: ?
Ronahr the Repellent, Spectre: ?
Rackstor the Rash, Skeleton: ?
Rapid Rithiena, Vampire: ?
Retakang Regelot, Skeleton: ?
Raving Rindat, Wight: ?
Rigat the Rabble-Rouser, Spectre: ?
Rascal Rowing, Ghost: ?
Rancorous Rimy, Zombie: ?
Rummy Rory, Wraith: ?
Ranting Redurn, Ghost: ?
Sir Ritark the Rat-Hearted, Ghost: ?
Rocci the Rogue, Zombie: ?
Rinsel the Ravishing, Ghost: ?
Reydd the Razor, Wight: ?
Ricienna the Ravenous, Ghost: ?
Ready Rhydeg, Skeleton: ?
Risque Rotehar, Mummy: ?
Rosienna the Romancer, Wraith: ?
Radaw the Rebel, Zombie: ?
Rasping Rashuak, Liche: ?
Reland the Wracker, Wight: ?
Rumpus Rundel the Rover, Ghost: ?
Rivona the Radiant, Wight: ?
Radical Roman, Skeleton: ?
Count Radu Rumpula, Vampire: ?
Sir Rankling, Ghost: ?
Raging Raktor, Skeleton: ?
Raphod the Reaper, Wraith: ?
Roparoc the Raider, Ghost: ?
Rembard the Rake, Wraith: ?
Roderic the Righteous, Ghost: ?
Ransac Rosco, Wight: ?
Radded Rufus, Zombie: ?
Rarin the Rearguard, Mummy: ?
Rallifer Rolandil, Zombie: ?
Rodip the Rationalist, Wight: ?
Rahad the Random, Zombie: ?
Richochet Remnar, Skeleton: ?
Rigorn the Recruit, Zombie: ?
Rebut Reridok, Wight: ?
Rimout the Reviver, Mummy: ?
Ryth the Recanter, Spectre: ?
Retort Rowantor, Spectre: ?
Reciting Ralfrid, Wight: ?
Rufiena the Reckless, Ghost: ?
Rabury the Recluse, Wight: ?
Regenerating Rodark, Wight: ?
Reeling Rihorn, Wraith: ?
Rigormortis Rumpule, Wraith: ?
Lady Rubienna Rump-Rumpula, Vampire: ?
Rhien the Remorseless, Faceless Ghost: ?
Riven the Reflective, Spectre: ?
Rudlong the Revenger, Wraith: ?
Ridwick of the Relic, Liche: ?
Remonger the Remorseful, Ghost: ?
Rinbak the Rich, Zombie: ?
Ribbonsor the Rider, Ghost: ?
Restless Ralome, Ghost: ?
Rourdan the Repressor, Ghost: ?
Riddles Rellwood, Wight: ?
Revlidor the Renowned, Wight: ?
Ritzy Rutorn, Skeleton: ?
Redbud Rump, Wraith: ?
Ramshackle Riparian, Wraith: ?
Bertalan the Butler, Spirit: ?
Skeletal Hound: ?
Spectral Horse: ?

Mummy's Curse: Any injury is 75% certain to cause a withering illness sapping -1 STR/daily until the victim becomes a “Mummy”.

Mummy's Curse: The Curse is 75% likely to cause a withering illness sapping -1 STR/daily until Str=0, at which point a victim becomes a mummy himself.

Underworld Kingdom Volume One: Explorers of the Unknown
Dead Ones: Nobody really knows when Grey Plague appeared for a first time. Certainly it has been hundreds (if not thousands) of years ago, perhaps even in the times of the Great Wars. It is not known whether it was created as a biological weapon of the Ancient Ones or its origin is quite different.
One thing is certain - the plague changes people into monsters. Spores of the disease attacks every cell of the host's body, leading to his death. Despite the apparent demise, disease transforms the victim's body, sustaining his existence in a unknown way. Thus, victims of the plague - often called the Dead Ones - practically does not need to eat or drink (though if it does not take the "replacements" for their diseased tissues – especially if they are injured or otherwise damaged, eventually they will begin to rot and decay), also they are resistant to the effects of aging (finally they are dead - at least in some sense). Unfortunately the course of infection is horrible and extremely painful, which results with the victim of the Grey Plague falling into madness.
As the outbreaks of plague have not appeared since ages and infected with the disease can release spores only once in a hundred years, the number of Dead Ones is dwindling.
Ghost of Half-Mad Wizard: ?

Underworld King Volume Two: Dark Gods, Dark Magic
Ghoul: ?
Water-Related Undead: ?
Undead: Zsakrn Curse.
Wight: ?

Zsakrn Curse: transformation into undead after death.

Underworld King Volume Three: Untold Monstrosities and Eldritch Artifacts
Collective Skeletons: Huge pile of hundreds (or maybe thousands) of bones, animated as one, dreadful monstrosity.
Skinless Ghoul: Hideous, mindless monsters, created from the corpses of victims of the Skinless Oracle (and probably gathered by her minions in the Chapel of Ghouls as well).
Undead: Potion of Unlife.

Potion of Unlife (classic one - save or die but after 1d12 minutes rise as the undead).

Unknown Gods
Undead Lizardman: ?
Zombie: Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost.
Ghoul: ?
Skeleton: Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost.
Ghost: Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost.
Undead Warg: ?
Undead Merman: ?
Sogg, Undead Warrior: ?
Berk, Undead Warrior: ?
Lich: Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost.
Barrow Wight: Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost.
Wisp: Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost.
Undead: Ihlwynd has some Necromantic Powers, being able to Raise Dead Creatures to fight for him, but their active Undead state will only last until the next Dawn.
Leurr, Undead Horse: ?
Vampire: ?
Dead King: ?
Spectre: ?

Witch's Court
Bloody Horror: Great Curse spell.
Skeleton: ?
Vampire: ?

Witch Fifth Level Spells
Great Curse
RNG: 0
DUR: Until Destroyed
By means of this awful spell, a dying Witch may return from the dead to haunt any one creature within her sight at the time of her death (usually the one who struck the mortal blow). Even horribly mangled or burned, the Witch will, if she knows this spell, remain alive long enough to cast it; even if met with instant death she casts the spell, for it takes effect automatically upon her death if she knows it. Upon her death, the corpse rots in the course of a single minute into a mass of putrefaction (see the last sentence of the Strange Case of M. Valdemar by Edgar Alan Poe for an excellent description of this process). This slime is cohesive, however, and binds to the skeleton in the original, living form. 3D6 minutes after this sudden rotting, the corpse animates into a bloody horror: HIT: LVL of Witch at death; ARM 13; ATK: 2 x (1d12); MV 12”. The two Claw Attacks are special; if scoring 4 points above that necessary to score, or 18, 19, or 20 in any case, the Claw is fastened upon the victim's neck and attacks as a boa constrictor. Even if the body is destroyed, the Claw will continue to strangle and will require a Negate Magic to be stopped. The entity can only be hit by magical weapons; it can be held at bay by holy items; it automatically moves silently; automatically hides in any available shadow; and has a strength of 184. Anyone looking upon this utterly loathsome thing will be paralyzed by Fear for 1 - 2 minutes. Upon being destroyed, or upon the death of the creature that had been cursed by this spell, the putrefied horror falls to the ground and dissolves, leaving only the bones. Note that, if the Witch casts the spell while living, it instantly causes her death. The thing that she becomes is immune to Clerical attacks, but in all other ways is of the Undead class. It will relentlessly and unerringly track its prey, attacking the victim and anything that gets in its way.

0e 3rd-Party Magazines
Fight On #2
Howling Ghost: ?
Electric Death: ?

Ghoul: Unlike normal ghouls, these foul creatures are the result of a powerful curse placed upon a pirate crew whose ship ran aground along the nearby coast after a powerful storm. Those slain in the shipwreck rose as ghouls and now act as guardians for an immense diamond stolen from a prince in a faraway land and whose theft brought the curse upon them. Until the diamond is either destroyed or returned to its rightful owner, the ghouls cannot be permanently slain but will return to unlife 1D6 turns after being “slain,” when they will unerringly pursue anyone absconds with the diamond. Likewise, anyone who possesses the diamond will suffer the same fate as the pirates should they ever been killed. Remove curse can be cast upon the diamond to rid it of its evil, but doing so will also turn the diamond into worthless quartz.
Skeleton: Animating.
Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516).
Zombie: Animating.
Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516).
The Dust of Khalil Azim magic item.
Vampire: Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516).
Specter: Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516).
Ghost: ?

The Dust of Khalil Azim: A mixture ground from rare spices and the innards of unearthed mummies. It functions as an airborne poison. Beings slain by the dust return as zombies in 1d4 rounds, and may be given verbal commands as usual. 2d4 pinches are usually found.

Fight On! #5
Zombie Leeches: ?
Lizardman Ghast: These creatures are the reanimated corpses of the warriors that dared to go beyond the portcullis. Overwhelmed by the Shambling Mound, they scrambled past the monster to this iron door, which jolted the remaining life out of them. The Magelocked security door has four negative energy Runes on both sides. Touching this barrier with bare skin or conductive metal will result in a single discharge that inflicts 4d4+2 damage (the Runes can't deliver a second shock for 3 days).
Draugr: ?
5th Level Mage-Wraith: ?

Undead: There are 2 negative energy Runes in this room, one on the ceiling and one beneath the water. Each Rune radiates magic and will inflict one point of damage per hour to a living creature within a 10 foot radius. After death, a creature will be "re-energized" by the Runes; its hit points as Undead going up by one per hour till its original total is matched. For example, a dead player with 24 HP will return as a Zombie after a full day of exposure. The effect can be temporarily disabled by Dispel Magic or a Protection from Undead scroll.
Lich: ?
Vampire: ?
Wight: ?
Zombie: ?
Skeleton: ?

Fight On! #6
Ghostly Mount: ?
Zombie-Like Mount: ?
Skeletal Mount: ?
Ghostly Wanton Handmaiden: ?
Lesser Undead Horseman: Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully.
Lesser Undead Coxswain: Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully.
Lesser Undead Family: Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully.
Warrior Undead: Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully.
Skíði, Wight: Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully.
Arnor, Wight: Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully.
Giervald-Kingard, Guardian Spirit: ?
Dread Lurker: These undead stalkers are the embodiment of evil Fae memories and violent bloodshed.
Ghostly Dog: ?
Sikke-Qwyngard, Guardian Spirit: ?

Skeleton: ?
Ghost: ?
Specter: ?
Zombie: ?

0e OSR Variants
Arrows of Indra
Arrows of Indra
Ghost Aleya: This is the spirit of the dead who died alone and unloved in wild places, and were not given funerary rites. They died terrible deaths, and were full of desire to cling to life; as such they have reincarnated as incorporeal phantoms that feed on the life energy of the living.
Ghost Bhuta: These are incorporeal ghosts, the spirits of the dead who were so attached to something from their life that they reincarnated as a spirit, a hollow imitation of who they were in their previous human incarnation.
Living Dead: The living dead can be created either intentionally by dark magical powers, or due to the failure to perform proper funerary rites; people who were unholy, or died full of great unfulfilled desires or desperation can be reborn in the realm of Ghosts. If the proper rites were not performed, these living dead can be reborn in the material world itself, rather than in the underworld.
At any time during the duration of a Siddhi's use of the advanced skill of Infernal Calling of the Yama Kings, the Siddhi may touch the corpse of any once-living creature who has been dead for less than 3 days, and bring the corpse to life as one of the living dead.
Living Dead Preta: The Preta are dangerous living dead, more powerful and slightly more intelligent than the norm, who are trapped in the rotting bodies of their former lives; they were generally people who committed acts of Unholiness in life, and who were not given the proper funerary rites when they died.
Living Dead Skeleton: The lowest form of the living dead, these creatures are the reincarnation of beings who were not given proper funerary rites, and/or who were filled with extreme and base desires in life (gluttons, misers, addicts, etc).
Living Dead Vetala: Anyone slain by a Vetala will become a Vetala.

Blood & Treasure
Blood & Treasure Compilation
Undead: The undead category includes corpses re‐animated by dark magic and the spirits of deceased creatures that still haunt the world. (Blood & Treasure Complete)
The undead category includes corpses re-animated to a semblance of life by magic and the spirits of deceased creatures that still haunt the world. (Blood & Treasure 2nd Edition Monsters)
The undead category includes corpses re-animated by dark magic and the spirits of deceased creatures that still haunt the world. (Blood & Treasure Monster Tome)
The undead category includes corpses re-animated to a semblance of life by magic and the spirits of deceased creatures that still haunt the world. (Blood & Treasure 2nd Edition Monsters II)
Adamantine Bones: See Skeleton Bronze Bones Admantine, Adamantine Bones.
Allip: Allips are the spectral remains of people driven to suicide by madness. (Blood & Treasure Complete)
Allips are the undead remains of people driven to suicide by madness. (Blood & Treasure 2nd Edition Monsters)
Amputator: An amputator is a manufactured undead monster formed from the body of a gorilla or other suitably large primate. These gorilla corpses are usually shaved and covered with mystic sigils and runes. The gorilla’s hands are removed and replaced with metal pincers. (Blood & Treasure Monster Tome)
Amputators are an advanced form of undead, created by the lords among necromancers. (Blood & Treasure Monster Tome)
Amputator: An amputator is a manufactured undead monster formed from the body of a gorilla or other suitably large primate. These corpses are shaved and covered with mystic sigils and runes. The gorilla’s hands are removed and replaced with metal pincers. (Blood & Treasure 2nd Edition Monsters II)
Aquatic Ghoul: See Ghoul Lacedon, Aquatic Ghoul.
Armor Haunted: See Haunted Armor.
Asanbosam: See Ghoul Asanbosam.
Axe Bear: Axe bears are necromantic perversions. They are reanimated bear corpses that have had their front paws replaced with axe heads. (Blood & Treasure 2nd Edition Monsters II)
Banshee: See Groaning Spirit, Banshee.
Barbed Woman, Harionago: ?
Baykok: See Winged Death, Baykok, Pakpak.
Bear Axe: See Axe Bear.
Belle Dame Sans Merci: They can be created by Chaotic (Evil) clerics with the help of an alchemist or slightly sinister druid to handle the poisonous fungus. (Blood & Treasure Monster Tome)
Bhoot: They are undead that are unable to cross over into the Land of the Dead, possibly because they suffered a violent death, had unfinished business on the Material Plane or because proper funeral rituals were not followed when they were buried. (Blood & Treasure Monster Tome)
A creature that loses all of its levels to a bhoot’s energy drain attacks rises as a bhoot 10 minutes later under the control of the bhoot that created it. (Blood & Treasure Monster Tome)
Bhoots are unable to cross into the Land of the Dead because they suffered a violent death, had unfinished business on the Material Plane or because proper funeral rites were not followed when they were buried. (Blood & Treasure 2nd Edition Monsters II)
A creature that loses all of its levels to a bhoot’s energy drain rises as a bhoot 10 minutes later under the control of the bhoot that created it. (Blood & Treasure 2nd Edition Monsters II)
Black Bones: See Skeleton Black Bones.
Black Door: ?
Blazing Bones: See Skeleton Blazing Bones.
Blue Skeleton: See Skeleton Prismatic Bones Blue.
Bodak: Bodaks are the undead remnants of humanoids that have been destroyed by the touch of absolute evil. (Blood & Treasure Complete)
A bodak has a death gaze with a range of 30 feet. Those who meet the monster’s gaze must pass a Fortitude saving throw or die. Such victims rise as bodaks 24 hours later. (Blood & Treasure Complete)
Bodaks are the remnants of humanoids that died in the netherworld. (Blood & Treasure 2nd Edition Monsters)
A bodak has a death gaze with a range of 30′. Those who meet the monster’s gaze must pass a saving throw or die. These victims rise as bodaks 24 hours later. (Blood & Treasure 2nd Edition Monsters)
Bone Chiller: See Skeleton Bone Chiller.
Bone Pile: See Skeleton Bone Pile.
Bone Spur: See Skeleton Bone Spur.
Bones Black: See Skeleton Black Bones.
Bones Bronze: See Skeleton Bronze Bones.
Bonze Sea: See Umibozo, Sea Bonze.
Bronze Bones: See Skeleton Bronze Bones.
Busaw: A busaw can create an illusion that makes a corpse look like a roasting pig. Anyone they tempt into eating this swine must pass a saving throw or turn into a busaw. (Blood & Treasure 2nd Edition Monsters II)
Cadaver Scabrous: See Zombie Cicatrix, Scabrous Cadaver.
Caller in Darkness: A caller in darkness is composed of the minds of dozens of people that died together in terror. (Blood & Treasure 2nd Edition Monsters)
Captain Jolly Roger: See Jolly Roger Captain.
Chain Mail Haunted: See Haunted Armor Chain Mail.
Cicatrix Zombie: See Zombie Cicatrix, Scabrous Cadaver.
Claw Crawling: See Crawling Claw.
Crawling Claw: Crawling claws are animated hands created by ancient rituals. (Blood & Treasure 2nd Edition Monsters)
Crystal Skull: Crystal skulls possess many powerful spell abilities, though they are not undead in the manner of liches. They are created by exceptionally powerful magic-users from the bones of undead monsters like liches, essentially any undead with 8 or more HD that is not incorporeal and which has bones. These bones are ground down and worked into otherwise pure crystal, which is shaped into all the bones of a human skeleton. A hold monster spell is cast over these bones, along with create undead, daylight, all the spells that make up its spell-like abilities (see below) and, of course, a permanence spell. (Blood & Treasure Monster Tome)
They are created by exceptionally powerful magic-users from the bones of undead monsters with 8 or more HD that are not incorporeal (and, of course, which have bones). The bones are ground down, worked into ground crystal, and then shaped into a skeleton. Hold monster, create undead, daylight and permanence are cast over the bones. (Blood & Treasure 2nd Edition Monsters II)
Dead Eyes: ?
Death Winged: See Winged Death, Baykok, Pakpak.
Demi-Skeleton: See Skeleton Demi-Skeleton.
Demilich, Lich Demi: A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together. (Blood & Treasure Complete)
A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together. (Blood & Treasure 2nd Edition Monsters)
Devourer: Create Greater Undead spell, 20th caster level or higher. (Blood & Treasure Complete)
Dragon Bones: See Skeleton Dragon Bones.
Dragon Spectral: See Spectral Dragon.
Draug: Draugs are the vengeful spirits of sea captains who died at sea. (Blood & Treasure Complete)
Draugs are the vengeful spirits of sea captains who died at sea. (Blood & Treasure 2nd Edition Monsters)
Drinker: See Vampire Pijavica, Drinker.
Dry Bones: See Skeleton Dry Bones.
Earth Wraith: See Wraith Earth.
Edimmu: Creatures touched by an edimmu must pass a Fortitude saving throw or suffer one level of energy damage. Creatures reduced to 0 levels or Hit Dice die, and their spirits rise as edimmu 1d4 days later. (Blood & Treasure Monster Tome)
Creatures reduced to 0 levels or Hit Dice from an Edimmu's attack die and their spirits rise as edimmu 1d4 days later. (Blood & Treasure 2nd Edition Monsters II)
Freak Fire: See Fire Freak.
Fire Freak: Fire freaks are the animated remains of pyromaniacs that died in the fires they themselves set. (Blood & Treasure Monster Tome)
Fire freaks are the animated remains of pyromaniacs that died in the fires they set. (Blood & Treasure 2nd Edition Monsters II)
Flaming Wraith: See Wraith Flaming.
Full-Throated Screamer: Possibly the oddest of the manufactured undead, the full-throated screamer appears as three preserved heads encased in crystal spheres. (Blood & Treasure Monster Tome)
The heads used to create a full-throated screamer must have belonged to a fishwife, politician and braggart in life. They must be harvested from freshly dead bodies, and then teleported into the pre-prepared crystal spheres. Before teleporting, each head has a wax seal stamped with a rune (per a scroll of animate dead) placed on its tongue. One the heads are inside their spheres, one must cast the following spells over them: Telepathic bond, fly, sound burst and permanency. (Blood & Treasure Monster Tome)
Possibly the oddest of the manufactured undead, the full-throated screamer appears as three preserved heads encased in crystal spheres. (Blood & Treasure 2nd Edition Monsters II)
The heads used to create a full-throated screamer must have belonged to a fishwife, politician and braggart in life. They must be harvested from freshly deceased bodies, and then teleported into the pre-prepared crystal spheres. Before teleporting, each head has a wax seal stamped with a rune (per a scroll of animate dead) placed on its tongue. Once the heads are inside their spheres, the creator must cast the following spells over them: Telepathic bond, fly, sound burst and permanency. (Blood & Treasure 2nd Edition Monsters II)
Funny Bones: See Skeleton Funny Bones.
Gashadokuo: See Skeleton Starving, Gashadokuo.
Ghast: Create Undead spell, 12th to 14th caster level. (Blood & Treasure Complete)
Ghost: Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.
Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves. (Blood & Treasure 2nd Edition Monsters)
Ghoul: Create Undead spell, 11th or lower caster level.
Ghoul Aquatic: See Ghoul Lacedon, Aquatic Ghoul.
Ghoul Asanbosam: ?
Ghoul Lacedon, Aquatic Ghoul: ?
Gothic Plate Haunted: See Haunted Armor Gothic Plate.
Greater Shadow: See Shadow Greater.
Green Skeleton: See Skeleton Prismatic Bones Green.
Grim: ?
Groaning Spirit, Banshee: The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places. (Blood & Treasure Complete)
The groaning spirit, or banshee, is the vengeful spirit of a female elf. (Blood & Treasure 2nd Edition Monsters)
Hands Swarm of: See Swarm of Hands.
Harionago: See Barbed Woman, Harionago.
Haunted Armor: When a warrior dies with his armor on, fighting to the end, his spirit often hesitates to leave its last post. When this happens, the spirit animates the armor and continues doing what it did in life. Haunted armor is a close kin to poltergeists – undead spirits that have opted out of the afterlife for a career in mischief. (Blood & Treasure Monster Tome)
When a warrior dies with his armor on, fighting to the end, his spirit hesitates to leave its post. The spirit animates the warrior’s armor and continues doing what it did in life. (Blood & Treasure 2nd Edition Monsters II)
Haunted Armor Chain Mail: ?
Haunted Armor Gothic Plate: ?
Haunted Armor Jazzeraint: ?
Haunted Armor Maile: ?
Haunted Armor O-Yoroi: ?
Haunted Armor Plate Armor: ?
Haunted Armor Scale Mail: ?
Haunted Gothic Plate: See Haunted Armor Gothic Plate.
Haunted Jazzeraint: See Haunted Armor Jazzeraint.
Haunted Maile: See Haunted Armor Maile
Haunted O-Yoroi: See Haunted Armor O-Yoroi.
Headless Horseman: They are the souls of horsemen who have perished in battle and now seek vengeance on the living. (Blood & Treasure Monster Tome)
They are the souls of horsemen who have died in battle and now seek vengeance. (Blood & Treasure 2nd Edition Monsters II)
Hellequin: ?
Hideous Hurler: See Skeleton Hideous Hurler.
Holy Bones: See Skeleton Holy Bones.
Hopping Vampire: See Jiang Shi, Hopping Vampire, Stiff Corpse.
Horseman Headless: See Headless Horseman.
Humanoid Slavic Vampire: See Vampire Slavic Humanoid.
Hurler: See Skeleton Hideous Hurler.
Jade Mummy: See Mummy Jade.
Jazzeraint Haunted: See Haunted Armor Jazzeraint.
Jelly Slavic Vampire: See Vampire Slavic Jelly.
Jiang Shi, Hopping Vampire, Stiff Corpse: ?
Jolly Roger: Jolly rogers are pirates whose avarice was so great that it animated them beyond death. (Blood & Treasure Monster Tome)
In life, they were pirates whose avarice was so all-consuming that it animated them beyond death. (Blood & Treasure 2nd Edition Monsters II)
Jolly Roger Captain: ?
Jolly Roger Mate: ?
Kukudhi Slavic Vampire: See Vampire Slavic Kukudhi.
Kuzlac: See Vampire Kuzlac.
Lacedon: See Ghoul Lacedon, Aquatic Ghoul.
Lead, Lead Bones: See Skeleton Bronze Bones Lead, Lead Bones.
Lich: A lich is an undead magic‐user or sorcerer who has used its magical powers to unnaturally extend its life. (Blood & Treasure Complete)
A lich is an undead magic-user or sorcerer who has used its magical powers to unnaturally extend its life. (Blood & Treasure 2nd Edition Monsters)
Lich Demi: See Demilich, Lich Demi.
Maile Haunted: See Haunted Armor Maile
Mate Jolly Roger: See Jolly Roger Mate.
Mega-Skeleton: See Skeleton Mega-Skeleton.
Mithral Bones: See Skeleton Bronze Bones Mithral, Mithral Bones.
Mohrg: Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. (Blood & Treasure Complete)
Mohrgs are the animated corpses of mass murderers who died without atoning for their crimes. (Blood & Treasure 2nd Edition Monsters)
Create Undead spell, 20th caster level or higher. (Blood & Treasure Complete)
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. (Blood & Treasure Complete)
Mummies are corpses animated through the auspices of dark desert gods best forgotten. (Blood & Treasure 2nd Edition Monsters)
Create Undead spell, 18th to 19th caster level. (Blood & Treasure Complete)
Mummy Jade: Jade mummies are found in cultures inspired by China. They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination). (Blood & Treasure Complete)
They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination). (Blood & Treasure 2nd Edition Monsters)
Nightcrawler: See Nightshade Nightcrawler.
Nightshade: Nightshades are powerful undead composed of equal parts darkness and absolute, palpable evil. (Blood & Treasure Complete)
Nightshades are powerful undead composed of equal parts darkness and entropy. They are natives of the Negative Energy Plane, perhaps pieces of that plane given sentience and animation, for night-shades, whatever their form, have never known life. (Blood & Treasure 2nd Edition Monsters)
Nightshade Nightcrawler: ?
Nightshade Nightwalker: ?
Nightshade Nightwing: ?
Nightwalker: See Nightshade Nightwalker.
Nightwing: See Nightshade Nightwing.
O-Yoroi Haunted: See Haunted Armor O-Yoroi.
Orange Skeleton: See Skeleton Prismatic Bones Orange.
Pakpak: See Winged Death, Baykok, Pakpak.
Pijavica: See Vampire Pijavica, Drinker.
Plate Armor Haunted: See Haunted Armor Plate Armor.
Poltergeist: Haunted armor is a close kin to poltergeists – undead spirits that have opted out of the afterlife for a career in mischief. (Blood & Treasure Monster Tome)
Haunted armor is close kin to poltergeists – undead spirits that have opted out of the afterlife for a career in mischief on the material plane. (Blood & Treasure 2nd Edition Monsters II)
Prismatic Bones: See Skeleton Prismatic Bones.
Purple Skeleton: See Skeleton Prismatic Bones Purple.
Red Skeleton: See Skeleton Prismatic Bones Red.
Revenant: The revenant is an animated corpse that has returned from the grave to terrorize the living. The name comes from the French word for “returning”. Revenants were always wicked people in life. (Blood & Treasure 2nd Edition Monsters II)
Roger Jolly: See Jolly Roger.
Rusalka: Rusalkas are angry undead spirits of women that were drowned in rivers. (Blood & Treasure 2nd Edition Monsters II)
Sawbones: See Skeleton Sawbones.
Scabrous Cadaver: See Zombie Cicatrix, Scabrous Cadaver.
Scale Mail Haunted: See Haunted Armor Scale Mail.
Screamer Full-Throated: See Full-Throated Screamer.
Sea Bonze: See Umibozo, Sea Bonze.
Shadow: Shadows are the animated souls of wicked people. (Blood & Treasure Complete)
A creature reduced to strength 0 by a shadow dies and rises as a shadow under its killer’s control within 1d4 rounds. (Blood & Treasure Complete)
A creature reduced to 0 strength by a shadow dies and rises as a shadow under its killer’s control in 1d4 rounds. (Blood & Treasure 2nd Edition Monsters)
Create Greater Undead spell, 15th or lower caster level. (Blood & Treasure Complete)
Shadow Greater: ?
Shadow Slavic Vampire: See Vampire Slavic Shadow.
Shape of Fire: A shape of fire is the undead remains of a powerful spell caster that was burned at the stake. (Blood & Treasure Complete)
A shape of fire is the undead remains of a powerful spell caster that was burned at the stake. (Blood & Treasure 2nd Edition Monsters)
Skeleton: Skeletons are the animated bones of animals, humanoids or giants. (Blood & Treasure Complete)
Almost any creature can be turned into a “skeleton”. (Blood & Treasure Complete)
Skeletons are the animated bones of animals, humanoids or giants. (Blood & Treasure 2nd Edition Monsters)
All creatures engaged in melee combat with a bone‐spur must pass a saving throw each round or be slashed for 1d4 points of damage. If 4 points of damage are scored in a single round, a barb detaches from the bone‐spur and becomes caught in the victim's flesh or clothing. The next round, the barb grows into a full‐sized skeleton (with normal skeleton stats). (Blood & Treasure 2nd Edition Monsters II)
Animate Dead spell. (Blood & Treasure Complete)
Skeleton Black Bones: Black bones are the animated remains of skilled assassins. The black bones are created by only the clerics of deities of murder and mayhem. (Blood & Treasure Monster Tome)
Skeleton Black Bones: Black bones are the animated remains of assassins. (Blood & Treasure 2nd Edition Monsters II)
They are constructed with a core of antimony in their bones, making them expensive to make. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Bone Chiller: The bone chiller can only be created from the bones of a person that has frozen to death. The bones must be soaked in a solution of freezing water from one new moon to another, with an energy missile (cold) cast into the water each day. After one month, the water must be frozen into a solid block. The skeleton is then chipped out while the necromancer casts animate dead on it. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Bone Pile: When struck for 4 or more points of damage by a physical attack from a bludgeoning weapon or force effect, funny bones separate into two demi-skeletons, each with 5 hit dice, a single attack and a movement rate of 20. These demi-skeletons can also be divided into bone piles with 2 hit dice, no attacks, and a movement rate of 10. (Blood & Treasure Monster Tome)
When struck for 4 or more points of damage by a bludgeoning weapon or force effect, the funny bones separates into two demi‐skeletons. These demi‐skeletons can be further divided into bone piles. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Bone Spur: Bone spurs are skeletons animated from the bones of ogres and hill giants. (Blood & Treasure 2nd Edition Monsters II)
The process of creating a bone-spur involves expensive herbs and oils and the spike growth spell. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Bronze Bones: Bronze bones are skeletons that are covered in a coating of metal Bronze when they are created. (Blood & Treasure Monster Tome)
Bronze bones are skeletons covered in metal. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Bronze Bones Admantine, Adamantine Bones: ?
Skeleton Bronze Bones Bronze, True Bronze Bones: ?
Skeleton Bronze Bones Lead, Lead Bones: ?
Skeleton Bronze Bones Mithral, Mithral Bones: ?
Skeleton Bronze Bones Steel, Steel Bones: ?
Skeleton Demi-Skeleton: When struck for 4 or more points of damage by a physical attack from a bludgeoning weapon or force effect, funny bones separate into two demi-skeletons, each with 5 hit dice, a single attack and a movement rate of 20. (Blood & Treasure Monster Tome)
When struck for 4 or more points of damage by a bludgeoning weapon or force effect, the funny bones separates into two demi‐skeletons. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Dragon Bones: Dragon bones are skeletons that grow from chromatic dragon teeth that have been planted in the ground. (Blood & Treasure Monster Tome)
Dragon bones are skeletons grown from chromatic dragon teeth that have been planted in the ground. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Dry Bones: Dry bones are animated skeletons capable of drawing the moisture out of the surrounding environment, including from living bodies. (Blood & Treasure Monster Tome)
Skeleton Funny Bones: Super-Skeletons can only be divided into funny bones by scoring at least 8 points of damage. (Blood & Treasure Monster Tome)
Super skeletons can only be divided back into funny bones by scoring at least 6 points of damage to them. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Hideous Hurler: Hurlers are one of many interesting variations on the normal skeleton that necromancers have created over the centuries. (Blood & Treasure Monster Tome)
Skeleton Holy Bones: Holy bones are the animated remains of Lawful (Good) clerics. In effect, they are “living” reliquaries that are often sealed in platemail and armed with a heavy mace or other clerical weapon. (Blood & Treasure Monster Tome)
They are self-created undead, infused with life beyond death by their deities only after extended prayer and supplication. Holy bones are formed from high priests that desire to protect their flock and their brethren for all times, sacrificing a place in Heaven to remain on the Material Plane. (Blood & Treasure Monster Tome)
Holy bones are self-created undead, infused with life beyond death after extended prayer and supplication. They are created from high priests that desire to protect their flock and their brethren for all times, sacrificing a place in Heaven to remain on the Material Plane. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Lazy Bones: ?
Skeleton Mega-Skeleton: Two of these super-skeletons can join together to form a 20 hit dice mega-skeleton with six attacks. (Blood & Treasure Monster Tome)
Two super-skeletons can form a mega‐skeleton. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Prismatic Bones: Prismatic bones are a form of animated skeleton employed by arch-necromancers to guard their holdings. (Blood & Treasure Monster Tome)
If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome)
Prismatic bones are animated skeletons employed by arch-necromancers to guard their holdings. (Blood & Treasure 2nd Edition Monsters II)
If a prismatic bones of any color is struck by electricity, it splits into two identical skeletons, each with half the hit points of the original. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Prismatic Bones Blue: These colorful skeletons can themselves be split if struck by a bludgeoning weapon for 3 or more points of damage or slashing weapons for 4 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. (Blood & Treasure Monster Tome)
If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome)
These colorful skeletons can themselves be split if struck by a weapon for 3 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Prismatic Bones Green: If a prismatic bones is struck for at least 4 points of damage from a bludgeoning weapon or at least 5 points of damage from a slashing weapon, there is an explosion of light (per the flare spell) and the white skeleton is replaced by three skeletons, one orange, one green and one purple. (Blood & Treasure Monster Tome)
If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome)
If a prismatic bones is struck for at least 4 points of damage, there is a puff of smoke and the white skeleton is replaced by three new skeletons, one colored orange, one colored green and the third colored purple. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Prismatic Bones Orange: If a prismatic bones is struck for at least 4 points of damage from a bludgeoning weapon or at least 5 points of damage from a slashing weapon, there is an explosion of light (per the flare spell) and the white skeleton is replaced by three skeletons, one orange, one green and one purple. (Blood & Treasure Monster Tome)
If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome)
If a prismatic bones is struck for at least 4 points of damage, there is a puff of smoke and the white skeleton is replaced by three new skeletons, one colored orange, one colored green and the third colored purple. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Prismatic Bones Purple: If a prismatic bones is struck for at least 4 points of damage from a bludgeoning weapon or at least 5 points of damage from a slashing weapon, there is an explosion of light (per the flare spell) and the white skeleton is replaced by three skeletons, one orange, one green and one purple. (Blood & Treasure Monster Tome)
If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome)
If a prismatic bones is struck for at least 4 points of damage, there is a puff of smoke and the white skeleton is replaced by three new skeletons, one colored orange, one colored green and the third colored purple. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Prismatic Bones Red: These colorful skeletons can themselves be split if struck by a bludgeoning weapon for 3 or more points of damage or slashing weapons for 4 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. (Blood & Treasure Monster Tome)
If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome)
These colorful skeletons can themselves be split if struck by a weapon for 3 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Prismatic Bones White: If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome)
Skeleton Prismatic Bones Yellow: These colorful skeletons can themselves be split if struck by a bludgeoning weapon for 3 or more points of damage or slashing weapons for 4 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. (Blood & Treasure Monster Tome)
If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome)
These colorful skeletons can themselves be split if struck by a weapon for 3 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Sawbones: Sawbones are animated skeletons that have had cleavers grafted to the right arms and serrated blades attached to their left arms, in both cases replacing their hands. (Blood & Treasure Monster Tome)
Sawbones are animated skeletons with cleavers grafted to their right arm and serrated blades to their left. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Starving, Gashadokuo: They are as much ghost as skeleton, something like physical projections of starving spirits. (Blood & Treasure Monster Tome)
Starving skeletons are created from the bones of people that have starved to death. (Blood & Treasure Monster Tome)
Starving skeletons are created from the bones of people that have starved to death. They are 15′ tall skeletons with a terrible hunger for human flesh. Starving skeletons are as much ghosts as skeletons, being physical projections of starving spirits. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Super-Skeleton: If 3 demi-skeletons or 6 bone piles manage to come together, or a full funny bones and a single demi-skeleton or 2 bone piles comes together, they can form a creature with 15 hit dice, four attacks and a movement rate of 40. (Blood & Treasure Monster Tome)
Mega-skeletons can only be divided into super skeletons by scoring at least 16 points of damage. (Blood & Treasure Monster Tome)
Demi‐skeletons and bone piles can reassemble by touching one another. If 3 demi‐skeletons or 6 bone piles come together, or a full funny bones and a single demi‐skeleton or 2 bone piles comes together, they can form a super skeleton. (Blood & Treasure 2nd Edition Monsters II)
Mega‐skeletons can only be divided into super skeletons by inflicting at least 12 points of damage. (Blood & Treasure 2nd Edition Monsters II)
Skeleton Warrior: The skeleton warrior is a lich‐like undead that was once a powerful warrior of at least 9th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet. (Blood & Treasure Complete)
The skeleton warrior is a lich-like undead that was a warlord in life. Legend says that they were forced into their undead state by a demon prince who trapped each of their souls in a golden circlet. (Blood & Treasure 2nd Edition Monsters)
Skull Crystal: See Crystal Skull.
Slavic Vampire: See Vampire Slavic.
Sluagh: ?
Snow Woman: See Yuki-Onna, Snow Woman.
Spectral Dragon: ?
Spectre: Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. (Blood & Treasure Complete)
Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. (Blood & Treasure 2nd Edition Monsters)
Create Greater Undead spell, 18th to 19th caster level. (Blood & Treasure Complete)
Starving Skeleton: See Skeleton Starving, Gashadokuo.
Steel Bones: See Skeleton Bronze Bones Steel, Steel Bones.
Stiff Corpse: See Jiang Shi, Hopping Vampire, Stiff Corpse.
Super-Skeleton: See Skeleton Super-Skeleton.
Swarm of Hands: A swarm of hands is created by a necromancer by burying or sinking numerous amputated arms (often from failed test subjects; waste not want not is the motto of most necromancers) in unholy ground and then casting permanency and animate dead over the ground while sprinkling it with unholy water. (Blood & Treasure Monster Tome)
Swarm of Hands: A swarm of hands is created by a necromancer by burying or sinking numerous amputated arms in unholy ground and then casting permanency and animate dead over the ground while sprinkling it with unholy water. (Blood & Treasure 2nd Edition Monsters II)
Time Wraith: See Wraith Time.
True Bronze Bones: See Skeleton Bronze Bones Bronze, True Bronze Bones.
Umibozo, Sea Bonze: Umibōzu, or sea bonzes, are the anguished souls of drowned priests. (Blood & Treasure Monster Tome)
Umibōzu, or sea bonzes, are the anguished souls of drowned priests. (Blood & Treasure 2nd Edition Monsters II)
Vampire: A humanoid or monstrous humanoid slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial. (Blood & Treasure Complete)
A humanoid or monster slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial. (Blood & Treasure 2nd Edition Monsters)
In its ooze form, the slavic vampire continues its depredations, eventually forming a solid, humanoid body like the one it had in life. (Blood & Treasure Monster Tome)
Watermelons and pumpkins kept more than 10 days after Christmas (or the equivalent in your campaign) also become vampires. (Blood & Treasure 2nd Edition Monsters II)
Vampire Goddess: ?
Vampire Hopping: See Jiang Shi, Hopping Vampire, Stiff Corpse.
Vampire Kuzlac: ?
Vampire Pijavica, Drinker: The pijavica, or “drinker”, of Croatia, Slovenia, Slovakia and the Czech Republic, are sinful men and women that return from the grave as powerful killers. (Blood & Treasure Monster Tome)
The pijavica of Croatia, Slovenia, Slovakia and the Czech Republic are sinful men and women that return from the grave as powerful killers. (Blood & Treasure 2nd Edition Monsters II)
Vampire Slavic: Slavic folklore suggests multiple ways that a person can become a vampire. These include being a magic-user, being chaotic or evil, dying an unnatural or untimely death, excommunication, improper burial, having an animal jump or a bird fly over your corpse or your empty grave, being born with a caul, teeth or a tail, or being conceived on certain days. Several items on the list suggest that virtually every fantasy adventurer is destined to rise as a vampire after they have been killed. Excellent! (Blood & Treasure Monster Tome)
Vampire Slavic Humanoid: In its ooze form, the vampire continues its depredations, eventually forming a solid, humanoid body like the one it had in life. (Blood & Treasure 2nd Edition Monsters II)
Vampire Slavic Jelly: The process of becoming a true vampire takes time. For the first 40 days of the vampire’s existence, it is a mere shadow that drains levels with its incorporeal touch. As it consumes energy, it becomes more solid and forms a soft, jelly-like body. (Blood & Treasure Monster Tome)
For five years the Yolgois fought the Starvaks in valleys and mountain passes until the Starvaks, the warriors of the holy church bolstering their ranks, finally overcame their foes. The castle of the Yolgois was put to the torch, with the entire family inside. Not even a single retainer was left alive to bury them. (Blood & Treasure Monster Tome)
The Yolgois were thoroughly evil, and their rotting corpses are now in the process of becoming vampires. The ruins of the castle are haunted by shadows, and the dungeons are crawling with jellies. (Blood & Treasure Monster Tome)
Vampire Slavic Jelly: For the first 40 days of a Slavic vampire’s existence it is a shadow that drains levels with its incorporeal touch. As it consumes life energy, the vampire becomes more solid, forming a soft, jelly-like body. (Blood & Treasure 2nd Edition Monsters II)
Vampire Slavic Kukudhi: After 30 years in its humanoid form, a vampire reaches its perfect form, called a kukudhi.
For five years the Yolgois fought the Starvaks in valleys and mountain passes until the Starvaks, the warriors of the holy church bolstering their ranks, finally overcame their foes. The castle of the Yolgois was put to the torch, with the entire family inside. Not even a single retainer was left alive to bury them. (Blood & Treasure Monster Tome)
The Yolgois were thoroughly evil, and their rotting corpses are now in the process of becoming vampires. The ruins of the castle are haunted by shadows, and the dungeons are crawling with jellies. The family crypt has become a sort of throne room for the eldest of the Yolgois, who are now Kukudhi. (Blood & Treasure Monster Tome)
After 30 years in its humanoid form, a slavic vampire reaches its perfect form, called a kukudhi. (Blood & Treasure 2nd Edition Monsters II)
Vampire Slavic Shadow: The process of becoming a true vampire takes time. For the first 40 days of the vampire’s existence, it is a mere shadow that drains levels with its incorporeal touch. (Blood & Treasure Monster Tome)
For five years the Yolgois fought the Starvaks in valleys and mountain passes until the Starvaks, the warriors of the holy church bolstering their ranks, finally overcame their foes. The castle of the Yolgois was put to the torch, with the entire family inside. Not even a single retainer was left alive to bury them. (Blood & Treasure Monster Tome)
The Yolgois were thoroughly evil, and their rotting corpses are now in the process of becoming vampires. The ruins of the castle are haunted by shadows, and the dungeons are crawling with jellies. (Blood & Treasure Monster Tome)
Vampiric Pumpkin: Watermelons and pumpkins kept more than 10 days after Christmas (or the fantasy equivalent in your campaign) also become vampires. (Blood & Treasure Monster Tome)
Vampiric Tool: Folklore also holds that tools and weapons left outside under a full moon become vampiric. (Blood & Treasure Monster Tome)
Vampiric Watermelon: Watermelons and pumpkins kept more than 10 days after Christmas (or the fantasy equivalent in your campaign) also become vampires. (Blood & Treasure Monster Tome)
Vampiric Weapon: Folklore also holds that tools and weapons left outside under a full moon become vampiric. (Blood & Treasure Monster Tome)
Varkolak: The varkolak of Bulgaria is formed when a bandit dies in the wilderness and is not buried. After 40 days, his black, swollen corpse rises as a black-skinned cyclops. (Blood & Treasure Monster Tome)
The bandit chief was struck by several arrows, but managed to escape, eventually dying in a small cave. It is now a varkolak, and it has planned a terrible vengeance on the Count. (Blood & Treasure Monster Tome)
A varkolak is formed when a bandit dies in the wilderness and does not receive a burial. After 40 days his black, swollen corpse rises as a varkolak. (Blood & Treasure 2nd Edition Monsters II)
Varnaby the Vain: ?
Vector: A vector is an undead wizard who died in a teleportation accident. (Blood & Treasure 2nd Edition Monsters II)
Warrior Skeleton: See Skeleton Warrior.
White Skeleton: See Skeleton Prismatic Bones White.
Wight: Any humanoid slain by a wight becomes a wight in 1d4 rounds. (Blood & Treasure Complete)
Any humanoid slain in this way by a wight becomes a wight in 1d4 rounds.
The varkolak’s bite attack in either cyclops or worg form deals one level of energy damage. Creatures that die from this energy damage rise as wights one day later under the control of the varkolak that created them. (Blood & Treasure Monster Tome)
The varolak has turned two traders into wights, and has gathered twelve goblin worg riders to its banner. (Blood & Treasure Monster Tome)
Once per day, a varkolak can transform into a worg and back again. The monster’s bite attack in either form deals one level of energy damage. Creatures that die from this energy damage rise as wights one day later under the control of the varkolak that created them. (Blood & Treasure 2nd Edition Monsters II)
Winged Death, Baykok, Pakpak: Winged deaths are called baykok, or pakpak, in the folklore of the Ojibway nation of North America. They carry longbows, and are commonly found in the armies of necromancers. Unlike common skeletons and zombies, they are intelligent and thoroughly evil. Unlike skeletons and zombies, they are not creatures raised from the dead, but evil spirits given material form. (Blood & Treasure Monster Tome)
Woman Barbed: See Barbed Woman, Harionago.
Woman Snow: See Yuki-Onna, Snow Woman.
Wraith: Wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (Blood & Treasure Complete)
Wraiths are incorporeal creatures born of evil and darkness. (Blood & Treasure 2nd Edition Monsters)
Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (Blood & Treasure 2nd Edition Monsters)
Any humanoid slain by a flaming wraith rises as a normal wraith in 1d6 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (Blood & Treasure Monster Tome)
A humanoid slain by a flaming wraith rises as a normal wraith in 1d6 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (Blood & Treasure 2nd Edition Monsters II)
Create Greater Undead spell, 16th to 17th caster level. (Blood & Treasure Complete)
Wraith Earth: They may be the restless spirits of deceased earth elemental creatures or of humanoids that died on an earth elemental plane. (Blood & Treasure 2nd Edition Monsters II)
Wraith Flaming: Flaming wraiths are a superior form of undead, possibly born in the depths of the Negative Energy Plane rather than being the unquiet spirits of the dead. (Blood & Treasure Monster Tome)
Flaming wraiths are a form of undead born in the Negative Energy Plane. (Blood & Treasure 2nd Edition Monsters II)
Wraith Time: Time wraiths are the echoes of people who died while on the Astral Plane. (Blood & Treasure 2nd Edition Monsters II)
Yellow Skeleton: See Skeleton Prismatic Bones Yellow.
Yuki-Onna, Snow Woman: Some stories depict yuki-onna as the undead spirits of women that have frozen to death. (Blood & Treasure Monster Tome)
Some stories depict yuki-onna as the undead spirits of women that have frozen to death. (Blood & Treasure 2nd Edition Monsters II)
Zombie: Zombies are corpses reanimated through black magic. (Blood & Treasure Complete)
Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control. (Blood & Treasure Complete)
Almost any flesh and blood creature can be turned into a “zombie”. (Blood & Treasure Complete)
Zombies are corpses reanimated with black magic. (Blood & Treasure 2nd Edition Monsters)
Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control. (Blood & Treasure 2nd Edition Monsters)
When the umibōzu constricts a creature, it inflicts one level of energy damage. Creatures that die from this attack rise as zombies under the control of the umibōzu. (Blood & Treasure Monster Tome)
Creatures that have all of their life energy drained by a hellequin rise immediately as zombies under the control of the hellequin that created it. (Blood & Treasure 2nd Edition Monsters II)
When the umibōzu constricts a creature, it inflicts one level of energy damage. Creatures that die from this attack rise as zombies under the control of the umibōzu. (Blood & Treasure 2nd Edition Monsters II)
Animate Dead spell. (Blood & Treasure Complete)
Zombie Cicatrix, Scabrous Cadaver: Cicatrix zombies are not only raised by magic-users and clerics using their dark, unwholesome powers, but also steeped in a concoction of bitter herbs, bodily humors (bile features prominently), and rare unguents to gain their powers. These ingredients must be placed in a copper cauldron, the zombie placed within, the cauldron sealed with wax and then left to steep in a cool place untouched by the sun for one month. (Blood & Treasure Monster Tome)
Cicatrix zombies are not only raised by magic-users and clerics using their dark, unwholesome powers, but also steeped in a concoction of bitter herbs, bodily humors (bile features prominently) and rare unguents to gain their powers. These ingredients must be placed in a copper cauldron with the zombie, the cauldron sealed with wax and then left to steep in a cool place untouched by the sun for one month. This process not only gives them their regenerative abilities, but always generates zombies with maximum hit points. (Blood & Treasure 2nd Edition Monsters II)

Blood & Treasure Books
Blood & Treasure Complete
Undead: The undead category includes corpses re‐animated by dark magic and the spirits of deceased creatures that still haunt the world.
Allip: Allips are the spectral remains of people driven to suicide by madness.
Bodak: Bodaks are the undead remnants of humanoids that have been destroyed by the touch of absolute evil.
A bodak has a death gaze with a range of 30 feet. Those who meet the monster’s gaze must pass a Fortitude saving throw or die. Such victims rise as bodaks 24 hours later.
Demilich: A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together.
Devourer: Create Greater Undead spell, 20th caster level or higher.
Draug: Draugs are the vengeful spirits of sea captains who died at sea.
Ghast: Create Undead spell, 12th to 14th caster level.
Ghost: Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.
Ghoul: Create Undead spell, 11th or lower caster level.
Groaning Spirit Banshee: The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.
Lich: A lich is an undead magic‐user or sorcerer who has used its magical powers to unnaturally extend its life.
Mohrg: Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.
Create Undead spell, 20th caster level or higher.
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Create Undead spell, 18th to 19th caster level.
Mummy Jade: Jade mummies are found in cultures inspired by China. They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination).
Nightshade: Nightshades are powerful undead composed of equal parts darkness and absolute, palpable evil.
Nightcrawler: ?
Nightwalker: ?
Nightwing: ?
Shadow: Shadows are the animated souls of wicked people.
A creature reduced to strength 0 by a shadow dies and rises as a shadow under its killer’s control within 1d4 rounds.
Create Greater Undead spell, 15th or lower caster level.
Shadow Greater: ?
Shape of Fire: A shape of fire is the undead remains of a powerful spell caster that was burned at the stake.
Skeleton: Skeletons are the animated bones of animals, humanoids or giants.
Almost any creature can be turned into a “skeleton”.
Animate Dead spell.
Skeleton Warrior: The skeleton warrior is a lich‐like undead that was once a powerful warrior of at least 9th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet.
Spectre: Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.
Create Greater Undead spell, 18th to 19th caster level.
Vampire: A humanoid or monstrous humanoid slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial.
Wight: Any humanoid slain by a wight becomes a wight in 1d4 rounds.
Wraith: Wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Create Greater Undead spell, 16th to 17th caster level.
Zombie: Zombies are corpses reanimated through black magic.
Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control.
Almost any flesh and blood creature can be turned into a “zombie”.
Animate Dead spell.

ANIMATE DEAD
Level: Cleric 3 (Chaotic), Magic‐User 4
Range: Touch
Duration: Instantaneous
This spell creates 1d6 skeletons (from bones) or zombies (from corpses) under the command of the spell caster. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again. No matter how many times you use the spell you can control only 4 HD worth of undead per caster level. If you are a cleric, any undead you might command by virtue of your power to command undead do not count toward the limit.

CREATE UNDEAD
Level: Cleric 6 (Chaotic), Magic‐User 6
Range: Close (30 ft.)
Duration: Instantaneous
Material Components: See text
A more potent spell than animate dead, this evil spell allows you to create more powerful undead: Ghouls, ghasts, mummies, and mohrgs. The types of undead you can create is based on your caster level, as shown on the table below.
CASTER LEVEL UNDEAD CREATED
11th or lower Ghoul
12th–14th Ghast
18th–19th Mummy
20th or higher Mohrg
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
This spell must be cast at night. It requires a clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.

CREATE GREATER UNDEAD
Level: Cleric 8 (Chaotic), Magic‐User 8
Range: Close (30 ft.)
Duration: Instantaneous
This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: Shadows, wraiths, spectres and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.
CASTER LEVEL UNDEAD CREATED
15th or lower Shadow
16th–17th Wraith
18th–19th Spectre
20th or higher Devourer

Blood & Treasure 2nd Edition Monsters
Undead: The undead category includes corpses re-animated to a semblance of life by magic and the spirits of deceased creatures that still haunt the world.
Allip: Allips are the undead remains of people driven to suicide by madness.
Bodak: Bodaks are the remnants of humanoids that died in the netherworld.
A bodak has a death gaze with a range of 30′. Those who meet the monster’s gaze must pass a saving throw or die. These victims rise as bodaks 24 hours later.
Caller in Darkness: A caller in darkness is composed of the minds of dozens of people that died together in terror.
Crawling Claw: Crawling claws are animated hands created by ancient rituals.
Devourer: ?
Draug: Draugs are the vengeful spirits of sea captains who died at sea.
Ghast: ?
Ghost: Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.
Ghoul: ?
Ghoul Lacedon, Aquatic Ghoul: ?
Groaning Spirit, Banshee: The groaning spirit, or banshee, is the vengeful spirit of a female elf.
Lich: A lich is an undead magic-user or sorcerer who has used its magical powers to unnaturally extend its life.
Demilich: A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together.
Mohrg: Mohrgs are the animated corpses of mass murderers who died without atoning for their crimes.
Mummy: Mummies are corpses animated through the auspices of dark desert gods best forgotten.
Mummy Jade: They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination).
Nightshade: Nightshades are powerful undead composed of equal parts darkness and entropy. They are natives of the Negative Energy Plane, perhaps pieces of that plane given sentience and animation, for night-shades, whatever their form, have never known life.
Nightcrawler: ?
Nightwalker: ?
Nightwing: ?
Shadow: A creature reduced to 0 strength by a shadow dies and rises as a shadow under its killer’s control in 1d4 rounds.
Shadow Greater: ?
Shape of Fire: A shape of fire is the undead remains of a powerful spell caster that was burned at the stake.
Skeleton: Skeletons are the animated bones of animals, humanoids or giants.
Skeleton Warrior: The skeleton warrior is a lich-like undead that was a warlord in life. Legend says that they were forced into their undead state by a demon prince who trapped each of their souls in a golden circlet.
Spectre: Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.
Vampire: A humanoid or monster slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial.
Wight: Any humanoid slain in this way by a wight becomes a wight in 1d4 rounds.
Wraith: Wraiths are incorporeal creatures born of evil and darkness.
Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Zombie: Zombies are corpses reanimated with black magic.
Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control.
Spectral Dragon: ?

Blood & Treasure Monster Tome
Amputator: An amputator is a manufactured undead monster formed from the body of a gorilla or other suitably large primate. These gorilla corpses are usually shaved and covered with mystic sigils and runes. The gorilla’s hands are removed and replaced with metal pincers
Amputators are an advanced form of undead, created by the lords among necromancers.
Asanbosam: ?
Vampire Goddess: ?
Barbed Woman, Harionago: ?
Belle Dame Sans Merci: They can be created by Chaotic (Evil) clerics with the help of an alchemist or slightly sinister druid to handle the poisonous fungus.
Bhoot: They are undead that are unable to cross over into the Land of the Dead, possibly because they suffered a violent death, had unfinished business on the Material Plane or because proper funeral rituals were not followed when they were buried.
A creature that loses all of its levels to a bhoot’s energy drain attacks rises as a bhoot 10 minutes later under the control of the bhoot that created it.
Cicatrix, Scabrous Cadaver: Cicatrix zombies are not only raised by magic-users and clerics using their dark, unwholesome powers, but also steeped in a concoction of bitter herbs, bodily humors (bile features prominently), and rare unguents to gain their powers. These ingredients must be placed in a copper cauldron, the zombie placed within, the cauldron sealed with wax and then left to steep in a cool place untouched by the sun for one month.
Crystal Skull: Crystal skulls possess many powerful spell abilities, though they are not undead in the manner of liches. They are created by exceptionally powerful magic-users from the bones of undead monsters like liches, essentially any undead with 8 or more HD that is not incorporeal and which has bones. These bones are ground down and worked into otherwise pure crystal, which is shaped into all the bones of a human skeleton. A hold monster spell is cast over these bones, along with create undead, daylight, all the spells that make up its spell-like abilities (see below) and, of course, a permanence spell.
Dragon Bones: Dragon bones are skeletons that grow from chromatic dragon teeth that have been planted in the ground.
Edimmu: Creatures touched by an edimmu must pass a Fortitude saving throw or suffer one level of energy damage. Creatures reduced to 0 levels or Hit Dice die, and their spirits rise as edimmu 1d4 days later.
Fire Freak: Fire freaks are the animated remains of pyromaniacs that died in the fires they themselves set.
Full-throated Screamer: Possibly the oddest of the manufactured undead, the full-throated screamer appears as three preserved heads encased in crystal spheres.
The heads used to create a full-throated screamer must have belonged to a fishwife, politician and braggart in life. They must be harvested from freshly dead bodies, and then teleported into the pre-prepared crystal spheres. Before teleporting, each head has a wax seal stamped with a rune (per a scroll of animate dead) placed on its tongue. One the heads are inside their spheres, one must cast the following spells over them: Telepathic bond, fly, sound burst and permanency.
Grim: ?
Haunted Armor: When a warrior dies with his armor on, fighting to the end, his spirit often hesitates to leave its last post. When this happens, the spirit animates the armor and continues doing what it did in life. Haunted armor is a close kin to poltergeists – undead spirits that have opted out of the afterlife for a career in mischief.
Poltergeist: Haunted armor is a close kin to poltergeists – undead spirits that have opted out of the afterlife for a career in mischief.
Haunted Jazzeraint: ?
Haunted Maile: ?
Haunted O-Yoroi: ?
Haunted Gothic Plate: ?
Headless Horseman: They are the souls of horsemen who have perished in battle and now seek vengeance on the living.
Hideous Hurler: Hurlers are one of many interesting variations on the normal skeleton that necromancers have created over the centuries.
Holy Bones: Holy bones are the animated remains of Lawful (Good) clerics. In effect, they are “living” reliquaries that are often sealed in platemail and armed with a heavy mace or other clerical weapon.
They are self-created undead, infused with life beyond death by their deities only after extended prayer and supplication. Holy bones are formed from high priests that desire to protect their flock and their brethren for all times, sacrificing a place in Heaven to remain on the Material Plane.
Jiang Shi, Hopping Vampire: ?
Jolly Roger: Jolly rogers are pirates whose avarice was so great that it animated them beyond death.
Jolly Roger Captain: ?
Draug: ?
Jolly Roger Mate: ?
Black Bones: Black bones are the animated remains of skilled assassins. The black bones are created by only the clerics of deities of murder and mayhem.
Bronze Bones: Bronze bones are skeletons that are covered in a coating of metal Bronze when they are created.
Bronze Bones Bronze: ?
Bronze Bones Steel: ?
Bronze Bones Lead: ?
Bronze Bones Mithral: ?
Bronze Bones Admantine: ?
Dry Bones: Dry bones are animated skeletons capable of drawing the moisture out of the surrounding environment, including from living bodies.
Funny Bones: Super-Skeletons can only be divided into funny bones by scoring at least 8 points of damage.
Demi-Skeleton: When struck for 4 or more points of damage by a physical attack from a bludgeoning weapon or force effect, funny bones separate into two demi-skeletons, each with 5 hit dice, a single attack and a movement rate of 20.
Bone Pile: When struck for 4 or more points of damage by a physical attack from a bludgeoning weapon or force effect, funny bones separate into two demi-skeletons, each with 5 hit dice, a single attack and a movement rate of 20. These demi-skeletons can also be divided into bone piles with 2 hit dice, no attacks, and a movement rate of 10.
Super-Skeleton: If 3 demi-skeletons or 6 bone piles manage to come together, or a full funny bones and a single demi-skeleton or 2 bone piles comes together, they can form a creature with 15 hit dice, four attacks and a movement rate of 40.
Mega-skeletons can only be divided into super skeletons by scoring at least 16 points of damage.
Mega-Skeleton: Two of these super-skeletons can join together to form a 20 hit dice mega-skeleton with six attacks.
Lazy Bones: ?
Prismatic Bones: Prismatic bones are a form of animated skeleton employed by arch-necromancers to guard their holdings.
If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original.
Prismatic Bones White: If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original.
Prismatic Bones Orange: If a prismatic bones is struck for at least 4 points of damage from a bludgeoning weapon or at least 5 points of damage from a slashing weapon, there is an explosion of light (per the flare spell) and the white skeleton is replaced by three skeletons, one orange, one green and one purple.
If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original.
Prismatic Bones Green: If a prismatic bones is struck for at least 4 points of damage from a bludgeoning weapon or at least 5 points of damage from a slashing weapon, there is an explosion of light (per the flare spell) and the white skeleton is replaced by three skeletons, one orange, one green and one purple.
If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original.
Prismatic Bones Purple: If a prismatic bones is struck for at least 4 points of damage from a bludgeoning weapon or at least 5 points of damage from a slashing weapon, there is an explosion of light (per the flare spell) and the white skeleton is replaced by three skeletons, one orange, one green and one purple.
If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original.
Prismatic Bones Red: These colorful skeletons can themselves be split if struck by a bludgeoning weapon for 3 or more points of damage or slashing weapons for 4 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red.
If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original.
Prismatic Bones Yellow: These colorful skeletons can themselves be split if struck by a bludgeoning weapon for 3 or more points of damage or slashing weapons for 4 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red.
If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original.
Prismatic Bones Blue: These colorful skeletons can themselves be split if struck by a bludgeoning weapon for 3 or more points of damage or slashing weapons for 4 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red.
If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original.
Sawbones: Sawbones are animated skeletons that have had cleavers grafted to the right arms and serrated blades attached to their left arms, in both cases replacing their hands.
Starving Skeleton, Gashadokuo: They are as much ghost as skeleton, something like physical projections of starving spirits.
Starving skeletons are created from the bones of people that have starved to death.
Swarm of Hands: A swarm of hands is created by a necromancer by burying or sinking numerous amputated arms (often from failed test subjects; waste not want not is the motto of most necromancers) in unholy ground and then casting permanency and animate dead over the ground while sprinkling it with unholy water.
Varnaby the Vain: ?
Umibozo, Sea Bonze: Umibōzu, or sea bonzes, are the anguished souls of drowned priests.
Vampire Slavic: Slavic folklore suggests multiple ways that a person can become a vampire. These include being a magic-user, being chaotic or evil, dying an unnatural or untimely death, excommunication, improper burial, having an animal jump or a bird fly over your corpse or your empty grave, being born with a caul, teeth or a tail, or being conceived on certain days. Several items on the list suggest that virtually every fantasy adventurer is destined to rise as a vampire after they have been killed. Excellent!
Vampire Slavic Shadow: The process of becoming a true vampire takes time. For the first 40 days of the vampire’s existence, it is a mere shadow that drains levels with its incorporeal touch.
For five years the Yolgois fought the Starvaks in valleys and mountain passes until the Starvaks, the warriors of the holy church bolstering their ranks, finally overcame their foes. The castle of the Yolgois was put to the torch, with the entire family inside. Not even a single retainer was left alive to bury them.
The Yolgois were thoroughly evil, and their rotting corpses are now in the process of becoming vampires. The ruins of the castle are haunted by shadows, and the dungeons are crawling with jellies.
Vampire Slavic Jelly: The process of becoming a true vampire takes time. For the first 40 days of the vampire’s existence, it is a mere shadow that drains levels with its incorporeal touch. As it consumes energy, it becomes more solid and forms a soft, jelly-like body.
For five years the Yolgois fought the Starvaks in valleys and mountain passes until the Starvaks, the warriors of the holy church bolstering their ranks, finally overcame their foes. The castle of the Yolgois was put to the torch, with the entire family inside. Not even a single retainer was left alive to bury them.
The Yolgois were thoroughly evil, and their rotting corpses are now in the process of becoming vampires. The ruins of the castle are haunted by shadows, and the dungeons are crawling with jellies.
Vampire Slavic Kukudhi: After 30 years in its humanoid form, a vampire reaches its perfect form, called a kukudhi.
For five years the Yolgois fought the Starvaks in valleys and mountain passes until the Starvaks, the warriors of the holy church bolstering their ranks, finally overcame their foes. The castle of the Yolgois was put to the torch, with the entire family inside. Not even a single retainer was left alive to bury them.
The Yolgois were thoroughly evil, and their rotting corpses are now in the process of becoming vampires. The ruins of the castle are haunted by shadows, and the dungeons are crawling with jellies. The family crypt has become a sort of throne room for the eldest of the Yolgois, who are now Kukudhi.
Kuzlac: ?
Pijavica, Drinker: The pijavica, or “drinker”, of Croatia, Slovenia, Slovakia and the Czech Republic, are sinful men and women that return from the grave as powerful killers.
Vampiric Tool: Folklore also holds that tools and weapons left outside under a full moon become vampiric.
Vampiric Weapon: Folklore also holds that tools and weapons left outside under a full moon become vampiric.
Vampiric Watermelon: Watermelons and pumpkins kept more than 10 days after Christmas (or the fantasy equivalent in your campaign) also become vampires.
Vampiric Pumpkin: Watermelons and pumpkins kept more than 10 days after Christmas (or the fantasy equivalent in your campaign) also become vampires.
Varkolak: The varkolak of Bulgaria is formed when a bandit dies in the wilderness and is not buried. After 40 days, his black, swollen corpse rises as a black-skinned cyclops.
The bandit chief was struck by several arrows, but managed to escape, eventually dying in a small cave. It is now a varkolak, and it has planned a terrible vengeance on the Count.
Winged Death, Baykok, Pakpak: Winged deaths are called baykok, or pakpak, in the folklore of the Ojibway nation of North America. They carry longbows, and are commonly found in the armies of necromancers. Unlike common skeletons and zombies, they are intelligent and thoroughly evil. Unlike skeletons and zombies, they are not creatures raised from the dead, but evil spirits given material form.
Wraith Flaming: Flaming wraiths are a superior form of undead, possibly born in the depths of the Negative Energy Plane rather than being the unquiet spirits of the dead.
Yuki-Onna, Snow Woman: Some stories depict yuki-onna as the undead spirits of women that have frozen to death.

Undead: The undead category includes corpses re-animated by dark magic and the spirits of deceased creatures that still haunt the world.
Ghoul: ?
Ghast: ?
Skeleton: ?
Vampire: In its ooze form, the slavic vampire continues its depredations, eventually forming a solid, humanoid body like the one it had in life.
Wight: The varkolak’s bite attack in either cyclops or worg form deals one level of energy damage. Creatures that die from this energy damage rise as wights one day later under the control of the varkolak that created them.
The varolak has turned two traders into wights, and has gathered twelve goblin worg riders to its banner.
Wraith: Any humanoid slain by a flaming wraith rises as a normal wraith in 1d6 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Zombie: When the umibōzu constricts a creature, it inflicts one level of energy damage. Creatures that die from this attack rise as zombies under the control of the umibōzu.

Blood & Treasure 2nd Edition Monsters II
Undead: The undead category includes corpses re-animated to a semblance of life by magic and the spirits of deceased creatures that still haunt the world.
Amputator: An amputator is a manufactured undead monster formed from the body of a gorilla or other suitably large primate. These corpses are shaved and covered with mystic sigils and runes. The gorilla’s hands are removed and replaced with metal pincers.
Asanbosam: ?
Axe Bear: Axe bears are necromantic perversions. They are reanimated bear corpses that have had their front paws replaced with axe heads.
Barbed Woman, Harionago: ?
Belle Dame sans Merci: ?
Bhoot: Bhoots are unable to cross into the Land of the Dead because they suffered a violent death, had unfinished business on the Material Plane or because proper funeral rites were not followed when they were buried.
A creature that loses all of its levels to a bhoot’s energy drain rises as a bhoot 10 minutes later under the control of the bhoot that created it.
Black Door: ?
Busaw: A busaw can create an illusion that makes a corpse look like a roasting pig. Anyone they tempt into eating this swine must pass a saving throw or turn into a busaw.
Cicatrix, Scabrous Cadaver: Cicatrix zombies are not only raised by magic-users and clerics using their dark, unwholesome powers, but also steeped in a concoction of bitter herbs, bodily humors (bile features prominently) and rare unguents to gain their powers. These ingredients must be placed in a copper cauldron with the zombie, the cauldron sealed with wax and then left to steep in a cool place untouched by the sun for one month. This process not only gives them their regenerative abilities, but always generates zombies with maximum hit points.
Crystal Skull: they are created by exceptionally powerful magic-users from the bones of undead monsters with 8 or more HD that are not incorporeal (and, of course, which have bones). The bones are ground down, worked into ground crystal, and then shaped into a skeleton. Hold monster, create undead, daylight and permanence are cast over the bones.
Dead Eyes: ?
Dragon Bones: Dragon bones are skeletons grown from chromatic dragon teeth that have been planted in the ground.
Edimmu: Creatures reduced to 0 levels or Hit Dice from an Edimmu's attack die and their spirits rise as edimmu 1d4 days later.
Fire Freak: Fire freaks are the animated remains of pyromaniacs that died in the fires they set.
Full-Throated Screamer: Possibly the oddest of the manufactured undead, the full-throated screamer appears as three preserved heads encased in crystal spheres.
The heads used to create a full-throated screamer must have belonged to a fishwife, politician and braggart in life. They must be harvested from freshly deceased bodies, and then teleported into the pre-prepared crystal spheres. Before teleporting, each head has a wax seal stamped with a rune (per a scroll of animate dead) placed on its tongue. Once the heads are inside their spheres, the creator must cast the following spells over them: Telepathic bond, fly, sound burst and permanency.
Grim: ?
Haunted Armor: When a warrior dies with his armor on, fighting to the end, his spirit hesitates to leave its post. The spirit animates the warrior’s armor and continues doing what it did in life.
Poltergeist: Haunted armor is close kin to poltergeists – undead spirits that have opted out of the afterlife for a career in mischief on the material plane.
Haunted Scale Mail: ?
Haunted Chain Mail: ?
Haunted O-Yoroi: ?
Haunted Plate Armor: ?
Headless Horseman: They are the souls of horsemen who have died in battle and now seek vengeance.
Hellequin: ?
Zombie: Creatures that have all of their life energy drained by a hellequin rise immediately as zombies under the control of the hellequin that created it.
When the umibōzu constricts a creature, it inflicts one level of energy damage. Creatures that die from this attack rise as zombies under the control of the umibōzu.
Hideous Hurler: ?
Jiang Shi, Hopping Vampire: ?
Jolly Roger: In life, they were pirates whose avarice was so all-consuming that it animated them beyond death.
Revenant: The revenant is an animated corpse that has returned from the grave to terrorize the living. The name comes from the French word for “returning”. Revenants were always wicked people in life.
Rusalka: Rusalkas are angry undead spirits of women that were drowned in rivers.
Skeleton: All creatures engaged in melee combat with a bone‐spur must pass a saving throw each round or be slashed for 1d4 points of damage. If 4 points of damage are scored in a single round, a barb detaches from the bone‐spur and becomes caught in the victim's flesh or clothing. The next round, the barb grows into a full‐sized skeleton (with normal skeleton stats).
Black Bones: Black bones are the animated remains of assassins.
Blazing Bones: They are constructed with a core of antimony in their bones, making them expensive to make.
Bone Chiller: The bone chiller can only be created from the bones of a person that has frozen to death. The bones must be soaked in a solution of freezing water from one new moon to another, with an energy missile (cold) cast into the water each day. After one month, the water must be frozen into a solid block. The skeleton is then chipped out while the necromancer casts animate dead on it.
Bone Spur: Bone spurs are skeletons animated from the bones of ogres and hill giants.
The process of creating a bone-spur involves expensive herbs and oils and the spike growth spell.
Bronze Bones: Bronze bones are skeletons covered in metal.
Adamantine Bones: ?
Lead Bones: ?
Mithral Bones: ?
Steel Bones: ?
Dry Bones: ?
Funny Bones: Super skeletons can only be divided back into funny bones by scoring at least 6 points of damage to them.
Bone Pile: When struck for 4 or more points of damage by a bludgeoning weapon or force effect, the funny bones separates into two demi‐skeletons. These demi‐skeletons can be further divided into bone piles.
Demi-Skeleton: When struck for 4 or more points of damage by a bludgeoning weapon or force effect, the funny bones separates into two demi‐skeletons.
Super Skeleton: Demi‐skeletons and bone piles can reassemble by touching one another. If 3 demi‐skeletons or 6 bone piles come together, or a full funny bones and a single demi‐skeleton or 2 bone piles comes together, they can form a super skeleton.
Mega‐skeletons can only be divided into super skeletons by inflicting at least 12 points of damage.
Mega-Skeleton: Two super-skeletons can form a mega‐skeleton.
Holy Bones: Holy bones are self-created undead, infused with life beyond death after extended prayer and supplication. They are created from high priests that desire to protect their flock and their brethren for all times, sacrificing a place in Heaven to remain on the Material Plane.
Lazy Bones: ?
Prismatic Bones: Prismatic bones are animated skeletons employed by arch-necromancers to guard their holdings.
If a prismatic bones of any color is struck by electricity, it splits into two identical skeletons, each with half the hit points of the original.
Prismatic Bones White: ?
Prismatic Bones Green: If a prismatic bones is struck for at least 4 points of damage, there is a puff of smoke and the white skeleton is replaced by three new skeletons, one colored orange, one colored green and the third colored purple.
Prismatic Bones Orange: If a prismatic bones is struck for at least 4 points of damage, there is a puff of smoke and the white skeleton is replaced by three new skeletons, one colored orange, one colored green and the third colored purple.
Prismatic Bones Purple: If a prismatic bones is struck for at least 4 points of damage, there is a puff of smoke and the white skeleton is replaced by three new skeletons, one colored orange, one colored green and the third colored purple.
Prismatic Bones Blue: These colorful skeletons can themselves be split if struck by a weapon for 3 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red.
Prismatic Bones Red: These colorful skeletons can themselves be split if struck by a weapon for 3 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red.
Prismatic Bones Yellow: These colorful skeletons can themselves be split if struck by a weapon for 3 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red.
Sawbones: Sawbones are animated skeletons with cleavers grafted to their right arm and serrated blades to their left.
Starving Skeleton: Starving skeletons are created from the bones of people that have starved to death. They are 15′ tall skeletons with a terrible hunger for human flesh. Starving skeletons are as much ghosts as skeletons, being physical projections of starving spirits.
Sluagh: ?
Swarm of Hands: A swarm of hands is created by a necromancer by burying or sinking numerous amputated arms in unholy ground and then casting permanency and animate dead over the ground while sprinkling it with unholy water.
Umibozu, Sea Bonze: Umibōzu, or sea bonzes, are the anguished souls of drowned priests.
Vampire Slavic: ?
Vampire Slavic Shadow: ?
Vampire Slavic Jelly: For the first 40 days of a Slavic vampire’s existence it is a shadow that drains levels with its incorporeal touch. As it consumes life energy, the vampire becomes more solid, forming a soft, jelly-like body.
Slavic Vampire Humanoid: In its ooze form, the vampire continues its depredations, eventually forming a solid, humanoid body like the one it had in life.
Vampire Slavic Kukudhi: After 30 years in its humanoid form, a slavic vampire reaches its perfect form, called a kukudhi.
Kuzlac: ?
Pijavica: The pijavica of Croatia, Slovenia, Slovakia and the Czech Republic are sinful men and women that return from the grave as powerful killers.
Vampire: Watermelons and pumpkins kept more than 10 days after Christmas (or the equivalent in your campaign) also become vampires.
Varkolak: A varkolak is formed when a bandit dies in the wilderness and does not receive a burial. After 40 days his black, swollen corpse rises as a varkolak.
Wight: Once per day, a varkolak can transform into a worg and back again. The monster’s bite attack in either form deals one level of energy damage. Creatures that die from this energy damage rise as wights one day later under the control of the varkolak that created them.
Vector: A vector is an undead wizard who died in a teleportation accident.
Winged Death: ?
Wraith: A humanoid slain by a flaming wraith rises as a normal wraith in 1d6 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Earth Wraith: They may be the restless spirits of deceased earth elemental creatures or of humanoids that died on an earth elemental plane.
Flaming Wraith: Flaming wraiths are a form of undead born in the Negative Energy Plane.
Time Wraith: Time wraiths are the echoes of people who died while on the Astral Plane.
Yuki-Onna, Snow Woman: Some stories depict yuki-onna as the undead spirits of women that have frozen to death.

Blueholme
Cumulative Blueholme
Undead: The undead are beings that somehow retain an animating life force after death. (BLUEHOLME Journeymanne Rules)
Animated Mosaic Carnosaur Skeleton: ?
Animated Mosaic Lesser Skeleton: ?
Arm Skeletal: See Skeletal Arm.
Bonkers: See Undead Monkey, Bonkers.
Boy Grazing: See Grazing Boy.
Corpo-Seco: See Dry-Body, Corpo-Seco.
Dry-Body, Corpo-Seco: Also known as Corpo-Seco, Dry-Body was a wicked man in life, a brute who even beat his own mother. When he died, the earth itself rejected his body, and he turned into an evil creature that lurks in the trunks of trees. (Criaturas Lendárias: Mythical Creatures of Brazilian Folklore)
Elephant Mummy: See Mummy Elephant.
Ghost: There is also a ghost here, the phantom of a drunkard who resided with the necromancer in Law's End. (The Necropolis of Nuromen)
Pass Through Fire spell. (Cult of Diana: The Amazon Witch for Basic Era Games)
Grazing Boy: A slave boy who died a hideous death, whipped unconscious and thrown into an ants’ nest, as punishment for letting his owner’s horses escape. He returns to earth as a spirit and helps people who are looking for lost things. (Criaturas Lendárias: Mythical Creatures of Brazilian Folklore)
Greater Skeleton: See Skeleton Greater.
Hero Skeleton: See Skeleton Hero.
Lesser Skeleton: See Skeleton Lesser.
Lich: A lich is an undead spell caster, usually a magic-user but sometimes a cleric, who has used magical powers to unnaturally extend existence beyond death. (BLUEHOLME Journeymanne Rules)
Undeath spell, caster level 20. (BLUEHOLME Journeymanne Rules)
Mircalla: See Vampire, Mircalla.
Monkey Undead: See Undead Monkey.
Mosaic Animated: See Animated Mosaic.
Mosaic Spectre: See Spectre Mosaic.
Mummy: Mummies are preserved undead corpses animated through the auspices of dark gods. (BLUEHOLME Journeymanne Rules)
Mummy Elephant: ?
Nuromen: See Wraith, Nuromen.
Revenant: Revenant Charm magic item. (The Return of the Blue Baron)
Skeletal Arm: ?
Skeleton: Skeletons are the undead animated bones of dead humans, mindless automatons that obey the orders of their evil masters. (BLUEHOLME Journeymanne Rules)
All four skeletons will come to life – they have been turned into undead by the curse of Nuromen. (The Necropolis of Nuromen)
If the skull is moved in any way, a sparkling red cloud shoots from the nasal passage, and everyone in the room must save vs. poison or choke to death in 1d3 rounds - and then reanimate as zombies. This necromantic toxin is the Breath of Orcus, which reanimates any corpse as zombies or skeletons. (The Return of the Blue Baron)
Animate Dead spell. (BLUEHOLME Journeymanne Rules)
Skeleton Greater: ?
Skeleton Hero: ?
Skeleton Lesser: ?
Slime Vampire: See Vampire Slime.
Spectre: Any humanoid being slain by a spectre becomes a spectre under the command of its killer. (Blueholme Prentice Rules)
Any humanoid slain by a spectre becomes a spectre under the command of the spectre that spawned it. (BLUEHOLME Journeymanne Rules)
Undeath spell, caster level 18. (BLUEHOLME Journeymanne Rules)
Spectre Mosaic: ?
Switches Witches: See Witches Switches.
Undead Monkey, Bonkers: A trained mandrill turned into a hateful abomination with unnatural strength and regeneration. Bonkers waits in his concealed cage amongst tarpaulin-covered crates to grab for claw damage each round, removed with a strength check. (The Return of the Blue Baron)
Vampire: Living creatures struck by a vampire lose two experience levels. A human drained to less than level 0 returns as a vampire spawn, enslaved until his master’s destruction. (Blueholme Prentice Rules)
A human drained to less than level 0 returns as a vampire spawn, enslaved until his or her master’s destruction. (BLUEHOLME Journeymanne Rules)
Undeath spell, caster level 19. (BLUEHOLME Journeymanne Rules)
Vampire, Mircalla: ?
Vampire Slime: Vampire slimes are foul amorphic undead formed by an evil alchemical rite, involving a cultist who drinks a potion that violently liquidates their body, only to have their life force reanimate the miasmal puddled remains. (The Return of the Blue Baron)
Wight: Any human slain by a wight becomes a wight, and remains enslaved until its destruction. (Blueholme Prentice Rules)
A human slain by a wight rises as a wight under the command of the killer, and remains enslaved until destroyed. (BLUEHOLME Journeymanne Rules)
Undeath spell, caster level 16. (BLUEHOLME Journeymanne Rules)
Witches Switches: It is rumored to be the collective spirits of 13 religious women deprived of novices to discipline. (The Return of the Blue Baron)
Wraith: Wraiths are incorporeal creatures born of evil and darkness. Living creatures hit by a wraith’s incorporeal touch attack lose 1 experience level in addition to taking damage. Any human slain by a wraith becomes a wraith under the command of its killer. (Blueholme Prentice Rules)
Wraiths are incorporeal creatures born of evil and darkness. (BLUEHOLME Journeymanne Rules)
Any human slain by a wraith also becomes a wraith, forever under the command of his or her killer. (BLUEHOLME Journeymanne Rules)
Undeath spell, caster level 17. (BLUEHOLME Journeymanne Rules)
Wraith, Nuromen: When Nuromen himself died in the disaster that befell his demesne, his cleric laid him and his wife Zimena to rest in this sepulchre before taking his own life. (The Necropolis of Nuromen)
Nuromen did not pass into the world beyond but has remained as a wraith! (The Necropolis of Nuromen)
Zombie: Zombies are corpses reanimated through dark and sinister magic. (BLUEHOLME Journeymanne Rules)
Vampire slimes drain victims of blood and fluids, often flowing inside a dead victim to animate it as a zombie. (The Return of the Blue Baron)
If the skull is moved in any way, a sparkling red cloud shoots from the nasal passage, and everyone in the room must save vs. poison or choke to death in 1d3 rounds - and then reanimate as zombies. This necromantic toxin is the Breath of Orcus, which reanimates any corpse as zombies or skeletons. (The Return of the Blue Baron)
Animate Dead spell. (BLUEHOLME Journeymanne Rules)

Blueholme Books
Blueholme Prentice Rules
Skeleton: ?
Spectre: Any humanoid being slain by a spectre becomes a spectre under the command of its killer.
Vampire: Living creatures struck by a vampire lose two experience levels. A human drained to less than level 0 returns as a vampire spawn, enslaved until his master’s destruction.
Wight: Any human slain by a wight becomes a wight, and remains enslaved until its destruction.
Wraith: Wraiths are incorporeal creatures born of evil and darkness. Living creatures hit by a wraith’s incorporeal touch attack lose 1 experience level in addition to taking damage. Any human slain by a wraith becomes a wraith under the command of its killer.
Zombie: ?

BLUEHOLME Journeymanne Rules
Undead: The undead are beings that somehow retain an animating life force after death.
Lich: A lich is an undead spell caster, usually a magic-user but sometimes a cleric, who has used magical powers to unnaturally extend existence beyond death.
Undeath spell, caster level 20.
Mummy: Mummies are preserved undead corpses animated through the auspices of dark gods.
Skeleton: Skeletons are the undead animated bones of dead humans, mindless automatons that obey the orders of their evil masters.
Animate Dead spell.
Lesser Skeleton: ?
Greater Skeleton: ?
Spectre: Any humanoid slain by a spectre becomes a spectre under the command of the spectre that spawned it.
Undeath spell, caster level 18.
Vampire: A human drained to less than level 0 returns as a vampire spawn, enslaved until his or her master’s destruction.
Undeath spell, caster level 19.
Wight: A human slain by a wight rises as a wight under the command of the killer, and remains enslaved until destroyed.
Undeath spell, caster level 16.
Wraith: Wraiths are incorporeal creatures born of evil and darkness.
Any human slain by a wraith also becomes a wraith, forever under the command of his or her killer.
Undeath spell, caster level 17.
Zombie: Zombies are corpses reanimated through dark and sinister magic.
Animate Dead spell.

6TH LEVEL CLERICAL SPELL
Animate Dead
Range: Touch Duration: Permanent
This spell turns the bones or bodies of dead creatures into animated undead skeletons or zombies under the control of the caster.
A 12th level caster creates 4HD of undead, +1 HD for every level thereafter. A skeleton can be created only from a complete skeleton; a zombie can be created only from an intact corpse. The undead remain active indefinitely if not destroyed.

5TH LEVEL MAGIC-USER SPELL
Animate Dead
Range: Touch Duration: Permanent
Turns dead creatures into undead skeletons or zombies under the control of the caster. It creates 1HD of undead at 9th level, plus an additional HD for every level thereafter. A skeleton can be created only from a complete skeleton; a zombie can be created only from an intact corpse. The undead thus created remain active indefinitely unless destroyed.

8TH LEVEL MAGIC-USER SPELL
Undeath
Range: Caster Duration: Permanent
This spell allows the caster to attain immortality as one of the undead. The type of undead creature possible is determined by caster level. The caster gains all of the abilities, immunities, and weaknesses of the undead type, but loses a number of levels depending on the type of undead transformed into:
Caster Level Undead Type Level Loss
16 Wight 1
17 Wraith 2
18 Spectre 3
19 Vampire 4
20 Lich 5

An Invitation From the Blue Baron
Skeleton: ?

BLUEHOLME Referee Repository
Undead: ?
Lich: ?
Mummy: ?
Lesser Skeleton: ?
Greater Skeleton: ?
Spectre: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?

Criaturas Lendárias: Mythical Creatures of Brazilian Folklore
Dry-Body, Corpo-Seco: Also known as Corpo-Seco, Dry-Body was a wicked man in life, a brute who even beat his own mother. When he died, the earth itself rejected his body, and he turned into an evil creature that lurks in the trunks of trees.
Grazing Boy: A slave boy who died a hideous death, whipped unconscious and thrown into an ants’ nest, as punishment for letting his owner’s horses escape. He returns to earth as a spirit and helps people who are looking for lost things.

Cult of Diana: The Amazon Witch for Basic Era Games
Skeleton Hero: ?
Ghost: Pass Through Fire spell.

Pass Through Fire
Level: Witch Ritual 5
Ritual Requirements: The witch, the person to be raised, see below
Range: One dead body
Duration: special
Witches are normally not allowed to bring anyone back from the dead. This is magic that is beyond them and violates their views of how the Life-Death-Rebirth cycle works. But occasionally there is a way to do it if the witch knows how.
By means of this ritual, the witch can bring someone back from the dead if acted on before sundown. The witch anoints the dead body with holy oils, herbs, and incense. She places her hands on the body’s chest above the heart and sends out a lament to the dead. The body will burst into flames (always causing 2d6 hp damage to the witch, no save) and from the flames the dead will rise, alive and whole. The ritual takes a full hour to cast, and the witch must not be interrupted.
However, if the sun sets on the body before this ritual is complete, then the soul is gone forever. Also if the person died while standing at any sort of crossroads, liminal or in-between place it is likely the soul will get lost on the return and instead of a raised friend the witch will have a dead body and a ghost to deal with.
Material Components: Holy oil, herbs, and incense valued at 1,000 gp.

Dusty Door
Zombie: ?

The Necropolis of Nuromen
Skeleton: All four skeletons will come to life – they have been turned into undead by the curse of Nuromen.
Zombie: ?
Ghost: There is also a ghost here, the phantom of a drunkard who resided with the necromancer in Law's End.
Skeletal Arm: ?
Nuromen, Wraith: When Nuromen himself died in the disaster that befell his demesne, his cleric laid him and his wife Zimena to rest in this sepulchre before taking his own life.
Nuromen did not pass into the world beyond but has remained as a wraith!

The Return of the Blue Baron
Witches Switches: It is rumored to be the collective spirits of 13 religious women deprived of novices to discipline.
Mircalla, Vampire: ?
Zombie: Vampire slimes drain victims of blood and fluids, often flowing inside a dead victim to animate it as a zombie.
If the skull is moved in any way, a sparkling red cloud shoots from the nasal passage, and everyone in the room must save vs. poison or choke to death in 1d3 rounds - and then reanimate as zombies. This necromantic toxin is the Breath of Orcus, which reanimates any corpse as zombies or skeletons.
Vampire Slime: Vampire slimes are foul amorphic undead formed by an evil alchemical rite, involving a cultist who drinks a potion that violently liquidates their body, only to have their life force reanimate the miasmal puddled remains.
Skeleton: If the skull is moved in any way, a sparkling red cloud shoots from the nasal passage, and everyone in the room must save vs. poison or choke to death in 1d3 rounds - and then reanimate as zombies. This necromantic toxin is the Breath of Orcus, which reanimates any corpse as zombies or skeletons.
Greater Skeleton: ?
Bonkers the Undead Monkey: A trained mandrill turned into a hateful abomination with unnatural strength and regeneration. Bonkers waits in his concealed cage amongst tarpaulin-covered crates to grab for claw damage each round, removed with a strength check.
Elephant Mummy: ?
Animated Mosaic Lesser Skeleton: ?
Animated Mosaic Carnosaur Skeleton: ?
Mosaic Spectre: ?
Revenant: Revenant Charm magic item.

Revenant Charm
This stained bone fetish allows the wearer to reanimate and avenge his or her own death. Anyone can be sought or attacked so long as it involves getting to the killer or killers. Furthermore, the revenant gains a bonus equal to half its character levels (rounded down) for task checks and to resist turning attempts. Once the last killer is dead, the revenant drops as a disintegrating husk. The revenant gains the usual undead immunities and weaknesses, but it may otherwise be destroyed normally.

Delving Deeper
Delving Deeper Cumulative
Ghoul: A man-type slain by a ghoul will arise again the following night as a ghoul. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference)
Ghoul: A man-type slain by a ghoul will arise again the following night as a ghoul. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference)
Mummy: ?
Skeleton: SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference)
SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference)
Animate Dead spell. (Delving Deeper Ref Rules v1: The Adventurer's Handbook)
Animate Dead spell. (Delving Deeper Ref Rules v2: The Adventurer's Handbook)
Spectre: A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference)
A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference)
Vampire: Any man-type enduring eye contact with a vampire is subject to a charm spell with a -2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference)
Any man-type enduring eye contact with a vampire is subject to a charm spell with a –2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference)
Wight: Any man-type slain by a wight will arise on the following night as a wight. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference)
Any man-type slain by a wight will arise on the following night as a wight. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference)
Wraith: Any man-type slain by a wraith will arise on the following night as a wraith. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference)
Any man-type slain by a wraith will arise on the following night as a wraith. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference)
Zombie: ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference)
ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference)
Animate Dead spell. (Delving Deeper Ref Rules v1: The Adventurer's Handbook)
Animate Dead spell. (Delving Deeper Ref Rules v2: The Adventurer's Handbook)

Delving Deeper Books
Delving Deeper Ref Rules v1: The Monster & Treasure Reference
Ghoul: A man-type slain by a ghoul will arise again the following night as a ghoul.
Mummy: ?
Skeleton: SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.
Spectre: A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him.
Vampire: Any man-type enduring eye contact with a vampire is subject to a charm spell with a -2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them.
Wight: Any man-type slain by a wight will arise on the following night as a wight.
Wraith: Any man-type slain by a wraith will arise on the following night as a wraith.
Zombie: ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.

Delving Deeper Ref Rules v2: The Monster & Treasure Reference
Ghoul: A man-type slain by a ghoul will arise again the following night as a ghoul.
Mummy: ?
Skeleton: SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.
Spectre: A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him.
Vampire: Any man-type enduring eye contact with a vampire is subject to a charm spell with a –2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them.
Wight: Any man-type slain by a wight will arise on the following night as a wight.
Wraith: Any man-type slain by a wraith will arise on the following night as a wraith.
Zombie: ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.

Delving Deeper Ref Rules v1: The Adventurer's Handbook
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

Enervate Dead (reversible, duration: 7-12 rounds, range: 60ft) Paralyzes skeletons or zombies with no saving throw allowed. Up to 1 hit die of undead can be enervated for each of the cleric's levels. Thus, a 6th level cleric could enervate up to 12 skeletons (1/2 HD) or 6 zombies (1 HD). The reverse, animate dead, causes the bones or bodies of the slain to rise as undead skeletons or zombies under the cleric's command. They will obey until destroyed, either in combat or by a dispel magic.

Animate Dead (duration: permanent, range: 60ft) Causes the bones or bodies of the slain to rise as undead skeletons or zombies under the magic-user's command. Up to 1 hit die of undead can be animated for each of the magic-user's levels. Thus a 9th level magic-user could animate up to 18 skeletons (½ HD) or 9 zombies (1 HD). They will obey until destroyed, either in combat or by a dispel magic.

Delving Deeper Ref Rules v2: The Adventurer's Handbook
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

Enervate Dead (reversible, duration: 7-12 rounds, range: 60ft) Paralyzes skeletons or zombies with no saving throw allowed. Up to 1 hit die of undead can be enervated for each of the cleric’s levels. Thus, a 6th level cleric could enervate up to 12 skeletons (1/2 HD) or 6 zombies (1 HD). The reverse, animate dead, causes the bones or bodies of the slain to rise as undead skeletons or zombies under the cleric’s command. They will obey until destroyed, either in combat or by a dispel magic.

Animate Dead (duration: permanent, range: 60ft) Causes the bones or bodies of the slain to rise as undead skeletons or zombies under the magic-user’s command. Up to 1 hit die of undead can be animated for each of the magic-user’s levels. Thus a 9th level magic-user could animate up to 18 skeletons (½ HD) or 9 zombies (1 HD). They will obey until destroyed, either in combat or by a dispel magic.

Engines & Empires
Engines & Empires Cumulative
Undead: [A]nyone bitten by a giant vampire bat must save or fall asleep for 1d10 rounds; the bat will then feed, draining 1d4 hp per round—and anyone slain in this fashion may rise as the undead!
But whereas the undead are animated by negative energies from the plane of Shadow, magical constructs are usually given life by imbuing them with a planar spirit of some type, such as an earth elemental or a demon; and scientifically created constructs make no use of spirits or magical energy at all, being entirely natural (in the philosophical sense, not the moral sense) in their operations and functioning. (Engines & Empires Core Rules)
The Veil of Shadow itself, meanwhile, has its own inhabitants: the spirits of negative life-energy that give rise to the restless undead. (Engines & Empires Core Rules)
With respect to the origins of fae-kind, little is certain. Some sages speculate that they are ethereal spirits given solid form in Faerie, much as the Undead are given partial corporeality in the Veil. (Engines & Empires Core Rules)
In a strange way, quantum physics and thermodynamics might actually provide the best explanation for what demons are. More than mere agents of entropy, they are intelligent minds sprung spontaneously into being, out in the Void where such unlikely infinities are possible—what speculative science and science fiction would term “Boltzmann brains.” But they are minds only, lacking any physicality unless and until they can pass from Chaos, through Limbo, into the Veil of Shadow—where the Chaotic energies of the demon can combine with ambient ectoplasm or Shadow-matter to give the entity corporeal form. (A similar process acting on restless souls departed from Earth gives rise to the undead.) (Engines & Empires Core Rules)
THE UNDEAD are often described as the souls of the departed, the restless dead whose unfinished business—or a particularly violent or traumatic death—has somehow bound them to become spirits and haunt the world of the living, instead of departing for the afterlife and their just reward or punishment. Of course, none can say for sure just what the afterlife might entail, or whether or not there is any justice in it; there are as many beliefs about this as there are religions in the world. But those brave individuals who have taken it upon themselves to study the undead empirically—paranormal investigators and parapsychologists—have come to believe that the undead are, strictly speaking, not really animated by dead human souls; or at least, not complete souls. (And it is no slip to speak only of human souls: for whatever reason, the corpses or spirits of fae-blooded demihumans never become undead.) (Engines & Empires Core Rules)
The theory goes that when a human being dies under unusual circumstances—violent murder, supernatural factors involved, etc.—that person’s mind may leave behind a psychic “impression,” a mere shadow or echo of their genuine soul. (Mages, of course, are far more likely to leave behind such impressions.) The image is always distorted, grossly exaggerated in some way that amplifies a particular sin or evil formerly committed by the deceased. Thus do paranormal researchers theorize that the animus behind an undead creature is a fragment or splinter of the departed soul, namely the portion of it with the strongest affinity for Chaos. At the moment of death, it travels to the plane of Shadow, there to mingle with the ambient Chaotic energies—and an undead being is born. While it yet remains on the other side of the Veil, it is only a disembodied evil spirit; but, on those occasions when a rift opens between Earth and Shadow, those spirits can flood through and haunt this world. Then they are able to take on a variety of forms, either by inhabiting human corpses, or by converting their own energies into a kind of misty, slimy half-substance called ectoplasm, which localizes the undead as a semi-corporeal apparition. (Engines & Empires Core Rules)
All undead have a strong affinity for the plane of Shad-ow—their very being is the stuff of the Veil—but they do not truly have an alignment. Undead tend towards Chaos, but they are not Chaotic, which is what separates them from demons. (Engines & Empires Core Rules)
[A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon. (Engines & Empires Core Rules)
There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment. (Engines & Empires World of Gaia Campaign Setting)
First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot. (Engines & Empires World of Gaia Campaign Setting)
Animal Undead: See Undead Animal.
Animus: The animus class consists of evil spirits which are incorporeal and subsist purely on their own hatred for the living. (Engines & Empires Core Rules)
Apophis of Mephret: See Lich Lord, Apophis of Mephret.
Apparition: An apparition is a minor ghost, a psychic impression left behind by someone who died with unfinished business. (Engines & Empires Core Rules)
A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom. (Engines & Empires Core Rules)
Arch-Lich: See Lich Lord Arch-Lich.
Archduke Janosz VI: See Nosferatu, Archduke Janosz VI.
Cadaver: [T]he cadaver class consists of undead made from material remains and animated through magic. (Engines & Empires Core Rules)
Canine Moreau: See Moreau Canine.
Clockwork Zombie: See Walking Dead Clockwork Zombie.
Corporeal Undead: See Undead Corporeal.
Corpse Lord: See Lich Lord, Corpse Lord, Lich.
Dead Walking: See Walking Dead, Zombie.
Death Knight: A death knight is the revenant undead form of a warrior who was thoroughly evil and corrupted in life, clinging after their death to a harrowed existence in this world through sheer, stubborn will. (Engines & Empires Core Rules)
Draug, Draugr, Orcneas: Draugs are the Dark Fae counterparts of elves and fays, mortal descendants—or perhaps creations—of the Dark Fae-Lords, the sluagh. Tales tell of the half-undead origins of the draugish race, of their having been raised up from the mucks and slimes of cursed patches of earth, woven with the darkest of old magicks, and in which the corpses of elves or Light Faes had been buried and left to rot. (Engines & Empires Core Rules)
Namtar grew fascinated with the elves; he captured a great many of them. He worked his evil experiments upon them, and thus from the elves came the draugish species and the Dark Fae called the “Sluagh.” (Engines & Empires World of Gaia Campaign Setting)
Draugr: See Draug, Draugr, Orcneas.
Drybones: See Walking Dead Drybones.
Feline Moreau: See Moreau Feline.
Geist: [A]nyone killed by a geist rises as a geist themselves after 1d4 days. (Engines & Empires Core Rules)
At any given time, the legion [of the damned] can create up to 21 hit dice worth of “puppets” by turning up to seven normal objects into animated objects or up to five human corpses into geists under its direct control. (Engines & Empires Core Rules)
A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom. (Engines & Empires Core Rules)
Eternal Walker ritual. (Engines & Empires Core Rules)
Ghost: What happens after death is a matter of great speculation, but it is at least widely agreed that the Veil of Shadow is the first destination for the restless dead, those doomed to haunt the living as ghosts. And as for the souls of mortals with no unfinished business, who can say? (Engines & Empires Core Rules)
Ghoul: They can be created intentionally through dark magic; the blood-drained victims of a vampire may rise as ghouls; and it sometimes happens that corpses left in places saturated with evil magic will transform into ghouls spontaneously. But usually, new ghouls are created when a healthy human is infected with disease from a ghoul’s bite. (Engines & Empires Core Rules)
[A] creature bitten by a ghoul must save or contract a fever with a 4-in-6 chance of killing its victim in 1d4 days if untreated; victims that die from this disease become ghouls within 1d4 hours of death. (Engines & Empires Core Rules)
Anyone killed by a vampire rises again as a ghoul under the vampire’s control 3 nights later. (Engines & Empires Core Rules)
[A]nyone bitten three or more times by a nosferatu must roll a saving throw after the third and each subsequent time they are bitten; any failure indicates that the victim contracts anemia and will slowly waste away over the course of 1d10 days, after which they will perish unless cured by a Full Restoration ritual; those that succumb to this disease rise that very night as a vampire, unless the corpse is staked and beheaded, or burned; note that anyone killed in direct combat with a nosferatu still rises as a ghoul, not a vampire. (Engines & Empires Core Rules)
There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment. (Engines & Empires World of Gaia Campaign Setting)
First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot. (Engines & Empires World of Gaia Campaign Setting)
Eternal Walker ritual. (Engines & Empires Core Rules)
Raise Undead Horde ritual. (Engines & Empires Core Rules)
Grimwraith: A grimwraith is the undead spirit of a wicked priest, scholar, or philosopher who has died with unresolved philosophical or theological questions still weighing on his mind, the burden so heavy that he has refused to pass on into the next life. (Engines & Empires Core Rules)
High Priest Mummy: See Mummy High Priest, Sah-Hotep.
Incorporeal Undead: See Undead Incorporeal.
Intelligent Undead: See Undead Intelligent.
Knight Death: See Death Knight.
Janosz VI: See Nosferatu, Archduke Janosz VI.
Legion of the Damned: The legion of the damned is not a single entity; rather, as its name implies, it is a massive coagulation of individual spirits, possibly a hundred yards in diameter, all bound together and operating on the same psychokinetic “wavelength.” (Engines & Empires Core Rules)
Lich: See Lich Lord, Corpse Lord, Lich.
Lich-King: See Lich Lord, Namtar, The Lich-King.
Lich Lord, Corpse Lord, Lich: A lich lord (or corpse lord) is a revenant wizard who has willingly sought out undeath as a means of staving off his inevitable end for as long as humanly possible. Curiously, while a villainous lich lord is perhaps the single most dangerous threat that a party of heroes can face, the process that a mage uses in order to become a lich preserves most of their soul: their psyche, intellect, and personality remain intact, at least for the first couple of centuries (after which boredom or madness will eventually set in). (Engines & Empires Core Rules)
Lich Lord, Apophis of Mephret: Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. (Engines & Empires World of Gaia Campaign Setting)
Lich Lord, Namtar, The Lich-King: At last, when Namtar felt that his knowledge was complete, he sought to create a life-form that could even rival the Behemoth or the Weapon in power—and he created the seven-headed dragon-fiend called Tiamat. But this undertaking, this feat of evil, was so draining that even the immortal life of a Sidhe was consumed by it. And so, in order to preserve his existence, Namtar had to give himself over into his most beloved invention—undeath—and he became the first Lich Lord. (Engines & Empires World of Gaia Campaign Setting)
Lich Lord Arch-Lich: A rare few lich lords, known as “arch-liches,” were priests of Order in life and carry on the good fight in death. (Engines & Empires Core Rules)
Lord Corpse: See Lich Lord, Corpse Lord, Lich.
Lord Lich: See Lich Lord, Corpse Lord, Lich.
Lord Vampire: See Nosferatu, Vampire Lord.
Malice: Over the centuries, as the grimwraith ponders evil notions without ever resolving any of his questions, his vile thoughts take physical form as small and ghostly apparitions called “malices,” which look like translucent, wispy clouds with small arms and faces. The malices fly through the air (staying within 100’ of the grimwraith) and seek out living beings to attack. The grimwraith produces 2d4 malices for every century of its deliberations, so if it is very old, it will be surrounded by a great many of them. (Engines & Empires Core Rules)
Mindless Undead: See Undead Mindless.
Moreau: Properly speaking, they are constructs; but they are animated via dark witchcraft and have some of the characteristics of undead as well. (Engines & Empires Core Rules)
Moreau Canine: ?
Moreau Feline: ?
Moreau Ursine: ?
Mummy: Mummies are undead guardians of tombs and ruins, corpses that long ago were carefully prepared with bandages and perfumes and then animated by elaborate priestly rituals. (Engines & Empires Core Rules)
Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. (Engines & Empires World of Gaia Campaign Setting)
Mummy High Priest, Sah-Hotep: The sah-hotep is a mummified high priest: cunning, ruthless, and powerful. (Engines & Empires Core Rules)
Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. (Engines & Empires World of Gaia Campaign Setting)
Namtar: See Lich Lord, Namtar, The Lich-King.
Nosferatu, Vampire Lord: This monster can only come into being when a mighty hero, once of great faith and goodness, betrays that faith and willingly embraces evil by partaking in a horrible and depraved ritual to attain “immortality.” (Engines & Empires Core Rules)
Nosferatu, Archduke Janosz VI: ?
Orcneas: See Draug, Draugr, Orcneas.
Phantom: [A]nyone killed by a phantom, either by its touch or its disease, becomes a phantom themselves after 1 day. (Engines & Empires Core Rules)
[A]nyone killed by a spectre will themselves rise as a phantom under the spectre’s control the following night. (Engines & Empires Core Rules)
A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom. (Engines & Empires Core Rules)
[A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon. (Engines & Empires Core Rules)
Priest High Mummy: See Mummy High Priest, Sah-Hotep.
Reaper: A reaper is a spirit of death from the Veil of Shadow. (Engines & Empires Core Rules)
Revenant: The revenant class includes undead which have mostly become such through their own actions or will (or that of another revenant). (Engines & Empires Core Rules)
Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. And as for all those lords and warriors who had accepted gifts from the foul sorcerer, they were suddenly transformed into spectres and revenants. (Engines & Empires World of Gaia Campaign Setting)
Rotter: See Walking Dead Rotter.
Sah-Hotep: See Mummy High Priest, Sah-Hotep.
Shambler: See Walking Dead Shambler.
Skeleton, True Skeleton: Skeletons are intelligent undead which are sometimes created by powerful mages to serve as knights or guardians. (Engines & Empires Core Rules)
Spectre: [A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon. (Engines & Empires Core Rules)
Furthermore, at nighttime only, the legion [of the damned] can attempt to possess a living human (but not a demi-human). The target may roll two saving throws; if only one save fails, the human is merely knocked out for 1d6+6 turns, but not possessed, and they are immune to further attempts. If both saves fail, however, the victim is possessed and immediately becomes a spectre under the control of the legion—still alive for the time being, but with all the powers, qualities, and abilities of an actual undead spectre. (Engines & Empires Core Rules)
Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. And as for all those lords and warriors who had accepted gifts from the foul sorcerer, they were suddenly transformed into spectres and revenants. (Engines & Empires World of Gaia Campaign Setting)
The Lich-King: See Lich Lord, Namtar, The Lich-King.
True Skeleton: See Skeleton, True Skeleton.
Undead Animal: Eternal Walker ritual. (Engines & Empires Core Rules)
Undead Corporeal: ?
Undead Incorporeal: ?
Undead Intelligent: ?
Undead Mindless: ?
Ursine Moreau: See Moreau Ursine.
Vampire: Vampires are earth-bound undead spirits inhabiting the corpses of those who committed unforgivable sins in life. Wicked individuals who fear their fate after death may become vampires by means of unspeakable unholy rituals. (Engines & Empires Core Rules)
[A]nyone bitten three or more times by a nosferatu must roll a saving throw after the third and each subsequent time they are bitten; any failure indicates that the victim contracts anemia and will slowly waste away over the course of 1d10 days, after which they will perish unless cured by a Full Restoration ritual; those that succumb to this disease rise that very night as a vampire, unless the corpse is staked and beheaded, or burned; note that anyone killed in direct combat with a nosferatu still rises as a ghoul, not a vampire. (Engines & Empires Core Rules)
There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment. (Engines & Empires World of Gaia Campaign Setting)
First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot. (Engines & Empires World of Gaia Campaign Setting)
Vampire Lord: See Nosferatu, Vampire Lord.
Walking Dead, Zombie: The walking dead (sometimes called zombies, but this term is best avoided to prevent confusion with a living thrall under the effects a voodoo curse or drug) are mindless human corpses which have been animated by dark magic, either intentionally through witch-craft or spontaneously by a location saturated with evil. (Engines & Empires Core Rules)
Walking dead come in several varieties that largely depend on the condition of a corpse when it’s animated. (Engines & Empires Core Rules)
Like all hags, the black annis delights in evil for its own sake, spreading disorder and misery wherever mortal men dwell, glutting herself on the flesh of children, cursing naïve young lovers, turning corpses into walking dead, etc. (Engines & Empires Core Rules)
[ B]lack annis hags keep company with all kinds of foul monsters, oozes and chimeras and worse; but they are especially fond of the undead and can create obedient walking dead from corpses pretty much at will. (Engines & Empires Core Rules)
Reanimation spell. (Engines & Empires Core Rules)
Eternal Walker ritual. (Engines & Empires Core Rules)
Raise Undead Horde ritual. (Engines & Empires Core Rules)
Walking Dead Clockwork Zombie: Clockwork zombies are rotters which have been created via mad science instead of magic (see the Necro-Reanimator invention, pg. 89; clockwork zombies are just like rotters but have AC 8). (Engines & Empires Core Rules)
Necro-Reanimator invention. (Engines & Empires Core Rules)
Walking Dead Drybones: Drybones are creaky and ancient animated skeletons. (Engines & Empires Core Rules)
Reanimation spell. (Engines & Empires Core Rules)
Raise Undead Horde ritual. (Engines & Empires Core Rules)
Walking Dead Rotter: Rotters are fresh corpses, still (for lack of a better term) “juicy.” (Engines & Empires Core Rules)
Reanimation spell. (Engines & Empires Core Rules)
Raise Undead Horde ritual. (Engines & Empires Core Rules)
Walking Dead Shambler: Shamblers are desiccated, leathery old corpses. (Engines & Empires Core Rules)
Reanimation spell. (Engines & Empires Core Rules)
Raise Undead Horde ritual. (Engines & Empires Core Rules)
Zombie: See Walking Dead, Zombie.
Zombie Clockwork: See Walking Dead Clockwork Zombie.

Engines & Empires Books
Engines & Empires Core Rules
Undead: [A]nyone bitten by a giant vampire bat must save or fall asleep for 1d10 rounds; the bat will then feed, draining 1d4 hp per round—and anyone slain in this fashion may rise as the undead!
But whereas the undead are animated by negative energies from the plane of Shadow, magical constructs are usually given life by imbuing them with a planar spirit of some type, such as an earth elemental or a demon; and scientifically created constructs make no use of spirits or magical energy at all, being entirely natural (in the philosophical sense, not the moral sense) in their operations and functioning.
The Veil of Shadow itself, meanwhile, has its own inhabitants: the spirits of negative life-energy that give rise to the restless undead.
With respect to the origins of fae-kind, little is certain. Some sages speculate that they are ethereal spirits given solid form in Faerie, much as the Undead are given partial corporeality in the Veil.
In a strange way, quantum physics and thermodynamics might actually provide the best explanation for what demons are. More than mere agents of entropy, they are intelligent minds sprung spontaneously into being, out in the Void where such unlikely infinities are possible—what speculative science and science fiction would term “Boltzmann brains.” But they are minds only, lacking any physicality unless and until they can pass from Chaos, through Limbo, into the Veil of Shadow—where the Chaotic energies of the demon can combine with ambient ectoplasm or Shadow-matter to give the entity corporeal form. (A similar process acting on restless souls departed from Earth gives rise to the undead.)
THE UNDEAD are often described as the souls of the departed, the restless dead whose unfinished business—or a particularly violent or traumatic death—has somehow bound them to become spirits and haunt the world of the living, instead of departing for the afterlife and their just reward or punishment. Of course, none can say for sure just what the afterlife might entail, or whether or not there is any justice in it; there are as many beliefs about this as there are religions in the world. But those brave individuals who have taken it upon themselves to study the undead empirically—paranormal investigators and parapsychologists—have come to believe that the undead are, strictly speaking, not really animated by dead human souls; or at least, not complete souls. (And it is no slip to speak only of human souls: for whatever reason, the corpses or spirits of fae-blooded demihumans never become undead.)
The theory goes that when a human being dies under unusual circumstances—violent murder, supernatural factors involved, etc.—that person’s mind may leave behind a psychic “impression,” a mere shadow or echo of their genuine soul. (Mages, of course, are far more likely to leave behind such impressions.) The image is always distorted, grossly exaggerated in some way that amplifies a particular sin or evil formerly committed by the deceased. Thus do paranormal researchers theorize that the animus behind an undead creature is a fragment or splinter of the departed soul, namely the portion of it with the strongest affinity for Chaos. At the moment of death, it travels to the plane of Shadow, there to mingle with the ambient Chaotic energies—and an undead being is born. While it yet remains on the other side of the Veil, it is only a disembodied evil spirit; but, on those occasions when a rift opens between Earth and Shadow, those spirits can flood through and haunt this world. Then they are able to take on a variety of forms, either by inhabiting human corpses, or by converting their own energies into a kind of misty, slimy half-substance called ectoplasm, which localizes the undead as a semi-corporeal apparition.
All undead have a strong affinity for the plane of Shad-ow—their very being is the stuff of the Veil—but they do not truly have an alignment. Undead tend towards Chaos, but they are not Chaotic, which is what separates them from demons.
[A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon.
Incorporeal Undead: ?
Intelligent Undead: ?
Mindless Undead: ?
Corporeal Undead: ?
Undead Animal: Eternal Walker ritual.
Moreau: Properly speaking, they are constructs; but they are animated via dark witchcraft and have some of the characteristics of undead as well.
Moreau Canine: ?
Moreau Feline: ?
Moreau Ursine: ?
Draug, Draugr, Orcneas: Draugs are the Dark Fae counterparts of elves and fays, mortal descendants—or perhaps creations—of the Dark Fae-Lords, the sluagh. Tales tell of the half-undead origins of the draugish race, of their having been raised up from the mucks and slimes of cursed patches of earth, woven with the darkest of old magicks, and in which the corpses of elves or Light Faes had been buried and left to rot.
Cadaver: [T]he cadaver class consists of undead made from material remains and animated through magic.
Ghost: What happens after death is a matter of great speculation, but it is at least widely agreed that the Veil of Shadow is the first destination for the restless dead, those doomed to haunt the living as ghosts. And as for the souls of mortals with no unfinished business, who can say?
Revenant: The revenant class includes undead which have mostly become such through their own actions or will (or that of another revenant).
Animus: The animus class consists of evil spirits which are incorporeal and subsist purely on their own hatred for the living.
Walking Dead, Zombie: The walking dead (sometimes called zombies, but this term is best avoided to prevent confusion with a living thrall under the effects a voodoo curse or drug) are mindless human corpses which have been animated by dark magic, either intentionally through witch-craft or spontaneously by a location saturated with evil.
Walking dead come in several varieties that largely depend on the condition of a corpse when it’s animated.
Like all hags, the black annis delights in evil for its own sake, spreading disorder and misery wherever mortal men dwell, glutting herself on the flesh of children, cursing naïve young lovers, turning corpses into walking dead, etc.
[ B]lack annis hags keep company with all kinds of foul monsters, oozes and chimeras and worse; but they are especially fond of the undead and can create obedient walking dead from corpses pretty much at will.
Reanimation spell.
Eternal Walker ritual.
Raise Undead Horde ritual.
Walking Dead Drybones: Drybones are creaky and ancient animated skeletons.
Reanimation spell.
Raise Undead Horde ritual.
Walking Dead Shambler: Shamblers are desiccated, leathery old corpses.
Reanimation spell.
Raise Undead Horde ritual.
Walking Dead Rotter: Rotters are fresh corpses, still (for lack of a better term) “juicy.”
Reanimation spell.
Raise Undead Horde ritual.
Walking Dead Clockwork Zombie: Clockwork zombies are rotters which have been created via mad science instead of magic (see the Necro-Reanimator invention, pg. 89; clockwork zombies are just like rotters but have AC 8).
Necro-Reanimator invention.
Ghoul: They can be created intentionally through dark magic; the blood-drained victims of a vampire may rise as ghouls; and it sometimes happens that corpses left in places saturated with evil magic will transform into ghouls spontaneously. But usually, new ghouls are created when a healthy human is infected with disease from a ghoul’s bite.
[A] creature bitten by a ghoul must save or contract a fever with a 4-in-6 chance of killing its victim in 1d4 days if untreated; victims that die from this disease become ghouls within 1d4 hours of death.
Anyone killed by a vampire rises again as a ghoul under the vampire’s control 3 nights later.
[A]nyone bitten three or more times by a nosferatu must roll a saving throw after the third and each subsequent time they are bitten; any failure indicates that the victim contracts anemia and will slowly waste away over the course of 1d10 days, after which they will perish unless cured by a Full Restoration ritual; those that succumb to this disease rise that very night as a vampire, unless the corpse is staked and beheaded, or burned; note that anyone killed in direct combat with a nosferatu still rises as a ghoul, not a vampire.
Eternal Walker ritual.
Raise Undead Horde ritual.
Skeleton, True Skeleton: Skeletons are intelligent undead which are sometimes created by powerful mages to serve as knights or guardians.
Mummy: Mummies are undead guardians of tombs and ruins, corpses that long ago were carefully prepared with bandages and perfumes and then animated by elaborate priestly rituals.
Sah-Hotep, Mummy High Priest: The sah-hotep is a mummified high priest: cunning, ruthless, and powerful.
Apparition: An apparition is a minor ghost, a psychic impression left behind by someone who died with unfinished business.
A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom.
Geist: [A]nyone killed by a geist rises as a geist themselves after 1d4 days.
At any given time, the legion [of the damned] can create up to 21 hit dice worth of “puppets” by turning up to seven normal objects into animated objects or up to five human corpses into geists under its direct control.
A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom.
Eternal Walker ritual.
Phantom: [A]nyone killed by a phantom, either by its touch or its disease, becomes a phantom themselves after 1 day.
[A]nyone killed by a spectre will themselves rise as a phantom under the spectre’s control the following night.
A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom.
[A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon.
Spectre: [A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon.
Furthermore, at nighttime only, the legion [of the damned] can attempt to possess a living human (but not a demi-human). The target may roll two saving throws; if only one save fails, the human is merely knocked out for 1d6+6 turns, but not possessed, and they are immune to further attempts. If both saves fail, however, the victim is possessed and immediately becomes a spectre under the control of the legion—still alive for the time being, but with all the powers, qualities, and abilities of an actual undead spectre.
Vampire: Vampires are earth-bound undead spirits inhabiting the corpses of those who committed unforgivable sins in life. Wicked individuals who fear their fate after death may become vampires by means of unspeakable unholy rituals.
[A]nyone bitten three or more times by a nosferatu must roll a saving throw after the third and each subsequent time they are bitten; any failure indicates that the victim contracts anemia and will slowly waste away over the course of 1d10 days, after which they will perish unless cured by a Full Restoration ritual; those that succumb to this disease rise that very night as a vampire, unless the corpse is staked and beheaded, or burned; note that anyone killed in direct combat with a nosferatu still rises as a ghoul, not a vampire.
Nosferatu, Vampire Lord: This monster can only come into being when a mighty hero, once of great faith and goodness, betrays that faith and willingly embraces evil by partaking in a horrible and depraved ritual to attain “immortality.”
Death Knight: A death knight is the revenant undead form of a warrior who was thoroughly evil and corrupted in life, clinging after their death to a harrowed existence in this world through sheer, stubborn will.
Lich Lord, Corpse Lord: A lich lord (or corpse lord) is a revenant wizard who has willingly sought out undeath as a means of staving off his inevitable end for as long as humanly possible. Curiously, while a villainous lich lord is perhaps the single most dangerous threat that a party of heroes can face, the process that a mage uses in order to become a lich preserves most of their soul: their psyche, intellect, and personality remain intact, at least for the first couple of centuries (after which boredom or madness will eventually set in).
Lich Lord Arch-Lich: A rare few lich lords, known as “arch-liches,” were priests of Order in life and carry on the good fight in death.
Grimwraith: A grimwraith is the undead spirit of a wicked priest, scholar, or philosopher who has died with unresolved philosophical or theological questions still weighing on his mind, the burden so heavy that he has refused to pass on into the next life.
Malice: Over the centuries, as the grimwraith ponders evil notions without ever resolving any of his questions, his vile thoughts take physical form as small and ghostly apparitions called “malices,” which look like translucent, wispy clouds with small arms and faces. The malices fly through the air (staying within 100’ of the grimwraith) and seek out living beings to attack. The grimwraith produces 2d4 malices for every century of its deliberations, so if it is very old, it will be surrounded by a great many of them.
Reaper: A reaper is a spirit of death from the Veil of Shadow.
Legion of the Damned: The legion of the damned is not a single entity; rather, as its name implies, it is a massive coagulation of individual spirits, possibly a hundred yards in diameter, all bound together and operating on the same psychokinetic “wavelength.”

Reanimation
Range Near, Duration 3 hours/level, Save No.
This dark magic causes the dead to walk. The mage speaks words of power, and 1d4 corpses within Near range become walking dead (drybones, shamblers, or rotters, each according to the corpse’s condition). The walkers are under the control of the caster and will revert to their natural, lifeless state when the spell ends.

Level 4 Ritual
Eternal Walker
Type Spirit-channeling, Range Touch, Duration Permanent, Save Yes.
By slicing off a small piece of his own soul and placing it within a human corpse, the necromancer animates it and binds it to his will. The newly-made undead creature will follow all of the caster’s commands, both spoken and unspoken, until it is destroyed or until the magic is dispelled. The creature will be an undead animal, walking dead, a ghoul, or a geist, as appropriate to the target of the ritual; only a nobleman buried in state may be raised as a geist. The cost of this magic can be great: upon completion of the ritual, the caster must make a saving throw or else permanently lose a point of Presence. Thus do many practitioners of necromancy become foul and isolated.
This ritual requires that the caster have access to the corpse, an offering to the gods of the dead worth at least 100 cp, and a mystically prepared altar or bier. The corpse is placed upon the slab while the caster reaches a hand into the Netherworld and seeks join the corpse’s soul with a piece of his own.

Level 8 Ritual
Raise Undead Horde
Type Spirit-channeling, Range Near, Duration Permanent, Save No.
It is said that the mightiest necromancers can command whole legions of the dead, and mortals rightly fear such dark magic. This ritual transforms all corpses within range of the caster into walking dead (95%) or ghouls (5%). (Any walking dead thus created will be ½ HD drybones, ¾ HD shamblers, or 1 HD rotters, according to their physical condition.) These creatures are assumed to be under the control of the caster for as long as they remain animated.
Such dark magic requires the foulest of all components: a human sacrifice. The victim must be bound for the duration of the ritual and then slain with a dagger of iron. Hopefully the heroes can stop the ritual in time!

Necro-Reanimator
Encumbrance: 2 kg each
This invention produces a set of 6 “Necro-Reanimators,” clock-work devices which also act as etheric antennas capable of receiving dark emanations from the plane of Shadow. If one of these devices is attached to the spine of a freshly dead, ordinary humanoid cadaver, it will slowly (over the course of a turn) burrow into the decaying brain and nervous system and animate the body as a “clockwork zombie.”
Clockwork zombies are just like normal 1 HD walking dead (i.e. rotters), except that their AC is 1 point better (AC 8 instead of 9); and because they have been created with science instead of necromancy, their connection to Shadow is more tenuous than it would normally be. This has pros and cons: clockwork zombies are resistant to the effects of the Banish Undead spell (they get +2 to saves vs. turning); but they also have a limited shelf-life. With no evil enchantment to stave off the process of decay, clockwork zombies (which start out with 1d8 hit points, the same as a 1 HD rotter) permanently lose 1 hit point for each day that they exist. When a clockwork zombie falls to 0 hit points, the body has decayed beyond use and cannot ever be reanimated; but the device itself can be retrieved (with an hour of delicate work: it’s practically brain-surgery to retrieve a Necro-Reanimator intact).

Engines & Empires World of Gaia Campaign Setting
Undead: There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment.
First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot.
Animi: ?
Ghoul: There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment.
First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot.
Namtar, The Lich-King, Lich Lord: At last, when Namtar felt that his knowledge was complete, he sought to create a life-form that could even rival the Behemoth or the Weapon in power—and he created the seven-headed dragon-fiend called Tiamat. But this undertaking, this feat of evil, was so draining that even the immortal life of a Sidhe was consumed by it. And so, in order to preserve his existence, Namtar had to give himself over into his most beloved invention—undeath—and he became the first Lich Lord.
Apophis of Mephret, Lich: Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall.
Mummy: Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests.
Sah-Hotep Mummy-Priest: Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests.
Revenant: Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. And as for all those lords and warriors who had accepted gifts from the foul sorcerer, they were suddenly transformed into spectres and revenants.
Spectre: Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. And as for all those lords and warriors who had accepted gifts from the foul sorcerer, they were suddenly transformed into spectres and revenants.
Vampire: There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment.
First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot.
Archduke Janosz VI, Vampire-Lord: ?
Draug, Draugr: Namtar grew fascinated with the elves; he captured a great many of them. He worked his evil experiments upon them, and thus from the elves came the draugish species and the Dark Fae called the “Sluagh.”

Mazes & Perils
Mazes & Perils Cumulative
Ghost: Ghosts are the spirits of the wrongfully murdered. (Garret's Guide to the Undead)
Ghosts are spirits that have been wrongfully murdered. (Garret's Guide to the Undead)
Ghoul: ?
Mummy: Let's just say that the magical powers used to create them, whether arcane or divine, are more than a drop in the bucket. We're talking impressive rituals, components, and will as the major ingredients for creating them. (Garret's Guide to the Undead)
There is also some debate about the idea of victims of Mummy Rot turning into mummies themselves. We have reports of emaciated bodies attacking at known mummy locations but without the traditional trappings of such creatures. Such a transformation is possible, but not confirmed at this time. (Garret's Guide to the Undead)
Skeleton: These animated armatures obey only the orders of their creator. (Mazes & Perils Deluxe Edition)
We have seen talented mages and priests create skeletons from the smallest piles of bones. (Garret's Guide to the Undead)
Spectre: Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him. At the GM’s discretion, a spectre drains constitution instead of levels. (Mazes & Perils Deluxe Edition)
Spectres do both physical damage and drain life experience from their victims. If killed, these victims will become spectres themselves. (Garret's Guide to the Undead)
Let's get the ugly part out of the way. Why are these creatures so very dangerous? They can steal your life essence. Entire years of experience, gone without a trace. And if they take enough, to the point where you forget yourself entirely, you become one of them, a minion of the spectre who killed you. (Garret's Guide to the Undead)
Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse? (Garret's Guide to the Undead)
Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him. (Garret's Guide to the Undead)
Vampire: Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons. (Mazes & Perils Deluxe Edition)
Anyone killed by a vampire becomes a lesser vampire under the control of their slayer. (Mazes & Perils Deluxe Edition)
Each of these evil creatures is descended from Cain, cursed to forever walk the world thirsting for the blood of innocents. (Garret's Guide to the Undead)
Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons. (Garret's Guide to the Undead)
Anyone killed by a vampire becomes a lesser vampire under the control of their slayer. (Garret's Guide to the Undead)
Wight: Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer. (Mazes & Perils Deluxe Edition)
Any victims drained to the point where they forget themselves entirely become wights themselves and under the control of their new master. (Garret's Guide to the Undead)
Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse? (Garret's Guide to the Undead)
Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer. (Garret's Guide to the Undead)
Wraith: With a touch, they will drain your life experience. If they drain enough, you will become a wraith under their command for all eternity. (Garret's Guide to the Undead)
Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse? (Garret's Guide to the Undead)
Zombie: Animated corpses created by an evil Cleric or Magic-User. (Mazes & Perils Deluxe Edition)
They are most likely animated pawns of evil Clerics or Magic-Users typically set to guard a location. (Garret's Guide to the Undead)
Animated corpses created by an evil Cleric or Magic-User. (Garret's Guide to the Undead)

Mazes & Perils Books
Mazes & Perils Deluxe Edition
Ghoul: ?
Mummy: ?
Skeleton: These animated armatures obey only the orders of their creator.
Spectre: Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him. At the GM’s discretion, a spectre drains constitution instead of levels.
Vampire: Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons.
Anyone killed by a vampire becomes a lesser vampire under the control of their slayer.
Wight: Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer.
Wraith: ?
Zombie: Animated corpses created by an evil Cleric or Magic-User.

Garret's Guide to the Undead
Ghost: Ghosts are the spirits of the wrongfully murdered.
Ghosts are spirits that have been wrongfully murdered.
Ghoul: ?
Mummy: Let's just say that the magical powers used to create them, whether arcane or divine, are more than a drop in the bucket. We're talking impressive rituals, components, and will as the major ingredients for creating them.
There is also some debate about the idea of victims of Mummy Rot turning into mummies themselves. We have reports of emaciated bodies attacking at known mummy locations but without the traditional trappings of such creatures. Such a transformation is possible, but not confirmed at this time.
Skeleton: We have seen talented mages and priests create skeletons from the smallest piles of bones.
Spectre: Spectres do both physical damage and drain life experience from their victims. If killed, these victims will become spectres themselves.
Let's get the ugly part out of the way. Why are these creatures so very dangerous? They can steal your life essence. Entire years of experience, gone without a trace. And if they take enough, to the point where you forget yourself entirely, you become one of them, a minion of the spectre who killed you.
Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse?
Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him.
Vampire: Each of these evil creatures is descended from Cain, cursed to forever walk the world thirsting for the blood of innocents.
Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons.
Anyone killed by a vampire becomes a lesser vampire under the control of their slayer.
Wight: Any victims drained to the point where they forget themselves entirely become wights themselves and under the control of their new master.
Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse?
Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer.
Wraith: With a touch, they will drain your life experience. If they drain enough, you will become a wraith under their command for all eternity.
Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse?
Zombie: They are most likely animated pawns of evil Clerics or Magic-Users typically set to guard a location.
Animated corpses created by an evil Cleric or Magic-User.

Romance of the Perilous Lands
Romance of the Perilous Land
Ghost: Ghosts are the incorporeal remnants of the dead a restless spirit whose work on earth is not yet done.
Vampire: Vampires are the living corpses of those who had committed a cardinal sin.

Spellcraft & Swordplay
Spellcraft & Swordplay Cumulative
Undead: Spells such as Black Tentacles, Enervation, or even Inflict Light Wounds may draw on power from the Negative Energy plane that powers evil creatures and undead, and as such may not be granted by good deities. (Spellcraft & Swordplay Core Rulebook)
At the Referee's option, those who die from Mummy Rot may rise within three days as zombies or even greater forms of undead, depending on the individual character and circumstances. (Spellcraft & Swordplay Core Rulebook)
Banshee, Bean Shi: ?
Bean Shi: See Banshee, Bean Shi.
Corporeal Undead: See Undead Corporeal.
Ghast: Create Undead spell. (Spellcraft & Swordplay Core Rulebook)
Ghast Spawn: Ghast Spawn power. (Spellcraft & Swordplay: Monstrous Mayhem)
Ghost: ?
Ghoul: Create Undead spell. (Spellcraft & Swordplay Core Rulebook)
Incorporeal Undead: See Undead Incorporeal.
Intelligent Undead: See Undead Intelligent.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity.
The process required to create a mummy gives the creature powerful protections against physical damage. (Spellcraft & Swordplay Core Rulebook)
Create Undead spell. (Spellcraft & Swordplay Core Rulebook)
Non-Intelligent Undead: See Undead Non-Intelligent.
Shadow: ?
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery. (Spellcraft & Swordplay Core Rulebook)
Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery. (Spellcraft & Swordplay Basic Game)
Animate Dead spell. (Spellcraft & Swordplay Core Rulebook)
Cauldron of the Dead magic item. (Spellcraft & Swordplay: Eldritch Witchery)
Spawn Spectre: See Spectre Spawn.
Spawn Vampire: See Vampire Spawn.
Spawn Wight: See Wight Spawn.
Spawn Wraith: See Wraith Spawn.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. (Spellcraft & Swordplay Core Rulebook)
Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Core Rulebook)
Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. (Spellcraft & Swordplay Basic Game)
Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Basic Game)
Spectre Spawn: Spectre Spawn (Energy Drain) power. (Spellcraft & Swordplay Core Rulebook)
Strigoi: The much feared strigoi is an undead form of a particularly evil Witch. They are most common among the Witches of the Gypsy traditions. The ways to become a strigoi are varied, but it is believed to be part of a curse. (Spellcraft & Swordplay: Eldritch Witchery)
A type of Witch known as a strigoaică or a strigoi viu is a type of living strigoi. They appear as a normal human Witch with red hair and blue eyes. They are immune to the attacks of other undead, but will become a strigoi on their own deaths. (Spellcraft & Swordplay: Eldritch Witchery)
Undead Corporeal: ?
Undead Incorporeal: ?
Undead Intelligent: ?
Undead Non-Intelligent: ?
Vampire: Formerly human, these foul creatures have become completely corrupted, lurking in a state between life and death, and requiring warm, fresh blood for sustenance. (Spellcraft & Swordplay Core Rulebook)
Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Core Rulebook)
Vampire Spawn: Vampire Spawn (Blood or Energy Drain) power. (Spellcraft & Swordplay Core Rulebook)
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. (Spellcraft & Swordplay Core Rulebook)
Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Core Rulebook)
They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. (Spellcraft & Swordplay Basic Game)
Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Basic Game)
Wight Spawn: Wight Spawn (Energy Drain) power. (Spellcraft & Swordplay Core Rulebook)
Wight Spawn power. (Spellcraft & Swordplay Basic Game)
Wight Spawn power. (Spellcraft & Swordplay: Monstrous Mayhem)
Wraith: Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. (Spellcraft & Swordplay Core Rulebook)
Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Core Rulebook)
Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. (Spellcraft & Swordplay Basic Game)
Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Basic Game)
Wraith Spawn: Wraith Spawn (Energy Drain) power. (Spellcraft & Swordplay Core Rulebook)
Wraith Spawn (Energy Drain) power. (Spellcraft & Swordplay Basic Game)
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Spellcraft & Swordplay Core Rulebook)
At the Referee's option, those who die from Mummy Rot may rise within three days as zombies or even greater forms of undead, depending on the individual character and circumstances. (Spellcraft & Swordplay Core Rulebook)
Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Spellcraft & Swordplay Basic Game)
Animate Dead spell. (Spellcraft & Swordplay Core Rulebook)
Cauldron of the Dead magic item. (Spellcraft & Swordplay: Eldritch Witchery)

Spellcraft & Swordplay Books
Spellcraft & Swordplay Core Rulebook
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity.
The process required to create a mummy gives the creature powerful protections against physical damage.
Create Undead spell.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery.
Animate Dead spell.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.
Spectre Spawn: Spectre Spawn (Energy Drain) power.
Vampire: Formerly human, these foul creatures have become completely corrupted, lurking in a state between life and death, and requiring warm, fresh blood for sustenance.
Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.
Vampire Spawn: Vampire Spawn (Blood or Energy Drain) power.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.
Wight Spawn: Wight Spawn (Energy Drain) power.
Wraith: Wraiths are powerful wights who have forged a more powerful bond with the negative material plane.
Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.
Wraith Spawn: Wraith Spawn (Energy Drain) power.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
At the Referee's option, those who die from Mummy Rot may rise within three days as zombies or even greater forms of undead, depending on the individual character and circumstances.
Animate Dead spell.
Undead: Spells such as Black Tentacles, Enervation, or even Inflict Light Wounds may draw on power from the Negative Energy plane that powers evil creatures and undead, and as such may not be granted by good deities.
At the Referee's option, those who die from Mummy Rot may rise within three days as zombies or even greater forms of undead, depending on the individual character and circumstances.
Non-Intelligent Undead: ?
Intelligent Undead: ?
Incorporeal Undead: ?
Corporeal Undead: ?
Ghoul: Create Undead spell.
Ghast: Create Undead spell.

Level 5 Wizard, Level 3 Necromancer
Animate Dead: This spell raises from the dead 1d6 corpses per level of the caster above 8. These corpses function exactly as normal zombies or skeletons and follow the caster's commands. The spell is permanent until cancelled by the caster or the undead are destroyed.

Level 5 Necromancer
Create Undead: A much more potent spell than animate dead, this evil spell allows the creation of ghouls, ghasts and mummies. The type or types of undead the Necromancer can create is based on caster level: Casters of 8th level create ghouls, while casters of 9th level can create ghasts, and casters of 10th level can create mummies. The caster may create less powerful undead than her level would allow if she chooses. Created undead are not automatically under the control of their animator, and must be subdued using the Necromancer's Bane of the Dead ability. This spell must be cast at night.

Spawn: Those killed by this creature (usually by its level drain attack) raise as new creatures of the type that killed them within 2d10 hours, though all hit dice and powers are at half the effectiveness of the original creature. Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.

Spellcraft & Swordplay Basic Game
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.
Spectre Spawn: ?
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.
Wight Spawn: Wight Spawn power.
Vampire: ?
Wraith: Wraiths are powerful wights who have forged a more powerful bond with the negative material plane.
Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.
Wraith Spawn: Wraith Spawn (Energy Drain) power.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
Undead: ?
Non-Intelligent Undead: ?
Intelligent Undead: ?

Spawn: Those killed by this creature (usually by its level drain attack) raise as new creatures of the type that killed them within 2d10 hours, though all hit dice and powers are at half the effectiveness of the original creature. Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.

Spellcraft & Swordplay: Eldritch Witchery
Vampire: ?
Banshee, Bean Shi: ?
Spectre: ?
Strigoi: The much feared strigoi is an undead form of a particularly evil Witch. They are most common among the Witches of the Gypsy traditions. The ways to become a strigoi are varied, but it is believed to be part of a curse.
A type of Witch known as a strigoaică or a strigoi viu is a type of living strigoi. They appear as a normal human Witch with red hair and blue eyes. They are immune to the attacks of other undead, but will become a strigoi on their own deaths.
Wraith: ?
Zombie: Cauldron of the Dead magic item.
Skeleton: Cauldron of the Dead magic item.
Undead: ?
Shadow: ?
Ghost: ?
Incorporeal Undead: ?

Cauldron of the Dead:
This heavy cauldron of dark iron is large enough to accommodate a Medium-sized creature. When filled with a mixture of water and rare herbs, the cauldron transforms any dead body placed in it into a zombie or skeleton per the animate dead spell (the user chooses whether or not a zombie or skeleton is created from an intact corpse). Each corpse animated uses up 50 gp in materials and the cauldron can animate a corpse in one round. The user of the cauldron commands the undead so created, up to 2 HD per character level, any further undead created over this limit are under the owner’s control, but previously created undead are freed.

Spellcraft & Swordplay: Monstrous Mayhem
Ghast: ?
Ghast Spawn: Ghast Spawn power.
Ghoul: ?
Wight: ?
Wight Spawn: Wight Spawn power.

Survive This!!
Survive This!! Cumulative
Undead: ?
Alexander Craft: See Spirit, Alexander Craft.
Ancient Vampire: See Vampire Ancient.
Beast Vampiric: See Vampiric Beast.
Beast Zombie: See Zombie Beast.
Blood Spirit Vampire: See Vampire Sangiest, Blood Spirit Vampire.
Child Lost: See Vampire The Lost Child.
Classic Vampire: See Vampire Classic.
Craft Alexander: See Spirit, Alexander Craft.
Dr. Znuff: See Ghost Haunt, Dr. Znuff.
Easter Zombie: See Zombie Easter.
Easter Zombunny: See Zombunny, Peter the Easter Zombunny.
Ghost: Ghosts are the souls of creatures that have died but have unresolved issues on Earth and are tethered here until those issues are resolved. Most ghosts manifest as simple spirits with little or no effect in this world. While others become something more powerful, with a greater effect on this world. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They have a great amount of guilt for doing something and want to fix it. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They died before a loved one and wish to protect them. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They died violently at the hands of someone and wish for revenge. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They died suddenly in a traumatic way. Their ghost is lost or confused. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They are searching for a lost lover. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They are searching for their child. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They are anchored to a certain location that means something to them. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They are extremely angry about dying and refuse to leave. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They are generally afraid of what awaits in the Great Beyond and refuse to leave. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They are afraid of what awaits in the Great Beyond, because they think they are going to Hell. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They cheated someone and want to make it square. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They were severely cheated and want to get revenge. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They commit suicide after being severely bullied and are seeking revenge. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They died violently in a disaster or wreck and are stuck in a state of anger. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They have some important information they need to give to someone before they go. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They died unfulfilled and need to do, or achieve, something before they go. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They died with a heart full of jealousy or envy and need to resolve the issue. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They wish to say goodbye to a specific person. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They love chaos and wish to cause as much of it as they can before they go. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
They do not know they are a ghost. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
Ghost Haunt: They are usually the remnant of an angry or vengeful soul. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
Ghost Haunt, Dr. Znuff: Dr. Z’Nuff was a good doctor and was framed for heinous crimes by a corrupt government official that was close to the mayor in 1966. Dr. Z’Nuff did commit suicide on the beach in 1966. His Haunt roams the northern section of Blue Island. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
Ghost Orb: Ghost Orbs are the souls of animals or people that died in nature (drowning, quicksand, tree fall, etc.). (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
Ghost Phantom: ?
Ghost Poltergeist: They are often vengeful or angry spirits that haunt people for a specific reason. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)
Ghost Simple: ?
Ghost Specter: ?
Haunt: See Ghost Haunt.
Keeper Thrall: See Vampire Thrall Keeper.
Kristopher Masterson: See Vampire Type One, Lord Kristopher Masterson.
Lesser Vampire: See Vampire Lesser, Wampyre
Lich: Powerful occultists sometimes want to live forever, even if ‘live’ is a loosely defined term for those who pursue the path to becoming a powerful undead creature. An occultist intentionally pursues the path to becoming a lich, and it is a long, arduous, and irreversible path, ending with the occultist becoming ‘blessed’ with eternal undeath. There are rumors that some of these creatures gained this state accidentally as the result of magical research gone horribly wrong. (DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG)
Lord Kristopher Masterson: See Vampire Type One, Lord Kristopher Masterson.
Lost Child: See Vampire The Lost Child.
Masterson, Kristopher: See Vampire Type One, Lord Kristopher Masterson.
Neighbor New: See Vampire The New Neighbor.
New Neighbor: See Vampire The New Neighbor.
Nosferatu: See Vampire Nosferatu.
Orb: See Ghost Orb.
Peter the Easter Zombunny: See Zombunny, Peter the Easter Zombunny.
Phantom: See Ghost Phantom.
Poltergeist: See Ghost Poltergeist.
Sangiest: See Vampire Sangiest, Blood Spirit Vampire.
Simple Ghost: See Ghost Simple.
Simple Undead: See Undead Simple.
Skeleton: The animated bones of the dead, imbued with a soulless semblance of life by the actions and spells of some dark and twisted master, who now controls their remains. (DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG)
Skeletons are animated bones of the dead and are usually under the control of some evil master. (SURVIVE THIS!! Fantasy - Core Rules)
Specter: See Ghost Specter.
Spirit, Alexander Craft: Recently the surprisingly well-preserved journal of a 19th century soldier has been discovered. Within it is an as of yet, unplayed battle hymn. Local musicians decide to learn the music and play it at the annual Independence Day celebration. (DARK PLACES & DEMOGORGONS - Holiday Special - FREE pdf)
Playing the tune causes the spirit of the composer, Alexander Craft, to materialize. (DARK PLACES & DEMOGORGONS - Holiday Special - FREE pdf)
The Easter Zombunny: See Zombunny, Peter the Easter Zombunny.
The Lost Child: See Vampire The Lost Child.
The New Neighbor: See Vampire The New Neighbor.
The Zombunny: See Zombunny, Peter the Easter Zombunny.
Thrall Keeper: See Vampire Thrall Keeper.
Type One Vampire: See Vampire Type One, Lord Kristopher Masterson.
Undead Simple: ?
Undead Unintelligent: ?
Unintelligent Undead: See Undead Unintelligent.
Vampire: ?
Vampire Ancient: ?
Vampire Blood Spirit: See Vampire Sangiest, Blood Spirit Vampire.
Vampire Classic: ?
Vampire Lesser, Wampyre: The bite of a vampire drains two levels of experience from the victim. Those reduced to 0 levels in this manner become wampyre (lesser vampires) under the control of the creator vampire. (DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG)
The bite of a vampire drains two levels of experience from the victim. Those reduced to 0 levels in this manner become wampyre (lesser vampires) under the control of the creator vampire. (Vampire Sourcebook - DARK PLACES & DEMOGORGONS & other OSR games)
Vampire Nosferatu: ?
Vampire Sangiest, Blood Spirit Vampire: ?
Vampire Spirit Blood: See Vampire Sangiest, Blood Spirit Vampire.
Vampire The Lost Child: The Lost Children do not infect those who they bite, they pass on their unique strain of Vampirism by getting an unsuspecting victim to drink their blood, which is often disguised as red wine. (Vampire Sourcebook - DARK PLACES & DEMOGORGONS & other OSR games)
Vampire The New Neighbor: ?
Vampire Thrall Keeper: ?
Vampire Type One, Lord Kristopher Masterson: ?
Vampiric Beast: This template can be added to animals, monsters or humans. (DARK PLACES & DEMOGORGONS - The Cryptid Manual - An OSR Bestiary)
Wampyre: See Vampire Lesser, Wampyre.
Wight: Any human killed or completely drained of levels (1 level per hit unless a successful Saving Throw is made) by a Wight becomes a Wight.
Wraith drain 1 level of experience with a touch to a victim (no saving throw allowed). Victims reduced to 0 levels or lower by the attacks of a wraith become Wights under the control of the wraith that created them. (DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG)
Wraith: Powerful, older wights. (DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG)
Znuff: See Ghost Haunt, Dr. Znuff.
Zombie: Anyone bit by the zombunny has a chance to become a zombie themselves. If the bunny bites a living creature, they must make a Critical saving throw. If they fail, they will lose 1d6 HP a day until they die. Three days later they will rise as a zombie. (DARK PLACES & DEMOGORGONS - Holiday Special - FREE pdf)
Anyone bit by an Easter Zombie must make a Critical saving throw. If they fail, they will lose 1d6 HP a day until they die. Three days later they will rise as a zombie. (DARK PLACES & DEMOGORGONS - Holiday Special - FREE pdf)
Zombies are animated corpses that shamble around, look for flesh to devour. (SURVIVE THIS!! Fantasy - Core Rules)
If [a zombie's] bite or claws deal damage, the target must make a Poison save or they will become infected. If infected, they are at -2 to all attack & skill rolls, lose ½ their Move (rounded up) and lose 1 HP an hour until magically or psychically healed or until they make another Poison save attempt. They may try another Poison save every 3 hours. If they die while infected, they will become a zombie. (SURVIVE THIS!! Fantasy - Core Rules)
Animate Corpse spell. (SURVIVE THIS!! Fantasy - Core Rules)
Zombie Beast: This template can be added to animals, monsters or humans. These unfortunate beings have died and have come back as flesh eating zombies. (DARK PLACES & DEMOGORGONS - The Cryptid Manual - An OSR Bestiary)
If the zombie's bite or claws deal damage, the target must make a Poison save or they will become infected. If infected, they are at -2 to all attack & skill rolls, lose ½ their Move (rounded up) and lose 1 HP an hour until magically or psychically healed or until they make another Poison save attempt. They may try another Poison save every 3 hours. If they die while infected, they will become a zombie. (DARK PLACES & DEMOGORGONS - The Cryptid Manual - An OSR Bestiary)
Zombie Easter: ?
Zombunny, Peter the Easter Zombunny: Recently a bout of rabbit flu has claimed the favorite of the eldest son, Liam. Having an interest in the occult, the boy has a small collection of books he picked up from Ethel’s a few other shops and yard sales. Using a ritual in one he manages to bring the rabbit, Peter, back. (DARK PLACES & DEMOGORGONS - Holiday Special - FREE pdf)

Survive This!! Books
DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG
Lich: Powerful occultists sometimes want to live forever, even if ‘live’ is a loosely defined term for those who pursue the path to becoming a powerful undead creature. An occultist intentionally pursues the path to becoming a lich, and it is a long, arduous, and irreversible path, ending with the occultist becoming ‘blessed’ with eternal undeath. There are rumors that some of these creatures gained this state accidentally as the result of magical research gone horribly wrong.
Skeleton: The animated bones of the dead, imbued with a soulless semblance of life by the actions and spells of some dark and twisted master, who now controls their remains.
Vampire: ?
Wampyre, Lesser Vampire: The bite of a vampire drains two levels of experience from the victim. Those reduced to 0 levels in this manner become wampyre (lesser vampires) under the control of the creator vampire.
Wight: Any human killed or completely drained of levels (1 level per hit unless a successful Saving Throw is made) by a Wight becomes a Wight.
Wraith drain 1 level of experience with a touch to a victim (no saving throw allowed). Victims reduced to 0 levels or lower by the attacks of a wraith become Wights under the control of the wraith that created them. Wraith: Powerful, older wights.
Zombie: ?

DARK PLACES & DEMOGORGONS - Holiday Special - FREE pdf
Peter the Easter Zombunny: Recently a bout of rabbit flu has claimed the favorite of the eldest son, Liam. Having an interest in the occult, the boy has a small collection of books he picked up from Ethel’s a few other shops and yard sales. Using a ritual in one he manages to bring the rabbit, Peter, back.
Zombie: Anyone bit by the zombunny has a chance to become a zombie themselves. If the bunny bites a living creature, they must make a Critical saving throw. If they fail, they will lose 1d6 HP a day until they die. Three days later they will rise as a zombie.
Anyone bit by an Easter Zombie must make a Critical saving throw. If they fail, they will lose 1d6 HP a day until they die. Three days later they will rise as a zombie.
Easter Zombie: ?
Spirit of Alexander Craft: Recently the surprisingly well-preserved journal of a 19th century soldier has been discovered. Within it is an as of yet, unplayed battle hymn. Local musicians decide to learn the music and play it at the annual Independence Day celebration.
Playing the tune causes the spirit of the composer, Alexander Craft, to materialize.

DARK PLACES & DEMOGORGONS - The Cryptid Manual - An OSR Bestiary
Vampiric Beast: This template can be added to animals, monsters or humans.
Zombie Beast: This template can be added to animals, monsters or humans. These unfortunate beings have died and have come back as flesh eating zombies.
If the zombie's bite or claws deal damage, the target must make a Poison save or they will become infected. If infected, they are at -2 to all attack & skill rolls, lose ½ their Move (rounded up) and lose 1 HP an hour until magically or psychically healed or until they make another Poison save attempt. They may try another Poison save every 3 hours. If they die while infected, they will become a zombie.

DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games
Ghost: Ghosts are the souls of creatures that have died but have unresolved issues on Earth and are tethered here until those issues are resolved. Most ghosts manifest as simple spirits with little or no effect in this world. While others become something more powerful, with a greater effect on this world.
They have a great amount of guilt for doing something and want to fix it.
They died before a loved one and wish to protect them.
They died violently at the hands of someone and wish for revenge.
They died suddenly in a traumatic way. Their ghost is lost or confused.
They are searching for a lost lover.
They are searching for their child.
They are anchored to a certain location that means something to them.
They are extremely angry about dying and refuse to leave.
They are generally afraid of what awaits in the Great Beyond and refuse to leave.
They are afraid of what awaits in the Great Beyond, because they think they are going to Hell.
They cheated someone and want to make it square.
They were severely cheated and want to get revenge.
They commit suicide after being severely bullied and are seeking revenge.
They died violently in a disaster or wreck and are stuck in a state of anger.
They have some important information they need to give to someone before they go.
They died unfulfilled and need to do, or achieve, something before they go.
They died with a heart full of jealousy or envy and need to resolve the issue.
They wish to say goodbye to a specific person.
They love chaos and wish to cause as much of it as they can before they go.
They do not know they are a ghost.
Ghost Simple: ?
Poltergeist: They are often vengeful or angry spirits that haunt people for a specific reason.
Haunt: They are usually the remnant of an angry or vengeful soul.
Phantom: ?
Orb: Ghost Orbs are the souls of animals or people that died in nature (drowning, quicksand, tree fall, etc.).
Specter: ?
Dr. Znuff, Haunt: Dr. Z’Nuff was a good doctor and was framed for heinous crimes by a corrupt government official that was close to the mayor in 1966. Dr. Z’Nuff did commit suicide on the beach in 1966. His Haunt roams the northern section of Blue Island.

SURVIVE THIS!! Fantasy - Core Rules
Skeleton: Skeletons are animated bones of the dead and are usually under the control of some evil master.
Zombie: Zombies are animated corpses that shamble around, look for flesh to devour.
If [a zombie's] bite or claws deal damage, the target must make a Poison save or they will become infected. If infected, they are at -2 to all attack & skill rolls, lose ½ their Move (rounded up) and lose 1 HP an hour until magically or psychically healed or until they make another Poison save attempt. They may try another Poison save every 3 hours. If they die while infected, they will become a zombie.
Animate Corpse spell.
Ghost: ?
Unintelligent Undead: ?
Simple Undead: ?
Undead: ?

Animate Corpse (EVIL)
Duration: Instant Range: Touch
Apply the Zombie template to a dead person or animal. If you are not Evil, gain 1 Madness. You can control 1 Zombie per each other level (1 minimum) & the starting HP of the Zombies controlled cannot exceed your starting HP. Necromancers ignore these control amounts.

Vampire Sourcebook - DARK PLACES & DEMOGORGONS & other OSR games
Vampire: ?
Classic Vampire: ?
Wampyre, Lesser Vampire: The bite of a vampire drains two levels of experience from the victim. Those reduced to 0 levels in this manner become wampyre (lesser vampires) under the control of the creator vampire.
Lord Kristopher Masterson, Type One Vampire: ?
Ancient Vampire: ?
The New Neighbor: ?
The Lost Child: The Lost Children do not infect those who they bite, they pass on their unique strain of Vampirism by getting an unsuspecting victim to drink their blood, which is often disguised as red wine.
Nosferatu: ?
Sangiest, Blood Spirit Vampire: ?
Thrall Keeper: ?

Swords & Wizardry
Swords & Wizardry Cumulative
Undead: The City of Ashes true masters are the members of the Cult of Orcus, who haunt the vicinity at night, digging up corpses for sale or use in foul rites, or performing their own dark rituals. As a result of these activities, the dead in the City of Ashes do not rest easy, and often rise from their graves as undead. (Bard's Gate (S&W))
The cultists’ most notable act was a fearsome ritual called the March of Bones, in which hundreds of undead were raised from the cemetery and sent to wander the countryside. (Bard's Gate (S&W))
The restless dead, corpses that are animated by malevolent spirits or foul magics. (Battle Axes & Beasties)
These creatures are non-living corpses animated by their psyche, somehow still lingering with the corpse. More rarely they are simply a disembodied lost psyche roaming our world. (Chthonic Codex)
School of Necromancy Level 5 - Drink of Immortality - it’s a deadly poison brewed from the brewer’s blood and unwholesome ingredients like human bone meal, ground polycerate goat horn, amethyst and 2 random results from the Pharmacopeia Rare IngredientsTable. The first time the drinker dies, they will become a undead after 1d6 rounds. When drunk, immediately SAVE OR DIE. And become an undead in 1d6 rounds, ofcourse, because the Drink stillworks. (Chthonic Codex)
School of Necromancy Level 8 - Drink of Eternal Power - it’s an even deadlier poison brewed from mana-tar, seven caster pineal glands, a bucket of honey and 6 random results from the Pharmacopeia Rare Ingredients Table. When drunk, immediately SAVE OR DIE. If the caster survives, the first time they die, they will return as an undead after 1d6 rounds. The ordeal will confer them a power from the Savant Necropowers Table: the player can pick any power lower than 1d6 + caster level. The potion immediately kills any drinker except the brewer, NO SAVE. (Chthonic Codex)
Undead are either the dead bodies of people that have been reanimated by evil sorcerers and cultists to serve them as bodyguard or, tormented souls that due to the way they died have been unable to leave the earthly realm. (Crimson Blades 2: Dark Fantasy RPG d20 Version)
With the Gods departed from Zarth there is no clear passage to the afterlife, so many people return from the grave as grisly animated rotting corpses. (Crypts & Things Remastered)
Evil Priest powers that require blood soaked rituals to invoke include raising the undead
The Tower of Bone’s lower levels broke through into the dwarven city, and the tower’s ability to create unique varieties of undead caused the city to become besieged from its own catacombs. (Cults of the Sundered Kingdoms (S&W))
The Tower of Bone was crafted by the hand of Orcus himself as both a mobile fortress from which to wage his ceaseless war in the Abyss and also as a factory to churn out an endless supply of undead legions. (Cults of the Sundered Kingdoms (S&W))
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. (Quests of Doom 4: A Little Knowledge (S&W))
The Khemitites, the library’s builders, were obsessed with the afterlife. Those unwilling to pass onto the next world were sometimes transformed into undead monstrosities. Mummification was also a common practice, and it was not uncommon for the dead to arise from their coffins and terrorize the living. (Quests of Doom 4: A Little Knowledge (S&W))
When the Ebon Contagion swept across the Cairn Lands, not even the Kivulis could stem the tide of soulless evil that followed. The sacred burial grounds guarded by the Kivulis for generations became corrupted, and the cairns themselves cracked open as the hallowed dead within clawed their way to the surface as undead horrors. (Rantz's Fair Multitude)
An appearance of the Black Monastery also carries curses for the local countryside. In an area of 20 miles around the monastery there is usually an outbreak of magical diseases announcing the return of the Black Brotherhood. Cases of fevers that cause the dead to rise as undead occur among local people without any known source of infection. (The Black Monastery (S&W))
Many years ago, a wicked cleric named Asgaroth came to this area to build a shrine to himself and his god. He gathered about him a cluster of undead and began the construction of his temple. Unfortunately, while searching for a powerful evil relic, he was slain by a paladin named Van-Doren, and thus his shrine remained incomplete. (The Lost City of Barakus (S&W))
The undead, however, remained. Asgaroth had succeeded in infusing so much evil into the place that the undead he placed here to guard it remained, ever vigilant. Over the years, other undead, primarily ghouls and ghasts, have been attracted to this place for its evil aura. What’s more, all creatures slain anywhere in these caves eventually rise as an undead creatures themselves. (The Lost City of Barakus (S&W))
Locals tell tales of a Deadlord that visited the island many years ago, and raised the deceased from their graves. The pirates fought back, destroying the Deadlord and his creations. For years after, anyone buried in the defiled earth rose again the following night. These undead would leave Piratetown alone, and walk into the sea, heading northeast, presumably towards Deadford in the Midderlands. (The Midderlands Expanded)
The people of Agraphar believe that when you die, you either reincarnate if your soul has not yet advanced enough to ascend, or you are taken to one of two places. If you have led a good and virtuous life, you are ascended; valkyries of the heavens descend, and you are taken to the cosmic landscape of the Beyond, where the gods dwell, and you are cast in to the role of soldier in the never ending war between the light and chaos. Most often, a man who has proven himself a virtuous or determined soul who is a master of his craft is believed to ascend as such to the heavens. If, however, you are a vile and wicked person, and you revel in misery, then you are most likely cast down, dragged by the shadow demons of the underworld to the underworld below even the subterranean realms of Agraphar, where you are shaped in to one of the nameless demons of the horde of chaos, turned in to an undead being, or worse. A few wicked souls go willingly, and they are often promoted, it is said, to sadistic roles as archdemons and lords of undeath. Some people lose their way, or are so tangled with the affairs of their living self that they come back as ghosts and spirits to haunt the land; some demonic beings have powers so vile that they can cause this to happen to otherwise good souls, severing the celestial cords that bind the soul to the heavens of the afterlife. (The Rising Dark: An Introduction to Agraphar)
Lord of the undead, Maligaunt is an enigmatic being who is said to have been the first mortal of Agraphar to master the existence of undeath. (The Rising Dark: An Introduction to Agraphar)
In folklore, almost all undead creatures arise from some sort of break in the normal life cycle as that culture defines the life cycle (and that’s not always the same in all cultures). Some ceremony wasn’t performed – often burial or last rites, or some action taken by the undead person during his life represented a breach of the natural order of things. (Tome of Adventure Design)
Table 2-64: Basic Types of Undead Creatures (Tome of Adventure Design)
Die Roll
Undead Type
01-04
Corporeal, genius, non-reproductive
05-08
Corporeal, genius, reproduces through prey
09-12
Corporeal, non-intelligent, non-reproductive
13-16
Corporeal, non-intelligent, reproduces through prey
17-20
Corporeal, semi-intelligent, non-reproductive
21-24
Corporeal, semi-intelligent, reproduces through prey
25-28
Incorporeal, genius, non-reproductive
29-32
Incorporeal, genius, reproduces through prey
33-36
Incorporeal, non-intelligent, non-reproductive
37-40
Incorporeal, non-intelligent, reproduces through prey
41-44
Incorporeal, semi-intelligent, non-reproductive
45-48
Incorporeal, semi-intelligent, reproduces through prey
49-52
Non-human corporeal, intelligent, non-reproductive
53-56
Non-human, corporeal, intelligent, contagious Undeath
57-60
Non-human, corporeal, non-intelligent, contagious Undeath
61-64
Non-human, corporeal, non-intelligent, non-reproductive
65-68
Non-human, corporeal, semi-intelligent, contagious Undeath
69-72
Non-human, corporeal, semi-intelligent, non-reproductive
73-76
Non-human, incorporeal, intelligent, contagious Undeath
77-80
Semi-corporeal, genius, non-reproductive
81-84
Semi-corporeal, genius, reproduces through prey
85-88
Semi-corporeal, non-intelligent, non-reproductive
89-92
Semi-corporeal, non-intelligent, reproduces through prey
93-96
Semi-corporeal, semi-intelligent, non-reproductive
97-00
Semi-corporeal, semi-intelligent, reproduces through prey
Table 2-65: Causes of Intelligent Undeath
Die Roll
Cause of Intelligent Undeath
01-10
Cursed by enemy
11-20
Cursed by gods
21-30
Disease such as vampirism
31-40
Prepared by others for Undeath, at or before death (unwillingly)
41-50
Prepared by others for Undeath, at or before death (willingly)
51-60
Prepared self for Undeath, during life
61-70
Rejected from underworld for some reason
71-80
Returned partially by actions of others
81-90
Returned to gain vengeance for own killing
91-00
Returned to guard location or item important to self during life
Table 2-66: Preparations for Intelligent Undeath (Tome of Adventure Design)
Note that some of these preparations might be voluntary on the part of the person being prepared for intelligent Undeath. Other preparations described on this table would be the activity of someone else, with or without the consent of the person being prepared. (Tome of Adventure Design)
Die Roll
Preparation
01-10
Actions are taken to ensure that a god will curse the soul with intelligent undeath
11-20
Corpse/body is preserved/prepared in such a way that the soul (or life force) cannot depart
21-30
Living body parts incorporated into corpse keep it “alive”
31-40
New soul brought into dead body
41-50
Pact with gods/powers of afterlife to reject soul
51-60
Physical preparation raises body with echo of former intelligence
61-70
Physical preparation raises body with full former intelligence
71-80
Ritual binds soul to a place
81-90
Soul captured by ritual, kept in the wrong plane of existence
91-00
Soul captured in item to prevent completion of the death cycle
Table 2-67: Breaks in the Life Cycle (Tome of Adventure Design)
As mentioned above, most Undeath traditionally results from a break in the natural order of the victim’s life cycle. Looking through the following wide assortment of such “breaks” may give you some good ideas for specific details about your undead creature. (Tome of Adventure Design)
Die Roll
Nature of the Break (d100)
01
Deliberately cursed at death by others for actions during lifetime
02
Died after committing crime: Arson
03
Died after committing crime: Assault
04
Died after committing crime: Bankruptcy
05
Died after committing crime: Battery
06
Died after committing crime: Begging
07
Died after committing crime: Blackmail
08
Died after committing crime: Blasphemy
09
Died after committing crime: Breach of contract
10
Died after committing crime: Breach of financial duty
11
Died after committing crime: Breaking and entering
12
Died after committing crime: Bribery
13
Died after committing crime: Burglary
14
Died after committing crime: Cattle theft or rustling
15
Died after committing crime: Consorting with demons
16
Died after committing crime: Counterfeiting
17
Died after committing crime: Cowardice or desertion
18
Died after committing crime: Demonic possession
19
Died after committing crime: Desecration
20
Died after committing crime: Disrespect to clergy
21
Died after committing crime: Disrespect to nobility
22
Died after committing crime: Drug possession
23
Died after committing crime: Drug smuggling
24
Died after committing crime: Drunkenness
25
Died after committing crime: Embezzlement
26
Died after committing crime: Escaped slave
27
Died after committing crime: Extortion
28
Died after committing crime: False imprisonment
29
Died after committing crime: Fleeing crime scene
30
Died after committing crime: Forgery
31
Died after committing crime: Forsaking an oath
32
Died after committing crime: Gambling
33
Died after committing crime: Grave robbery
34
Died after committing crime: Harboring a criminal
35
Died after committing crime: Harboring a slave
36
Died after committing crime: Heresy
37
Died after committing crime: Horse theft
38
Died after committing crime: Incest
39
Died after committing crime: Inciting to riot
40
Died after committing crime: Insanity
41
Died after committing crime: Kidnapping
42
Died after committing crime: Lewdness, private
43
Died after committing crime: Lewdness, public
44
Died after committing crime: Libel
45
Died after committing crime: Manslaughter
46
Died after committing crime: Misuse of public funds
47
Died after committing crime: Murder
48
Died after committing crime: Mutiny
49
Died after committing crime: Necromancy
50
Died after committing crime: Participating in forbidden meeting
51
Died after committing crime: Perjury
52
Died after committing crime: Pickpocket
53
Died after committing crime: Piracy
54
Died after committing crime: Poisoning
55
Died after committing crime: Possession of forbidden weapon
56
Died after committing crime: Prison escape
57
Died after committing crime: Prostitution
58
Died after committing crime: Public recklessness
59
Died after committing crime: Racketeering
60
Died after committing crime: Rape
61
Died after committing crime: Receiving stolen goods (fencing)
62
Died after committing crime: Robbery
63
Died after committing crime: Sabotage
64
Died after committing crime: Sale of shoddy goods
65
Died after committing crime: Sedition
66
Died after committing crime: Slander
67
Died after committing crime: Smuggling
68
Died after committing crime: Soliciting
69
Died after committing crime: Swindling
70
Died after committing crime: Theft
71
Died after committing crime: Treason
72
Died after committing crime: Trespass
73
Died after committing crime: Using false measures
74
Died after committing crime: Witchcraft
75
Died after violating taboo: dietary
76
Died after violating taboo: loyalty
77
Died after violating taboo: marriage
78
Died after violating taboo: sexual
Die Roll
Nature of the Break (d100)
79
Died as a glutton
80
Died as a miser
81
Died as coward
82
Died deliberately
83
Died unloved and unmourned
84
Died while a slave
85
Died while owning slaves
86
Died without children
87
Died without dying (I don’t know, but it sounds good)
88
Died without fulfilling contract
89
Died without fulfilling oath
90
Died without honor (marriage or parenthood)
91
Died without honor (traitor)
92
Died without manhood/womanhood rites
93
Died without marrying
94
Died without proper preparations for death
95
Died without properly honoring ancestors
96
Died without tribal initiation
97
Eaten after death
98
Not buried/burned
99
Not given proper death ceremonies
100
Not given proper preparations for afterlife
Table 2-68: Manner of Death (Tome of Adventure Design)
The manner in which an undead creature might have died can give rise to good ideas about the nature of the creature’s abilities, appearance, and motivations (if it is an intelligent form of undead). (Tome of Adventure Design)
Die Roll
Manner of Death
01
Burned in fire
02
Burned in lava
03
Cooked and eaten
04
Crushed
05
Defeated in dishonorable combat
06
Defeated in honorable combat
07
Died during a storm
08
Died during harvest time
09
Died during peacetime
10
Died in a swamp
11
Died in particular ancient ruins
12
Died in the hills
13
Died in the mountains
14
Died near particular type of flower
15
Died near particular type of tree
16
Died of disease
17
Died of fright
18
Died of natural causes
19
Died of thirst
20
Died while carrying particular weapon
Die Roll
Manner of Death
21
Died while carrying stolen goods
22
Died while wearing particular garment
23
Died while wearing particular piece of jewelry
24
Drowned
25
Executed by asphyxiation
26
Executed by cold
27
Executed by drowning
28
Executed by exposure to elements
29
Executed by fire
30
Executed by hanging
31
Executed by live burial
32
Executed by starvation
33
Executed by strangulation
34
Executed by thirst
35
Executed despite having been pardoned
36
Fell from great height
37
Frozen/hypothermia
38
Heart failure
39
In the saddle
40
Killed by a creature that injects eggs
41
Killed by a deception
42
Killed by a jealous spouse
43
Killed by a jester
44
Killed by a lover
45
Killed by a lynch mob
46
Killed by a traitor
47
Killed by a trap
48
Killed by accident
49
Killed by ancient curse
50
Killed by birds
51
Killed by blood poisoning
52
Killed by demon
53
Killed by dogs/jackals
54
Killed by gluttony
55
Killed by insect(s)
56
Killed by inter-dimensional creature
57
Killed by magic
58
Killed by magic weapon
59
Killed by metal
60
Killed by mistake
61
Killed by own child
62
Killed by own parent
63
Killed by particular type of person
64
Killed by poisonous fungus
65
Killed by poisonous plant
66
Killed by pride
67
Killed by priest
68
Killed by relative
69
Killed by soldiers during battle
70
Killed by some particular monster
71
Killed by strange aliens
Die Roll
Manner of Death
72
Killed by undead
73
Killed by wine or drunkenness
74
Killed by wooden object
75
Killed for a particular reason
76
Killed in a castle
77
Killed in a particular place
78
Killed in a tavern
79
Killed in particular ritual
80
Killed in tournament or joust
81
Killed near a particular thing
82
Killed on particular day of year
83
Killed under a particular zodiacal sign (i.e., a particular month or time)
84
Killed under moonlight
85
Killed underground
86
Killed while exploring
87
Killed while fishing
88
Killed while fleeing
89
Killed while hunting
90
Killed while leading others badly
91
Killed while leading others well
92
Murdered
93
Sacrificed to a demon
94
Sacrificed to a god
95
Sacrificed to ancient horror
96
Starved to death
97
Strangled
98
Struck by lightning
99
Struck down by gods
100
Tortured to death
Dexterity Loss. The attack drains one or more points of dexterity from the victim. The attacker may or may not gain a benefit from the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept. If the victim reaches a dexterity of 0, one of several things might happen: the victim might die and become a creature similar to the attacker (this is common with undead, but a bit weird when dexterity is the attribute score being drained). One explanation for death at 0 dexterity is that the body’s internal systems (circulatory, etc) are no longer working in time with each other. (Tome of Adventure Design)
Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. (Tome of Horrors Complete - Swords and Wizardry Edition)
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. (Tome of Horrors Complete - Swords and Wizardry Edition)
Four days ago, a lone trapper carried home a number of fur bearing critters, including a hoar fox that, he later discovered, was not yet dead. When the creature awoke in the cabin, it unleashed multiple cones of frost, icing the door shut and covering much of the interior with frost. The trapper was killed, and for the last three days has served as the hoar fox’s only sustenance. (Tome of Horrors Complete - Swords and Wizardry Edition)
Besides the half-eaten body of the trapper (could it rise as an undead due to its shocking death?) the cabin contains a store of foodstuffs. (Tome of Horrors Complete - Swords and Wizardry Edition)
While the mummified body of the priest is not animated, desecrating the corpse may anger the spirit and grant unlife to the body. (Tome of Horrors 4)
Whatever dies in these ruins rises back up as undead guardians. The ruins are populated with undead versions of the previous residents and local wandering monsters. The transformation might be instant, or maybe the next night or maybe once the corpse is fully decayed. Are these undead bound the ruins? Or can they follow the adventurers? (Knockspell #3)
Back from the Graves spell. (Chthonic Codex)
Gift of Immortality spell. (Chthonic Codex)
Grand Celebration of the Chthonic Gods spell. (Chthonic Codex)
Great Gift of Immortality spell. (Chthonic Codex)
Interrupted Rest spell. (Chthonic Codex)
Lost Company spell. (Chthonic Codex)
Raise Greater Undead spell. (The Little Book of Adventuring Classes Vol. 1)
Zombify spell. (Chthonic Codex)
Nehkra Legion of the Dead Deadmagic power. (White Box Tome - Arioth I )
Aaphia: See Crypt Thing, Aaphia.
Abbot Cyngamon: See Wight, Abbot Cyngamon.
Acolyte of Althuank Frozen: See Frozen Acolyte of Althuank.
Adrimiret: See Lich, Adrimiret.
Aerim: See Bloodwraith, Duke Aerim the Bloodwraith.
Agamemnon: See Vampire-Wizard, Agamemnon.
Agnoysius: See Knight Gaunt, Sir Agnoysius.
Akhjila Harn: See Demi-Lich, Akhjila Harn.
Akruel's Former General, Gunnvor: See Skeletal Giant Fire, Akruel's Former General, Gunnvor.
Akruel's General Former, Gunnvor: See Skeletal Giant Fire, Akruel's Former General, Gunnvor.
Alcadritch Vampire: See Vampire Alcadritch.
Alecia: See Vampire, Alecia.
Allip: The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days. (Swords and Wizardry Monster Book)
The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days. (Monstrosities)
The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days. (Rappan Athuk - Swords and Wizardry)
Allip, Joy Montez: 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. (Quests of Doom 4: Fishers of Men (S&W))
Allip, Lilly Montez: 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. (Quests of Doom 4: Fishers of Men (S&W))
Alu: See Lich, Alu.
Alumaxis: See Gaunt Knight, Alumaxis.
Amurru: ?
Ancient Egyptian Mummified Vampire: See Vampire Mummified Egyptian Ancient.
Ancient Egyptian Vampire Mummified: See Vampire Mummified Egyptian Ancient.
Animal Shadow: See Shadow Animal.
Animated Claws in Chains: ?
Annebeth Gloriana: See Vampire, Annebeth Gloriana.
Ant Giant Exoskeleton: See Exoskeleton Giant Ant.
Ao-Nyobo: See Ghoul Ao-Nyobo, Blue Wife.
Ape Mummy: See Mummy Ape.
Apparition: Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil. (The Northlands Saga Complete Swords and Wizardry Edition)
When the palace was abandoned, the 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. (The Northlands Saga Complete Swords and Wizardry Edition)
Less than a quarter mile into the pass, the characters come upon the decayed bodies of 3 skraeling warriors and 12 women and children. They appear to have been left to the elements for some time, and are little more than bones covered in places with flesh cracking with dry rot. Strangely, they appear to have been left unmolested by scavengers; their bodies remain whole and their equipment remains with them. Examining the corpses can discern no cause of death. They were actually killed by a release of gas from the lake after a landslide over a year ago. Since the gas that killed them was carbon dioxide, it did not leave any residue to be detected as poison. The skraelings superstitiously avoid the corpses — they do not know the cause but these are not the first they have found over the years — and local scavengers tend to avoid the pass as well out of instinct. (The Northlands Saga Complete Swords and Wizardry Edition)
The arrival of Half-Face in the valley has disturbed the peace of these skraelings, and the warriors have arisen as 3 apparitions (The Northlands Saga Complete Swords and Wizardry Edition)
Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil. (Tome of Horrors Complete - Swords and Wizardry Edition)
On that day twenty years ago, how could the old mage know he was sitting down to his last meal? It had been a common enough day, filled with researches into the recesses of the labyrinthine halls of the dungeon and little real success - always more questions than answers. He and his small retinue of apprentices had sat down around the old stone table in the room they called the “Grand Tomb”. The table was made of marble, with a sculpture worked into the top depicting a gaunt man in full armor, hands clasped around a two-handed axe that extended all the way down to his pointed feet. An oddity to be sure, for the mage was quite sure it was not a repurposed sarcophagus lid - maybe a trophy memorializing a fallen foe? There they sat, the hired man bringing in a platter of boiled mushrooms they had discovered in a reeking cavern, a mismatched collection of found goblets and tankards holding souring wine, hard tack and salt pork spread out before them on the table. So involved were they with the feast and a good natured exploration into the meaning of the holes that dotted the floor of the Grand Tomb, they didn’t notice the hiss of gas making its way through those holes, or the silent sliding of stone doors into place blocking their escape. And so, they died, coughing and hacking. And now, as soon as the party finds a way through that stone slab, the brave adventurer will discover the final fate of that mage and his apprentices, now 1d3+1 apparitions, still collected around the weird table wondering what it all means. (Tome of Horrors Complete - Swords and Wizardry Edition)
Aquatic Ghoul: See Ghoul Lacedon, Aquatic Ghoul.
Aracor: See Vampire, Aracor, King-Chieftain of the Island of War.
Arch-Lich, Slavish: See Lich Arch-Lich, Sorcerer-Lich 18, Slavish.
Archer Skeleton: See Skeleton Archer.
Armul Urthag: See Vampire Lord, Armul Urthag.
Artillery Black Skeleton: See Skeleton Black Artillery.
Arus Kezanlil: See Lich, Arus Kezanlil.
Ash-Abti: Ash-abtis are undead creatures formed by their own cremated ashes, most often found in the tombs of Ancient Khemit. (Cyclopean Deeps Volume 2 Swords and Wizardry)
The dust of an ash-abti's disintegrated victim has a 5% chance to rise as an ash-abti (most ash-abtis are created by funerary processes rather than these wild ones created by a victim’s disintegration).
Ashten Un Shorn: See Lich Shade, Ashten Un Shorn.
Ashthrak: See Zombie Tower Bugbear Chieftain, Ashthrak.
Asp Mummy: See Mummy Asp.
Aswang: Inside the temple rests (well, not rests) the funeral party of the Princess Oleander, daughter of the once renowned and later infamous Pasha of Raspar. The princess and her albino court, swathed in funerary silks, were turned into 6 aswangs. The six are trapped within the temple by the Brothers of the Divine Wind, who left a holy air elemental (Lawful in alignment, smells of frankincense) outside the temple to harass would-be intruders. Among the six one can easily identify the Princess Oleander, who is dressed in her decayed finery of silk and silver net and wearing seven royal neck rings (worth 100 gp each). A silver katar that bears the ancient royal sigil is still plunged into her back. (Tome of Horrors 4)
Auriferous: See Vampiric Dragon Gold, Auriferous.
Auska: See Vampire-Mummy, Auska.
Avernus: See Vampire, Avernus.
Azraggad: See Vampire Cleric, Azraggad.
Aztec Vampire: See Vampire Aztec.
Azuki-Arai: ?
Balcoth: See Wraith Wraith-Mage, Balcoth.
Balcoth the Rune-Mage: See Wraith Magic-User 9, Balcoth the Rune-Mage.
Banshee, Groaning Spirit: One particularly unusual thing about banshees is that they often associate with living faerie creatures of the less savory variety; they might even be an undead form of faerie. (Swords and Wizardry Complete Rulebook)
The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places. (Tome of Horrors Complete - Swords and Wizardry Edition)
The spirit once belonged to an elf, the victim of a murderous baker on the High Street. (Tome of Horrors Complete - Swords and Wizardry Edition)
Banshees are the undead fey. Indeed, there might be other types of undead faeries; but it is the wailing spirits that seem to represent the borderline between the most malignant of the fey and the cold magic of undeath. (Tome of Horrors 4)
An elven female slain by a banshee queen will rise as a banshee in 1d4 rounds. (Tome of Horrors 4)
Banshee, Eladrian: ?
Banshee, Elk-Running: Unfortunately, Elk-Running has been exposed to the powerful corruption of the Black Oak for many long years, and its effects have been held at bay only by the magic of the circle. If the characters are successful in breaking the circle’s enchantment, the years of dark magic it has contained suddenly floods in upon the Nûk woman, and she falls to the ground, writhing in pain as evil energy visibly devours her. Sores and wounds open on her body as the energy engulfs her. If quick-thinking characters immediately begin casting healing spells to protect Elk-Running, they can protect her from the negative effects of the tree’s corruption if they give her the equivalent of 20 hp of healing within 3 rounds. Otherwise, at the end of the third round she is fully consumed by the long-denied dark forces of the tree, leaving only her equipment and empty clothing behind. Worse than even this fate, Elk-Running rises in 1d6 rounds as a groaning spirit and pursues the characters for vengeance until destroyed. (The Northlands Series 4: Oath of the Predator (S&W))
Banshee, Ellyllon: Ellyllon was an elf warrior who visited the monastery to learn the secrets of the world and to achieve his own inner peace. He instead found ancient words carved into the hollow bells. Reciting them turned him into a deadly banshee. (Monstrosities)
Banshee, Yokim: 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. (Rappan Athuk - Swords and Wizardry)
Banshee Queen: ?
Banshee Queen, Iolne: ?
Barrow King: ?
Barrow Wight: See Wight Barrow.
Bartholeus: See Shrunken Head of Bartholeus.
Bartholomew Ragusovitch: See Red Jester, Bartholomew Ragusovitch.
Barzon III: See Zombie Yellow Mould, Barzon III.
Basil: See Ghost Strangling, Basil.
Basilisk Zombie: See Zombie Basilisk.
Battle-Duke Ormand: See Vampire, Battle-Duke Ormand.
Baykok: Baykoks are flying corpses of hunters whose pursuit of game in the Northlands has tainted their souls to continue their passion long after death. (The Northlands Saga Complete Swords and Wizardry Edition)
Baymoral: See Shade Ethereal, Lady Baymoral.
Bear Cave Skeleton: See Skeleton Bear Cave, Large Skeleton.
Bear Shadow: See Shadow Bear.
Bear-Shaped Shadow: See Spirit Grizzly, Bear-Shaped Shadow.
Beetle Fire Zombie: See Zombie Fire Beetle.
Beetle Ghost: See Ghost Beetle.
Beetle Giant Exoskeleton: See Exoskeleton Giant Beetle.
Beetle Giant Zombie: See Zombie Giant Beetle.
Beetle Rhinoceros Zombie: See Zombie Rhinoceros Beetle.
Beetlor Zombie: See Zombie Beetlor.
Beggar Galley: See Galley Beggar.
Behir Zombie: See Zombie Behir.
Bell Witch Poltergeist: See Poltergeist Bell Witch.
Beskevar: See Skull Flying Flaming, Flameskull, Beskevar.
Bhuta: He is a victim sacrificed by drowning, and now serves the cult in undeath. (Cults of the Sundered Kingdoms (S&W))
Whenever suitable sacrifices are found, rituals are held in the main nave of the chapel for the purpose of creating new undead guardians (the bhutas, see below). (Cults of the Sundered Kingdoms (S&W))
The undead known as bhutas are not formally a part of the cult, but are a byproduct of its worship and sacrifices. Whenever a living sacrifice is drowned in the well, there is a 20% chance that the sacrifice is brought back as a bhuta. (Cults of the Sundered Kingdoms (S&W))
When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit, called a bhuta, possesses its original body and seeks out those responsible for its murder. (Tome of Horrors Complete - Swords and Wizardry Edition)
It was twelve years ago, twelve dark years, that the countess ended a night of debauchery by toppling into an open well. Her husband, a knightly rake known mostly for his womanizing and misfortune at the card table, immediately had the well sealed and a small memorial in her honor built nearby and then took the throne and coronet and began his rule as “the wastrel count”. (Tome of Horrors Complete - Swords and Wizardry Edition)
It was a neat piece of work by the count, for his ex-wife’s corpse, now risen as a bhuta, is physically incapable of getting through the seal. (Tome of Horrors Complete - Swords and Wizardry Edition)
Obelisk of Chaos artifact. (Cults of the Sundered Kingdoms (S&W))
Bhuta, William the Mad Crawdad: 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-ttaen foolishly denied him. Instead, the despicable William’s spirit rose from the grave as a bhuta. (Quests of Doom 4: Fishers of Men (S&W))
Bigh, Felicity: See Vampire, Felicity Bigh.
Bill Nockt Nog: Consecrated beneath the upper shrine is the secret crypt of Bil Nockt Nog; a devout follower of Bowbe in life, his remains were granted burial beneath the dolman in death. (Bard's Gate (S&W))
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. (Bard's Gate (S&W))
Biting Skull, Father Damien: ?
Biting Skull, Father Donatello: ?
Biting Skull, Father William: ?
Biting Skull, High Priest Paulus: ?
Biting Skull, Saint Carlos: ?
Biting Skull, Saint Matilda: ?
Biting Skull, Sister Mary Catherine: ?
Black Dragon Zombie: See Zombie Dragon Black.
Black King Lucas: See Vampire Lord, Black King Lucas.
Black Monastery: See The Black Monastery.
Black Skeleton: See Skeleton Black.
Black Tongue Victim: People who consume the egg of a cipactli are doomed to become black tongue victims. The abominable process generally takes a day or so to manifest, but when it does it takes over quickly, turning the victim into a brute that can withstand the toughest hits. (TG2 Tongues of the Screaming Toad (SnW))
Natan experimented with the cipactli eggs on native slaves before unleashing them on Kraden’s Hill, and the 5 black tongue victims here were the first successful creations. They quickly fell to worshipping the statue of Ibholtheg the wizard brought here to study, a curious practice that Natan was studying to understand the effects of the black tongue better. (TG2 Tongues of the Screaming Toad (SnW))
Black Tongue Victim, Lambert Glover: You’re just about to order another round of that spicy viper fruit drink when a gurgled choke catches your attention at the door. Night has fallen completely on Kraden’s Hill, and in from the darkness staggers a man clawing at his throat. He leans heavily on the wall, gasping and muttering for a moment, as the rest of the Thirsty Serpent patrons turn to see. “Lambert?” one man asks in a concerned voice as the man – Lambert apparently – lets loose a choked cry and falls to the floor. He retches and black vomit hits the dirty floor with a sickening splash. (TG2 Tongues of the Screaming Toad (SnW))
Lambert Glover is currently suffering from the end of the second phase of the black tongue of Ibholtheg. People around him back up after the black vomit hits the floor and Lambert begins to mutter incoherent words – “ozalko,” z’dyrr’kuu,” and “yongulluu,” followed by a drawn out “Ibholtheg.” (TG2 Tongues of the Screaming Toad (SnW))
The characters can try to push through to get to him but by the time they arrive the curse has taken full effect. Lambert Glover stands up suddenly, now fully a black tongue victim, his elongated tongue pitch black and hanging out of his mouth. (TG2 Tongues of the Screaming Toad (SnW))
Blacklocke, Vallis: See Shade, Vallis Blacklocke.
Bleeding Horror: If reduced to 0 hit points as a result of feeding the Axe of Blood, the wielder becomes a bleeding horror. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
Created by the axe of blood, these foul undead creatures drip with the blood they were so willing to sacrifice to the hungry blade. (Tome of Horrors Complete - Swords and Wizardry Edition)
Bleeding Horror Dwarf Fighter 10, Dargeleth: This cave is the home of Dargeleth—once a famed dwarf warrior, now an undead servant of the axe of blood. He came to these caves through the tunnel to the Under Realms at Area 15. He skirted the temple at 4 by heading past Area 1 and to the large cave at 21. There he fought a group of frog-priests. He was sorely pressed and fed the axe one final time—leading to his death and his current fate. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
Blood Eagle: A form of torture and execution known as the blood-eagle was long ago outlawed in the Northlands, according to legend at the time when the ancestors of the modern Northlanders first arrived in the Vale. The act was considered too barbarous and devoid of honor and mind’s-worth to be tolerated within Northlander culture, and when discovered its practice resulted in the execution by burning of the offender to completely remove such a twisted and darkened soul from further corrupting Northlander society. Nevertheless, there continue to exist a few individuals depraved or wicked enough to conduct this practice, and the combined animus of the Northlander conscience sometimes causes the victims to return to horrid unlife in outrage over the injustice done them. (The Northlands Saga Complete Swords and Wizardry Edition)
The act of the blood-eagle involves forcing the victim facedown on the ground or a sacrificial altar. The victim’s back is then opened with a blade to expose the ribcage beneath. The ribs are broken where they connect to the spinal column and the sides of the ribcage then opened in opposite directions out from the back to simulate bloodstained wings. The victim’s lungs were then likewise pulled out through these gaping wounds in his back. Sometimes the wounds were salted to add a further level of cruelty, but it normally didn’t matter as the victim had usually long-since expired from blood loss, shock, or suffocation. (The Northlands Saga Complete Swords and Wizardry Edition)
Execution in this manner was considered a coward’s death that consigned the victim to the shadowy realm of Hel rather than the warriors’ halls of Valhalla. As a result, when it is performed upon a Northlander there is a 10% chance that the victim’s troubled soul reanimates the corpse as a blood eagle 1d4 rounds later. A risen blood eagle usually seeks vengeance upon its executioner, but in these times after the practice was forbidden, the ceremony is usually not performed in the name of justice but by a necromancer or one with similar powers specifically in order to raise the blood eagle and gain command of it. (The Northlands Saga Complete Swords and Wizardry Edition)
Blood Pope: ?
Blood Wight: See Wight Blood.
Bloodied Cleric: See The Bloodied Cleric, Erera Liliwan.
Bloodless: See Vampire, Bloodless Folk, Bloodless.
Bloodless Folk: See Vampire, Bloodless Folk, Bloodless.
Bloodwraith, Duke Aerim the Bloodwraith: ?
Bloody Bones: Their true origins are unknown, but they are believed to be the undead remains of those who desecrate evil temples and are punished by the gods for their wrongdoings. (Tome of Horrors Complete - Swords and Wizardry Edition)
Bloody Bones, Emissary of Mirkeer: ?
Bloody Dire Tiger Skeletal: See Skeletal Tiger Dire Bloody.
Bloody Dire Tiger Skeletal Ferocious: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Bloody Skeletal Dire Tiger: See Skeletal Tiger Dire Bloody.
Bloody Skeletal Dire Tiger Ferocious: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Bloody Skeletal Tiger Dire: See Skeletal Tiger Dire Bloody.
Bloody Skeletal Tiger Dire Ferocious: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Bloody Tiger Dire Skeletal: See Skeletal Tiger Dire Bloody.
Bloody Tiger Dire Skeletal Ferocious: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Bloody-Handed Horror of Seagestreland: See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.
Blue Wife: See Ghoul Ao-Nyobo, Blue Wife.
Bodak: ?
Bodak Priest: ?
Bodere Unquiet: See Unquiet Bodere.
Bodyguard Undead: See Undead Bodyguard.
Bog Hag: In ages past when the Andøvan ruled the region, those ancients would sacrifice to their gods by throwing bound captives into deep kettle ponds and letting them drown. Thus, the bog lands of the Northlands are often the home to bog mummies and, worse, the dreaded bog hag. (The Northlands Saga Complete Swords and Wizardry Edition)
Bog hags are wretched creatures, their hair and skin, as well as their clothes, corrupted by their own hatred as well as centuries in a stagnant pond. Their bodies have withered, except where the waters have grotesquely swollen them, and their skin is stretched taut or hangs in loose folds. (The Northlands Saga Complete Swords and Wizardry Edition)
These former sacrificial victims have come to hate all life, for to become a bog hag one must have been sacrificed unwillingly. (The Northlands Saga Complete Swords and Wizardry Edition)
Bog Horse: A bog horse is the animated corpse of an animal sacrificed by the Andøvan to their gods in ages past by being cast into a bog and allowed to slowly sink to its watery death. Most such beasts become rotting corpses in short time, eventually dissolving entirely in the fetid pools. Those that end up in bogs that create a bog hag find themselves brought back from death into a state of undeath, summoned from their stagnant graves to carry their bog hag mistresses across the dry world. (The Northlands Saga Complete Swords and Wizardry Edition)
Bog Hound: Much like the bog hag and bog horse, bog hounds were sacrificed by the ancient Andøvans by drowning them in fetid pools of water. The Andøvans seemed to either not know what undead horrors they were producing, or they simply didn’t care, for some of their victims rose from the dead with hearts full of vengeance. (The Northlands Saga Complete Swords and Wizardry Edition)
Even small dogs sacrificed in this way swelled with evil and corruption, so that all bog hounds are the size of a war dog. (The Northlands Saga Complete Swords and Wizardry Edition)
Bog Mummy: See Mummy Bog.
Bogeyman: ?
Bone Cobbler: The sculptor of idols was never as reverent as his customers. His last object d’art was an idol of the love goddess for a shrine located out in the sticks. His progress on this particular sculpture had been hampered by the presence of his model, a peasant girl of very pleasing face and figure. (Tome of Horrors Complete - Swords and Wizardry Edition)
Alas, a fortnight ago the maiden’s paramour got wind of her new position and, with two boon companions struck, bashing the sculptor’s head in and making a terrible mess of his workshop. (Tome of Horrors Complete - Swords and Wizardry Edition)
By the next night, one of the murderers had disappeared, his hovel turned into a bloody mess. The others followed, but the disappearances did not end with the trio of killers. In all, twenty villagers have gone missing. After the first five disappeared, the stripped bones of the others began to crop up, often jumbled and put together into bizarre shapes. (Tome of Horrors Complete - Swords and Wizardry Edition)
Bone Delver: Bone delvers were graverobbers who died whilst performing their nefarious tasks. (Tome of Horrors 4)
The lanterns bone delvers perpetually carry are formerly mundane hooded lanterns that were infused with negative energy in the same way as their unliving bearers. (Tome of Horrors 4)
Bone Dragon, Kallinstraids: See Vampiric Dragon Red, Bone Dragon, Undead Dragon, Kallinstraids.
Bone Spider: Bone Spiders are malign spirits who form their bodies from the bones of the dead and who haunt the ancient barrows, tombs, bone pits and crypts of the world growing and gaining power as they add more bones (fresh and ancient) to their form. (The Cartographer's Guide to the Creatures of Eira)
Bone Swarm: Composed of tiny bits of bone culled from the remnants of fallen undead monsters as well as Azraggad’s past victims. (Rappan Athuk Expansions 2 - Swords and Wizardry)
A bone swarm is created when multiple animated skeletons are destroyed more or less simultaneously, either through a single powerful area attack or by simply being smashed to pieces. The bones of the skeletons are scattered and smashed, but the necromantic magic that animated them lingers on, pulling the bones back together in a mass of clattering fragments. (Tome of Horrors 4)
Bone Warrior: ?
Bones Bloody: See Bloody Bones.
Bones Exploding: See Exploding Bones.
Bones-Of-The-Sea-Evermore: See Narwight, Bones-Of-The-Sea-Evermore.
Bottom Ron: See Ghost, Ron Bottom.
Brain-Eating Zombie: See Zombie Brain-Eating.
Branwyr: See Zombie Tower Dwarf, Branwyr, Protector of Durandel.
Brine Zombie: See Zombie Brine.
Brutus: See Ghoul, Doctor Brutus.
Brykolakas: The illusion of its movement is caused by 3 brykolakas, rotting humanoid corpses with sunken eyes and bluish-gray skin that are animated by a ravenous diseased fury to prey upon the living. (The Northlands Series 3: The Drowned Maiden (S&W))
Brykolakes: Hengrid was heedless of the danger when she arrived here during a storm and drove her ship straight into the beach, causing its beam to snap and many of her crewman to be thrown overboard to drown in the lashing seas. These dead crewman now exist under the waves as 8 brykolakases. (The Northlands Saga Complete Swords and Wizardry Edition)
Bugbear Chieftain Zombie Tower, Ashthrak: See Zombie Tower Bugbear Chieftain, Ashthrak.
Bugbear Zombie Tower: See Zombie Tower Bugbear.
Bulette Undead: See Undead Bulette.
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. (Tome of Horrors 4)
A burning ghat is terrorizing a town in a pleasant, green valley where he was burned at the stake. The ghat was a chaos cultist masquerading as a goodly vicar in the town. Within his temple, he sacrificed animals and people (usually drunks) in the name of the demon king Llorok. The priest still wears his charred vestments, his silver unholy symbol melted onto his chest. (Tome of Horrors 4)
Burning Skeleton: See Skeleton Burning.
Butler Ghast: See Ghoul Ghast Butler.
Buoy Zombie: See Zombie Buoy, Zombie-Buoy.
Bvalin the Ageless: See Ghost, Bvalin the Ageless.
Cadaver: A creature slain by a cadaver lord awakens in 1d4 rounds as a cadaver. (Tome of Horrors Complete - Swords and Wizardry Edition)
He’s been traveling from town to town for a month now collecting the dead. He has no intention of burying the dead he collects, however. Instead, he takes the corpses outside town and dumps them in secluded spots where they won’t be found. His callousness has caused many of the unburied corpses left in his wake to rise as cadavers focused on finding the false undertaker. (Tome of Horrors Complete - Swords and Wizardry Edition)
Cadaver Lord: ?
Candle Corpse: See Corpse Candle.
Captain Draug: See Draug Captain.
Captain Killbessa: See Mummy of the Deep, Captain Killbessa.
Captain Luther: See Graveknight Dwarf, Patrol Captain Luther.
Captain Montfort Deville: See Lich, Captain Montfort Deville.
Captain Shadow: See Shadow Captain.
Captain Temple Guard Ghastly: See Ghastly Temple Guard Captain.
Carapace Crab Giant Undead: See Undead Giant Crab Carapace.
Carapace Giant Crab Undead: See Undead Giant Crab Carapace.
Carlos: See Biting Skull, Saint Carlos.
Cat Feral Undead: See Undead Cat Feral.
Cat Ghoul: See Ghoul Cat.
Catspar, Malliw: See Ghost, Malliw Catspar.
Cave Bear Skeleton: See Skeleton Bear Cave, Large Skeleton.
Cedrick Junde: See Soul Knight, Cedrick Junde.
Chained: See The Chained.
Champion Black Skeleton: See Skeleton Black Champion.
Champion Skeleton Black: See Skeleton Black Champion.
Charcharodon Zombie: See Zombie Charcharodon.
Child Skull: See Skull Child.
Child Spirit: See Spirit Child.
Child Zombie: See Zombie Child.
Choir Haunted: See Haunted Choir.
Cimota: These undead creatures are the images of evil still imprinted on the place, acting out the roles and deeds of the long-dead monks. (The Black Monastery (S&W))
Cimota are the physical manifestations of evil thoughts and actions. They manifest in the Prime Material as cloaked figures. 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 itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. (The Black Monastery (S&W))
Cimota are bound to repeat the evil thoughts and actions that created them. When they manifest they will endlessly repeat the deeds that spawned them. So, for instance, a group of cimota may haunt a ruined temple, re-enacting evil rituals. Cimota may guard an unholy site such as a city, forest or building. They will fight to the death to defend these places. Cimota who are bound to an artifact may act out the intentions of that artifact. (The Black Monastery (S&W))
These undead creatures are the images of evil still imprinted on the place, acting out the roles and deeds of the long-dead monks. The acts of human sacrifice and other evil deeds associated with the oracle stone are what have given the cimota power within the Black Monastery. They are echoes and reflections of the Black Brotherhood and the vile deeds they committed here. As long as the oracle stone exists, the Black Monastery will return and the cimota will continue their dark existence. (The Black Monastery (S&W))
Cimota are the physical manifestations of evil thoughts and actions. (Tome of Horrors 4)
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 itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. Cimota can sense life within 60 ft. at all times (including invisible and hidden creatures). (Tome of Horrors 4)
A troop of black orcs led by a priest of Orcus plundered the town and hauled off the useful townsfolk. The orcs are long gone, leaving the town to scavengers and looters. What remains has been vandalized and plundered. Even the town well is filled with excrement and animal corpses from roving band of orcs. (Tome of Horrors 4)
A long deep trench dug into a southern field holds the smoldering bodies of townsfolk. Even weeks after the massacre, the coals remain hot beneath the ashen remains. The priest desecrated the mass grave before moving to his next conquest. As if in prayer, four cloaked figures kneel on the opposite side of the pit. These 4 cimotas formed upon the murder of the townsfolk and the desecration of their mass grave. (Tome of Horrors 4)
Cimota Mace artifact. (Tome of Horrors 4)
Cimota Guardian: 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 rose eventually rose from death as a guardian cimota, forever tasked to guard these scrolls. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Cimota Mace artifact. (Tome of Horrors 4)
Cimota High: If the cloak of the high cimota is worn for a full 24 hours, the wearer will begin to fade out of existence, becoming the new high cimota. Nothing short of a wish spell can reverse this terrible fate. (The Black Monastery (S&W))
Cimota Mace artifact. (Tome of Horrors 4)
Cimota Leader: ?
Cinder Ghoul: See Ghoul Cinder.
Citizen Lich: See Lich Citizen.
Claws in Chains Animated: See Animated Claws in Chains.
Cleric Bloodied: See The Bloodied Cleric, Erera Liliwan.
Cleric Lich: See Lich Cleric.
Cleric Vampire: See Vampire Cleric.
Clopek: See Mummy, Clopek.
Cobbler Bone: See Bone Cobbler.
Coffer Corpse: The coffer corpse is an undead creature formed as the result of an incomplete death ritual. (Tome of Horrors Complete - Swords and Wizardry Edition)
Cold-On-Darkness-Below-In-Blood: See Narwight, Cold-On-Darkness-Below-In-Blood.
Colossus Corpse: See Corpse Colossus.
Conductor: See Lich Magic-User 18, The Conductor.
Conjoined Skeletons: See Skeletons Conjoined.
Corliss: See Demonvessel, Corliss.
Corporeal Undead: See Undead Corporeal.
Corpse Candle: An ancient hag was drowned in chamber 50 years ago when she tried to raise the dead to do her bidding. The crone rose as a corpse candle that haunts the crypts, although she prefers to remain in this chamber. Her bones lie at the bottom of the watery pit. (Tome of Horrors Complete - Swords and Wizardry Edition)
Corpse Coffer: See Coffer Corpse.
Corpse Colossus: “I watched in horror as the necromancer’s acolytes set about their master’s grisly work in that hellish ruined castle. From the great pile of bodies gathered from local graveyards, they stripped the flesh from them and tossed them into giant cauldrons. The bones were ground up and similarly prepared. Great black magics where cast that night, and in the light of a fearful and hesitant dawn the rotting Giant stood there, eyes burning like fire ready to terrorize the lands of the living.” (Crypts & Things Remastered)
Made of a small mountain of freshly dead bodies, that are reanimated by ancient and powerful magics in a long and expensive ritual, a Corpse Colossus usually serves the evil will of a necromancer. (Crypts & Things Remastered)
Corpse Colossus Minor, The Green Man: When the Haunted lands initially went to the Shroud, the surviving villagers buried the people who died of shock in a mass grave (see the pit below). Malek’s apprentice, a suitably half mad and childlike young man called Mildark, used the last of his magical knowledge to summon them back into undead life as a small Corpse Colossus (his magical power was not great enough to summon a full version of this monster and besides there wasn’t enough corpses). (Crypts & Things Remastered)
A large mass grave where the villagers of Wimble buried the folk who died of shock when the Village moved to the Shroud. Although Windy Mildark reanimated the dead as the Green Man. (Crypts & Things Remastered)
Corpse Crypt: See Crypt Corpse.
Corpse Dried Dwarf Undead Menagerie: See Undead Menagerie Corpse Dwarf Dried.
Corpse Dried Elf Undead Menagerie: See Undead Menagerie Corpse Elf Dried.
Corpse Dwarf Dried Undead Menagerie: See Undead Menagerie Corpse Dwarf Dried.
Corpse Elf Dried Undead Menagerie: See Undead Menagerie Corpse Elf Dried.
Corpse Orgy: If the horde is destroyed, the actual guardian of the obelisk appears. The destroyed zombie horde creeps together into a mass of broken and dismembered zombie corpses intermixed with the fragments of armor and weapons that they bore. This amalgamation of horror is an undead creature called a corpse orgy and is the true guardian of the obelisk, appointed by Orcus personally millennia ago. (Cults of the Sundered Kingdoms (S&W))
Corpse Reanimated, Evasheen: See Zombie, Reanimated Corpse, Evasheen.
Corpse Shambling: The characters’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. (Quests of Doom 4: Forgive and Regret (S&W))
Corpse Sibilant: See Sibilant Corpse.
Corpsespun Zombie: See Zombie Corpsespun.
Coruvance Filp: See Lich, Coruvance Filp.
Count Kardofo: See Vampire, Count Kardofo.
Countess Jordelia: See Vampire, Countess Jordelia.
Crab Giant Carapace Undead: See Undead Giant Crab Carapace.
Crab Giant Exoskeleton: See Exoskeleton Giant Crab.
Crayfish Giant Zombie: See Zombie Giant Crayfish.
Creature Paleoskeleton: See Paleoskeleton Creature.
Crimson Ghoul: See Ghoul Crimson.
Crimthann: See Ghoul Ghast Lord, Crimthann.
Critter Undead: See Undead Menagerie Critter.
Crocodile Spectral: See Spectral Crocodile.
Crocodile Zombie: See Zombie Crocodile, Hieroglypicroc.
Crow Murder: See Murder Crow.
Crucifixion Spirit: The Jomsvikings used this as a torture chamber where they could question prisoners before the Jomsking Ût had these activities moved into the tower for his personal amusement. Since then, the room has fallen into disuse and its last victim left hanging where he died. This victim has now risen as a crucifixion spirit, an incorporeal image of the prisoner as he appeared in death that suddenly steps from the wall and attacks interlopers. (The Northlands Saga Complete Swords and Wizardry Edition)
Six boulders stand upright on the edge of the Corros Desert, the 10-foot-wide flat sides of each massive stone turned to face the harshest winds blowing off the burning sands. Heavy links of black chain wrap around each rock. Shackled to the rocks by red-hot metal manacles are six blackened bodies. Their faces and skin are sandblasted away, leaving them unidentifiable. Each was a thief sentenced to death and chained to the Rocks of Woe. The bodies are suspended against the superheated rocks. A man’s head pokes out of the sand in front of the rocks, his wiry hair flapping in the harsh winds. His skin is streaked with blood. The howling winds drown his screams. (Tome of Horrors Complete - Swords and Wizardry Edition)
Four of the dead men hung on the rocks were killers and thugs who deserved their gruesome fate. Two were innocents wrongly convicted by Magistrate Chesle, the corrupt judge now buried up to his neck in the shifting sands. The innocent victims died horrible deaths on the rocks, and rose mere hours later as crucifixion spirits intent on revenge. (Tome of Horrors Complete - Swords and Wizardry Edition)Crypt Corpse: ?
Crypt Fiend: ?
Crypt Guardian: ?
Crypt Thing: Thanopsis and a visiting priest combined forces to create the crypt thing that protects the ossuary and Thanopsis’ tomb from defilement. (Quests of Doom 4: A Little Knowledge (S&W))
Create Crypt Thing spell.
Crypt Thing, Aaphia: ?
Crypt Thing, Imperial Crypt Thing: ?
Cumont: See Lich, Cumont.
Cursed Headless Woman: ?
Cursed Woman Headless: See Cursed Headless Woman.
Custodian Dark: See Dark Custodian.
Cyclone Mortuary: See Mortuary Cyclone.
Cyngamon: See Wight, Abbot Cyngamon.
Dagfa Durbis: See Zombie Tower Mine Captain, Dagfa Durbis.
Damat: See Lich, Damat.
Damien: See Biting Skull, Father Damien.
Damien: See Lich, Damien.
Dancing Spirit: See Spirit Dancing.
Darakhul: See Ghoul Darakhul.
Darakhul Necromage: See Ghoul Darakhul Necromage.
Dargeleth: See Bleeding Horror Dwarf Fighter 10, Dargeleth.
Daribe, Jelida: See Eyeless Filcher, Jelida Daribe.
Dark Custodian: Dark custodians are the undead remains of evil clerics tasked to remain behind after death and guard the sacred places of their vile worship. (Tome of Horrors 4)
Dark Elf Legend Zombie: See Zombie Legend Elf Dark.
Dark Elf Screamer Zombie: See Zombie Screamer Elf Dark.
Dark Elf Zombie Legend: See Zombie Legend Elf Dark.
Dark Elf Zombie Screamer: See Zombie Screamer Elf Dark.
Darkblade von Nightkill: See Shade, Kenneth, Lord Darkblade von Nightkill.
Darkfast, Valen: See Lich, Valen Darkfast.
Darkfast, Valen: See Lich Lord, Valen Darkfast.
Darnoc: The darnoc are said to be the restless spirits of oppressive, cruel, and power hungry individuals cursed forever to a life of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life. (Tome of Horrors Complete - Swords and Wizardry Edition)
Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds. (Tome of Horrors Complete - Swords and Wizardry Edition)
The ruler of the walled city-state was beside himself with worry. How was he to know that killing his exchequer would result in such calamity - after all, he had probably killed about one minister a month since he took the throne as a young man. Always the exchequer stood by, giving wise council and finding ways to fund the king’s schemes. (Tome of Horrors Complete - Swords and Wizardry Edition)
But at the thought of giving the king his youngest daughter before her wedding day the minister balked, and for that he had to be killed. Death, however, did not part the exchequer from his post, for the next day his replacement fled in panic at the sight of the old man sitting in the treasury counting the coins. (Tome of Horrors Complete - Swords and Wizardry Edition)
Davith: See Shade, Davith.
De Shade, Valmont: See Vampire, Valmont De Shade.
Deacon Shade: See Shade Deacon.
Dead Dog Spirit: See Spirit Dead Dog.
Dead Gripper: See Ripneck Deadgripper, Dead Gripper.
Dead Head: Dead Head spell. (Chthonic Codex)
Dead Head: See Deadhead, Dead Head.
Dead Screaming Ghoul: See Ghoul Screaming Dead.
Dead Walkin': See Zombie Walkin' Dead.
Dead Walking: See Zombie, Walking Dead.
Deadface Villager: See Ghoul Deadface Villager.
Deadgripper Ripneck: See Ripneck Deadgripper, Dead Gripper.
Deadhead, Dead Head: This variety of undead is one of Liche Mezogorah’s masterpieces. They spawn into existence when a Ghoul is severed of its head. Moments later, the head takes on a life of its own and can leap at its enemies and attempt to bite them to death. (White Box Tome - Arioth I )
Death Knight, Deathknight: Doomed to devastate the world they once cherished and sought to protect, death knights are the result of damning curses visited upon once noble knights who fell from grace at the moment of death. A lifetime of duty and loyalty becomes forfeit as the undead creature, rising from its grave within days of being laid to rest, is driven by an intense desire to annihilate all life and bring as much harm as it can muster to any within reach. (Tome of Horrors 4)
A silver trumpet sits among various obscure and unbelievable trinkets in Fadzien’s Oddities in Taharath. The trumpet has a bone mouthpiece that radiates extreme cold (1 point of damage to anyone blowing the instrument). Symbols are carved into the bell of the instrument, a ring of letters and runes written in an ancient language that spirals up inside the instrument. Anyone who can read the ancient words (or who casts read languages) can understand the message: “If you call to him, he shall answer.”
Blowing the trumpet summons a death knight who stands watch in the Tomb of the Jaded Disbelievers in a valley north of the Hollow Spire Mountains. The sound of the trumpet echoes on the wind, and the death knight arrives within 2d4 weeks to find the person who called to challenge him (even if that person travels, the death knight can unerringly find him). The knight rides up in a cloud of dust on an undead mount. The knight is cursed to forever answer the call of the trumpet (it was the summons to battle when he was alive, until he betrayed his king), and now wishes nothing more than to snuff the life of the person reminding him of his past glory and ignominious downfall. (Tome of Horrors 4)
Death Knight, Islaug the Breathless: He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages). (The Northlands Saga Complete Swords and Wizardry Edition)
Death Naga: Death nagas are what remains of other nagas slain by powerful necromantic energy. It is unknown why or how these nagas return as undead versions of their former selves. (Tome of Horrors 4)
Death Naga, Hlundel: A great beast from the Ginnungagap called Hlundel challenged Wotan to battle for control of the mead hall of Valhalla. If Hlundel won, he would devour the souls of the warriors found within Valhalla like the serpent Nidhogg feasts on the corpses of adulterers, murders, and oath-breakers. Wotan defeated the beast in battle and cast it down to the Middle World where it was buried under a hill called Skirnyth Crull. (The Northlands Saga Complete Swords and Wizardry Edition)
Deathknight: See Death Knight, Deathknight.
Degeners, Thalius: See Spectre, Thalius Degeners.
Delver Bone: See Bone Delver.
Demi-Lich, Demilich: Book of the Dead magic item. (The Treasure Vaults of Zadabad [Swords & Wizardry])
Demi-Lich, Akhjila Harn: This is the burial vault of Akilha Harn, a little-known wizard from ancient times. In her day, she ruled a small kingdom with fear and cruelty. In her quest for immortality, she turned to lichdom. As an undead, she had her skull removed and replaced with one of copper (its location and terrible powers have yet to be discovered). She then created a staff of incredible power and topped it with her own skull. She ultimately evolved into the demilich that was placed in this vault. (Tome of Horrors Complete - Swords and Wizardry Edition)
Demi-Lich, Deserach: ?
Demi-Lich, Mimir: ?
Demilich: See Demi-Lich, Demilich.
Demiurge: 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. (Tome of Horrors Complete - Swords and Wizardry Edition)
The source of their destruction was the burning of a foreign woman in front of the church - the charred post and bones and a pile of ashes still in evidence. The villagers believed her a witch, come to spread a pox among their cattle. Moments after the poor woman died, the grim villagers witnessed in horror her spectral image stepping out of the holocaust. (Tome of Horrors Complete - Swords and Wizardry Edition)
Demon Undead: See Undead Demon.
Demon Vampire: See Vampire Demon.
Demon Vrock Zombie: See Zombie Demon Vrock.
Demonvessel: A demonvessel is a corpse that has been animated by trapping the essence of a demon within the body rather than relying on the more basic necromantic means of animating corpses. Depending upon the exact method used to bind the demon into a dead corpse, these undead creatures usually resemble mummies, but in some cases they will appear to be zombies with strange runes tattooed into the skin. (Monstrosities)
Demonvessel, Corliss: Since his wife’s natural death, the successful lamp merchant Garrick has wallowed in self-pity. He offered his vast fortune to anyone who could bring Corliss back to life. Unfortunately, the gods deemed her time had come and resurrection lies beyond mortal magic. A priestess of Orcus (under the guise of a cleric of Freya) named Edlyn (Cleric 8) approached Garrick with empty promises. (Monstrosities)
Edlyn indeed brought Corliss back from death. Her body, infused with a demonic spirit, became a demonvessel. (Monstrosities)
Depleted Sacavious: See Lich, Sacavious Depleted.
Deranged and Crawling Sacavious: See Lich, Sacavious Deranged and Crawling.
Deserach: See Demi-Lich, Deserach.
Deserach: See Lich-Mage, Deserach.
Deville, Montfort: See Lich, Captain Montfort Deville.
Devourer: ?
Devouring Mist: Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. (Rappan Athuk - Swords and Wizardry)
If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. (Rappan Athuk - Swords and Wizardry)
A fearful exhalation of the Bloodwraith, the devouring mist seeks only to feed its insatiable hunger for blood. (Rappan Athuk - Swords and Wizardry)
Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. (Rappan Athuk - Swords and Wizardry)
Duke Aerim the Bloodwraith can cough up a devouring mist 3/day. (Rappan Athuk - Swords and Wizardry)
Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. (Rappan Athuk Bestiary Swords and Wizardry Edition)
If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. (Rappan Athuk Bestiary Swords and Wizardry Edition)
A stretch of road that leads more or less toward Jem Karteis — at least for a short way — has been used by the Mulstabhins to dispose of and make an example out of many Northlander prisoners that they were able to take in the fighting over the many months of Njal’s invasion. The first hint that the characters will have of this abominable sight will be what appears to be rows of thin, dead, branchless trees growing along either side of the dirt track. As the characters get closer, they see that it is actually ranks of wooden poles ranging in height from 8ft to just over 15ft, and atop each of them is a single skull or the desiccated remains of a bearded Northlander head. Upon getting closer still, the characters see that at the base of each of these poles is the skeletal or desiccated corpse of a Northlander warrior, spread eagle on the ground and held in place by stakes before being ritually disemboweled. Afterward, each of the sacrificed corpses was beheaded and its head mounted on the pole that stands where the corpse’s head should actually be. There are several hundred of these corpses lining either side of this road for almost a mile, fresher corpses lying closer to the city and older corpses lying farther away. (The Northlands Saga Complete Swords and Wizardry Edition)
Anyone seeing this foul desecration can recall that this is similar to how the murdered citizens of Hrolfsberg were found. The staking to the ground and ritual disemboweling is a form of human sacrifice, likely to some evil deity or power (if the characters identified the footprints found at The Killing Fields above, then they may be starting to get some inkling of the true situation in Mulstabha). However, the beheading and mounting of the warriors’ heads is something different entirely — like some sort of second religious tradition tacked onto the first. Some of Mulstabha’s legendary diviners use the heads of their slain enemies as a sort of divinatory power. But the ritual sacrifice of the sort displayed here and previously in Hrolfsberg is not something typical of the Mulstabhins’ religious practices. (The Northlands Saga Complete Swords and Wizardry Edition)
The fact of the matter is that, like the citizens of Hrolfsberg, the reason and method of the sacrifice of these many Northlander prisoners is a part of the obeisance practiced by the vile Huun for their dark deity Nergal in order to bring them further victory in their conquest, though the characters do not yet have any way of knowing this. The decapitation and head mounting is a part of the Mulstabhin tradition of diviners known as deathspeakers, oracles who claim to receive divine revelation through consorting with the dead. The Grand Necromancer (see Area E in Chapter 1) is ostensibly the head of this tradition, though in truth the one who holds that position is often not a diviner at all (as in the case of Shith Kalhe) and holds only an honorary title as such with the deathspeakers. Like the astrology-based ephemerides, the deathspeakers use their divinatory powers for the masters of Mulstabha to further the interests of their city-state. (The Northlands Saga Complete Swords and Wizardry Edition)
In regards to this particular display of the deathspeakers’ practice, the Nergal-worshipping priests of the Huun didn’t care where the sacrifices were carried out so long as they were conducted to honor their foul god. It was the prophecy of a deathspeaker who stated that if the Northlander prisoners were sacrificed along this particular road and their spirits made accessible to the death oracles of the city, then once the road of corpses had reached a certain length the war against the Northlanders would be won. Unfortunately, the deathspeakers and ephemerides couldn’t agree on exactly what length the “Road of Souls” — as they called it — had to be to fulfill the oracle’s prophecy, so for nearly a year a deathspeaker has remained at this site daily consulting the spirits of the dead to find the answer and the means to finally defeat the Northlanders. A deathspeaker remains at the site even now, walking among the poles and using a hooked staff to carefully bring down one skull after another to seek to gain its secret knowledge. It just so happens that the deathspeaker here today is the most powerful member of the order and second only to the Grand Necromancer in rank, so important are the current portents believed to be. When the characters arrive, he spots them unless they are particularly stealthy and attempts to hide among the ranks of poles. If spotted and attacked, he taps upon the necromantic power inherent to this site and calls forth the host of cursed spirits that have been trapped here by the foul work of the Huun and the deathspeakers. These spirits rise as a devouring mist composed of motes of negative energy that are equal parts necromancy and malice that fight for the deathspeaker. (The Northlands Saga Complete Swords and Wizardry Edition)
At the Road of Souls, Deathspeaker Artrais can call forth the spirits of the sacrificed Northlander dead. This takes a full round but cannot be disrupted by attacks or damage. On the following round, the spirits of the dead Northlanders rise as a devouring mist under the control of the deathspeaker. (The Northlands Saga Complete Swords and Wizardry Edition)
Victims of a devouring mist turn into devouring mist in 1d4 rounds. (The Northlands Saga Complete Swords and Wizardry Edition)
If the characters manage to destroy Mulstabha’s Black Heart, all of the juju zombies and the devouring mist are instantly destroyed as undead that were created using the stone. (The Northlands Saga Complete Swords and Wizardry Edition)
Devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. (Tome of Horrors 4)
If a victim is reduced to 0 hp due to the devouring mist’s blood drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. (Tome of Horrors 4)
Devron: See Lich Magic-User 8, Devron.
Devron: See Lich Magic-User 14, Devron.
Devron the Necromancer: See Lich, Devron the Necromancer.
Died Piper: ?
Dire Tiger Bloody Skeletal: See Skeletal Tiger Dire Bloody.
Dire Tiger Bloody Skeletal Ferocious: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Dire Tiger Skeletal Bloody: See Skeletal Tiger Dire Bloody.
Dire Tiger Skeletal Bloody Ferocious: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Dire Wolf Ghoul: See Ghoul Dire Wolf.
Dissolving Zombie: See Zombie Dissolving.
Doctor Brutus: See Ghoul, Doctor Brutus.
Dog Dead Spirit: See Spirit Dead Dog.
Donatello: See Biting Skull, Father Donatello.
Doppelganger Ghostly: See Ghostly Doppelganger.
Doppelganger Undead: See Undead Doppelganger.
Draeligor: See Wight, Draeligor.
Dragon Black Zombie: See Zombie Dragon Black.
Dragon Bone: See Bone Dragon.
Dragon Gold Vampiric: See Vampiric Dragon Gold.
Dragon Hypogean Ghostly: See Ghostly Dragon Hypogean.
Dragon Hypogean Mummified: See Mummified Dragon Hypogean.
Dragon Undead: See Undead Dragon.
Dragon Red Vampiric: See Vampiric Dragon Red.
Draug: Storms are swift and sudden on the North Sea, and these gales have left the wrack of many a longship of doughty warriors upon some desolate shore or at the bottom of Rán’s domain. As a result, ghost ships crewed by draug and worse haunt the campfire tales of many a stalwart sword brother, and it is not unknown for brine zombies to rise from the surf on a foggy coastal night. (The Northlands Saga Complete Swords and Wizardry Edition)
The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. (Tome of Horrors Complete - Swords and Wizardry Edition)
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Complete - Swords and Wizardry Edition)
For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently. (Tome of Horrors Complete - Swords and Wizardry Edition)
Draug Captain, Tyler Ebbensflow: Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. (Quests of Doom 4: Fishers of Men (S&W))
Draug Mate: Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. (Quests of Doom 4: Fishers of Men (S&W))
Draugr: A Draugr is the undead remains of an ancient warrior, generally found only in its ancient crypt. (The Winter Witch for Swords & Wizardry)
Draugr Greater: The greater draugr are undead warriors who often are cursed into being so by a wizard or god or have made a pact to protect their loot or personal possessions into death itself. (The Winter Witch for Swords & Wizardry)
Dread Master: See Lich, Dread Master.
Dread Wraith: See Wraith Dread.
Dream Stalker: See Ghost Dream Stalker.
Dreva: See Skeleton Warrior, Dreva.
Dried Corpse Dwarf Undead Menagerie: See Undead Menagerie Corpse Dwarf Dried.
Dried Corpse Elf Undead Menagerie: See Undead Menagerie Corpse Elf Dried.
Dried Dwarf Corpse Undead Menagerie: See Undead Menagerie Corpse Dwarf Dried.
Dried Elf Corpse Undead Menagerie: See Undead Menagerie Corpse Elf Dried.
Drow Zombie: See Zombie Drow.
Drowned One: See Zombie Walkin' Dead Drowned One.
Duke Aerim the Bloodwraith: See Bloodwraith, Duke Aerim the Bloodwraith.
Dullahan: ?
Durbis, Dagfa: See Zombie Tower Mine Captain, Dagfa Durbis.
Dust Ghoul: See Ghoul Dust.
Dust Zombie: See Zombie Dust.
Dwarf Cook Zombie Tower: See Zombie Tower Dwarf Cook.
Dwarf Graveknight: See Graveknight Dwarf.
Dwarf Guard Zombie Tower: See Zombie Tower Dwarf Guard.
Dwarf Miner Zombie Tower: See Zombie Tower Dwarf Miner.
Dwarf Worker Zombie Tower: See Zombie Tower Dwarf Worker.
Dwarf Zombie: See Zombie Dwarf.
Dwarf Zombie Tower: See Zombie Tower Dwarf.
Dwarven Ghost: See Ghost Dwarven.
Dweomer Wraith: See Wraith Dweomer.
Eagle Blood: See Blood Eagle.
Eaten Alive Haunt: See Haunt Eaten Alive.
Ebbensflow, Tyler: See Draug Captain, Tyler Ebbensflow.
Ectarlin: See Ghost, Lord Ectarlin, Spectral Lord.
Egyptian Ancient Mummified Vampire: See Vampire Mummified Egyptian Ancient.
Egyptian Ancient Vampire Mummified: See Vampire Mummified Egyptian Ancient.
Ekimmu: Ekimmu are evil ghosts denied entrance to the underworld and doomed to wander the earth. (Tome of Horrors 4)
Ekimmu Icebound: The godi was killed when he was caught here by the flash freezing that the chamber underwent. Unfortunately, the horrific death and omnipresent taint of Althunak that Hengrid left upon the hall has caused the godi’s spirit to not rest easy. (The Northlands Saga Complete Swords and Wizardry Edition)
Eladrian: See Banshee, Eladrian.
Elder Liche: See Liche Elder.
Elder Narwight: See Narwight Elder.
Elemental Fire Undead: See Undead Elemental Fire.
Elephant Skeletal: See Skeleton Elephant, Skeletal Elephant.
Elephant Skeleton: See Skeleton Elephant, Skeletal Elephant.
Elf Dark Legend Zombie: See Zombie Legend Elf Dark.
Elf Dark Screamer Zombie: See Zombie Screamer Elf Dark.
Elf Dark Zombie Legend: See Zombie Legend Elf Dark.
Elf Dark Zombie Screamer: See Zombie Screamer Elf Dark.
Elk-Running: See Banshee, Elk-Running.
Ellyllon: See Banshee, Ellyllon.
Emeritus Savant: See Savant Emeritus.
Emissary of Mirkeer: See Bloody Bones, Emissary of Mirkeer.
Enchanted Hardier Zombie: See Zombie Enchanted Hardier.
Enslaved Spirit: See Spirit Enslaved
Entrade: See Vampire, Entrade.
Eralion The Shadow-Mage: See Shadow Magic-User 3, Eralion The Shadow-Mage.
Erera Liliwan: See The Bloodied Cleric, Erera Liliwan.
Esmerelda Pulanti: See Vampire, Esmerelda Pulanti.
Ethereal Shade: See Shade Ethereal.
Evasheen: See Ghost, Evasheen.
Evasheen: See Zombie, Reanimated Corpse, Evasheen.
Exoskeleton Ant Giant: See Exoskeleton Giant Ant.
Exoskeleton Beetle Giant: See Exoskeleton Giant Beetle.
Exoskeleton Crab Giant: See Exoskeleton Giant Crab.
Exoskeleton Giant Ant: Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic. (Swords and Wizardry Monster Book)
Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic. (Monstrosities)
Exoskeleton Giant Beetle: Giant beetle exoskeletons are animated by necromantic magic quite different from that used in the Animate Dead spell. (Swords and Wizardry Monster Book)
Exoskeleton Giant Beetle: Giant beetle exoskeletons are animated by necromantic magic quite different from that used in the Animate Dead spell. (Monstrosities)
Exoskeleton Giant Crab: Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter). (Swords and Wizardry Monster Book)
Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter). (Monstrosities)
Exploding Bones: ?
Exploding Skeleton: See Skeleton Exploding.
Eyeless Filcher: An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either flee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance). (Swords and Wizardry Monster Book)
An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either flee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance). (Monstrosities)
Eyeless Filcher, Jelida Daribe: The cavern is the home of Jelida Daribe, a vile killer who attacked villages in the dead of night – and left none alive to tell of his foul deeds. Jelida was eventually caught and convicted, but the relatives of his victims tore him apart shortly after his trial. Jelida returned as an eyeless filcher. (Monstrosities)
Faceless: ?
Faen Tiensa: See Fye, Faen Tiensa.
Faerie Undead: See Undead Faerie.
Fallen Northlander: The red eyes belong to 5 fallen Northlanders brought into Valhalla by the same power as that behind the thieves. They are ghostly images of armed and armored Northlanders (much like the characters) who were once-noble warriors denied the honor of a proper burial or funeral pyre and now find their souls at the mercy of the goddess Hel, their wills twisted to her dark purposes. (The Northlands Series 6: One Night in Valhalla (S&W))
False-Black Skeleton: See Skeleton False-Black.
Father Damien: See Biting Skull, Father Damien.
Father Donatello: See Biting Skull, Father Donatello.
Father William: See Biting Skull, Father William.
Fear Guard: The fear guards were former temple warriors, bound to this place after death. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Feaster Skin: See Skin Feaster.
Felicity Bigh: See Vampire, Felicity Bigh.
Felldrake, Maurits: See Zombie Tower Human, Maurits Felldrake.
Feral Cat Undead: See Undead Cat Feral.
Feral Undead Cat: See Undead Cat Feral.
Feral Vampire Spawn: See Vampire Spawn Feral.
Ferocious Bloody Dire Tiger Skeletal: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Ferocious Bloody Skeletal Dire Tiger: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Ferocious Bloody Skeletal Tiger Dire: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Ferocious Bloody Tiger Dire Skeletal: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Ferocious Dire Tiger Bloody Skeletal: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Ferocious Dire Tiger Skeletal Bloody: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Ferocious Skeletal Bloody Dire Tiger: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Ferocious Skeletal Bloody Tiger Dire: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Ferocious Skeletal Dire Tiger Bloody: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Ferocious Skeletal Tiger Dire Bloody: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Ferocious Tiger Dire Bloody Skeletal: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Ferocious Tiger Dire Skeletal Bloody: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Fetch: If the fetch horde is broken up (reduced to 0hp), 2d6 fetch survive and attack the characters until destroyed. (The Northlands Saga Complete Swords and Wizardry Edition)
Fetch, Kelvani: Althunak chooses approximately this moment to unleash the rest of his curse. The ice encasing Kelvani cracks open, and he rises as a fetch. (The Northlands Saga Complete Swords and Wizardry Edition)
Fetch Horde: Loptr sent agents to slay every inhabitant of Mir and set up a special reception for the characters. (The Northlands Saga Complete Swords and Wizardry Edition)
Fiend Crypt: See Crypt Fiend.
Filcher Eyeless: See Eyeless Filcher.
Filp, Coruvance: See Lich, Coruvance Filp.
Fire Beetle Zombie: See Zombie Fire Beetle.
Fire Elemental Undead: See Undead Elemental Fire.
Fire Giant Skeletal: See Skeletal Giant Fire.
Fire Phantom: See Phantom Fire.
Firegeist: When a fire elemental meets its destruction in a particularly humiliating fashion, what returns is a firegeist. (Midgard Swords & Wizardry Guidebook)
First Winter King: See Winterwight, The First Winter King.
Fish Skeletal: See Skeletal Fish, Undead Fish.
Fish Undead: See Skeletal Fish, Undead Fish.
Flameskull, Beskevar: See Skull Flying Flaming, Flameskull, Beskevar.
Flaming Flying Skull: See Skull Flying Flaming.
Flaming Skeleton: See Skeleton Flaming.
Flaming Skull Flying: See Skull Flying Flaming.
Flenser: See Ghoul Flenser.
Flenser Huntmaster: See Ghoul Flenser Huntmaster.
Flying Flaming Skull: See Skull Flying Flaming.
Flying Skull Flaming: See Skull Flying Flaming.
Fog Sanguine: See Sanguine Fog.
Folk Bloodless: See Vampire, Bloodless Folk, Bloodless.
Folkmar: His downfall came as he was aging, his old wounds catching up to him and driving him to increasingly more desperate acts. His men began to drift away, for there was less and less reward for the increasing risk, and it is hard for an old man to recruit young warriors to his cause when all he has to offer is a lifetime of pillaging. Finally, Folkmar sailed his ship to Yrsa’s Rock and attempted to force the daughter of Skuld to extend his life and give back his youth. Needless to say, he was less than heroic in his endeavor, and instead of being rewarded, Folkmar was cursed for having the temerity to make demands of a child of the gods. For all eternity, he would live, but he would continue to age, as would his ship and his men, cursed to rot yet remain alive. (The Northlands Saga Complete Swords and Wizardry Edition)
Thus, he does to this day, an undead apparition of moldering bones leading a crew of rotted men. (The Northlands Saga Complete Swords and Wizardry Edition)
Font of Bones Skeleton: See Skeleton Font of Bones, Font Skeleton.
Font Skeleton: See Skeleton Font of Bones, Font Skeleton.
Former General Akruel's, Gunnvor: See Skeletal Giant Fire, Akruel's Former General, Gunnvor.
Fossil Skeleton: See Skeleton Fossil, Skeleton Fossilized.
Fossilized Skeleton: See Skeleton Fossil, Skeleton Fossilized.
Fragmented Skeleton: See Skeleton Fragmented.
Frog Zombie: See Zombie Frog.
Frost Giant Undead: See Undead Giant Frost.
Frozen Acolyte of Althuank: ?
Frozen Guard Temple: See Frozen Temple Guard.
Frozen Temple Guard: ?
Fully Armed and Operational Sacavious: See Lich, Sacavious Fully Armed and Operational.
Fury Skeletal: See Skeletal Fury.
Fye: ?
Fye, Faen Tiensa: This is the tomb of Faen Tiensa, the beloved wife of Glaeran the Faithful. Glaeran was a high priest who had more devotion to his spouse than his own deity. The deity cursed Glaeran to an existence as a fye tied to this monument to his wife. (Tome of Horrors Complete - Swords and Wizardry Edition)
Gaki, Hungry Spirit: Gaki are the undead spirits of the wicked dead turned into horrible monsters for their horrid sins. The precise nature of the crimes committed by the Gaki in life determines their type, 3 kinds are commonly known but the[re] may be more. (Ruins & Ronin)
Gaki Jiki-Ketsu-Gaki: ?
Gaki Jiki-Niku-Gaki: ?
Gaki Shikki-Gaki: ?
Galley Beggar: Galley beggars are the ghostly remains of travelers who met their demise before their journey was complete. (Tome of Horrors 4)
The smugglers eventually gave the place up when 3 galley beggars showed up. The trio of young scholars trudged up from the dreary lagoon one day, their Grand Tour of the continent cut short by a rogue storm. (Tome of Horrors 4)
Gallows Tree Zombie: See Zombie Gallows Tree.
Gareth the Reaper: See Soul Knight, Gareth the Reaper.
Gaston: See Ghoul Ghast Butler, Gaston.
Gatherer Hooded: See Hooded Gatherer.
Gaunt Knight: See Knight Gaunt.
Gavos: See Spectre, Gavos.
General Akruel's Former, Gunnvor: See Skeletal Giant Fire, Akruel's Former General, Gunnvor.
General Former Akruel's, Gunnvor: See Skeletal Giant Fire, Akruel's Former General, Gunnvor.
General Undead: See Undead General.
Ghast: See Ghoul Ghast.
Ghastly Captain Temple Guard: See Ghastly Temple Guard Captain.
Ghastly Guard Captain Temple: See Ghastly Temple Guard Captain.
Ghastly Guard Temple Captain: See Ghastly Temple Guard Captain.
Ghastly High Priest of Althunak: 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. (The Northlands Saga Complete Swords and Wizardry Edition)
Ghastly Priest High of Althunak: See Ghastly High Priest of Althunak.
Ghastly Servant of Althunak: 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. (The Northlands Saga Complete Swords and Wizardry Edition)
Ghastly Temple Guard Captain: 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. (The Northlands Saga Complete Swords and Wizardry Edition)
Ghat Burning: See Burning Ghat.
Ghirru: Ghirru are undead efreet returned to the land of the living by efreeti necromancers through foul and dark magic. (Tome of Horrors 4)
Ghost: There are innumerable types of ghosts with varying qualities, often depending on the nature and circumstances under which the person died. (Monstrosities)
A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. (Bard's Gate (S&W))
Total HD
Opponent Rises as
Less than 3
Ghoul or ghast (50% chance for either)
4–7 HD
Wraith
8–11 HD
Spectre
12+ HD
Ghost (Bard's Gate (S&W))
They are often stuck in the material realm because they have unfinished business; which when completed allows them to “die”. (Crimson Blades 2: Dark Fantasy RPG d20 Version)
Ghosts are the tortured souls of mortals who have stuck around because something keeps them anchored to the material world. This could be lots of things from loose ends of a mortal life, a violent or tragic death, trapped by some crazy necromancer, or even trapped by a more powerful and evil ghost. (Gary vs the Monsters)
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. (Rappan Athuk Expansions 2 - Swords and Wizardry)
The ruined villages along the Ruined Coast on the Katarian Sea have been largely ignored by the Elves who sacked them since their destruction over 100 years ago. Today, they are a strange and dangerous collection of ruins that are haunted by monsters, pirates, and the ghosts of those who died there. (The Kingdom of Richard)
Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. (Tome of Horrors Complete - Swords and Wizardry Edition)
Cedricke Junde, a knight in service to the Impoverished Vow-Takers of Voard, accompanied his master and liege to the opera on that fatal night—although he’d already taken gold to allow an assassin access to his liege’s privacy box high above the stage. What Cedricke could not know was that the assassin would then start the blazing inferno to cover his tracks. The massive curtain collapsed in a fiery blaze that killed the singers and many in the front rows. (Tome of Horrors 4)
The mummified king sits upon his throne in a single room within the tomb. The king is flanked by 2 stone idol sphinxes that lounge about the throne. The preserved corpse of the king’s eldest son kneels before the mummy. The mummified king looks down upon the son’s remains. Chains and shackles hold the son’s corpse down, but it is evident that he was alive when he was entombed with the corpse of his father. The stone idols guard the king and his treasure. The son’s spirit is bound to this chamber in the form of a ghost. The ghost can only be released by removing the king’s corpse. (Tome of Horrors 4)
A ghost is an undead spirit that is doomed to wander the earth. Ghosts are bound to the place where they died or to a particular object that had special meaning to them in life (locket, diary, etc.). (WWII Operation White Box)
The touch of an attacking ghost drains one (1) Experience Level unless a Saving Throw is made. If a character is reduced to 0-level by these attacks, he becomes a HD 1 ghost and joins his slayer. (WWII Operation White Box)
Ghost, Bvalin the Ageless: Though Hengrid dragged the dying Bvalin into this chamber and tied his blade in hand before killing him by nailing him to the statue, the guardian’s duties did not end with his death. Bvalin’s oath to Gunnlöd to guard the Gates of Hell until Ragnarök prevents him from departing the mortal world. He remains here guarding the gate as a ghost. (The Northlands Saga Complete Swords and Wizardry Edition)
Ghost, Evasheen: 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. (Cry Havoc! (The Dogs of Orcus))
What Occan had not anticipated was the depth of his wife’s rage, as she returned as a ghost inhabiting her own animated corpse. (Cry Havoc! (The Dogs of Orcus))
Ghost, Girda: The hovel is haunted by the ghost, Girda, the deceased half-orc wife of Klar, the orc vampire who now resides in Barakus. When Klar was transformed into a vampire, instead of draining Girda’s blood so she could join in his hellish undeath, he chose to kill her in her sleep with his bare hands and then banished himself to Barakus. Girda, tormented by her terrible end, haunts this shack where she and Klar once lived. (The Lost City of Barakus (S&W))
Ghost, Lord Ectarlin, Spectral Lord: With the Dread Master’s return to power, Ectarlin has returned as a mad ghost driven to fulfill his mission to protect the folk of the Lowwater lands. (Adventures in the Borderland Provinces (S&W))
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. (Adventures in the Borderland Provinces (S&W))
Ghost, Lord Wynston Mathen: ?
Ghost, Malliw Catspar: ?
Ghost, Myrean: She was murdered by the dark elf assassin, F’arin Du`n, whose affections she had arrogantly spurned. Myrean’s corpse is hidden in one of the theater’s many labyrinthine storage areas; finding her body and giving her a proper burial lets her spirit rest at last. (Bard's Gate (S&W))
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. (Bard's Gate (S&W))
Ghost, Phalen: Once a devout worshiper of Hecate, Phalen was corrupted by the Orcus clerics and damned to guard their burial grounds for eternity. (Rappan Athuk - Swords and Wizardry)
Ghost, Ron Bottom: ?
Ghost Beetle: Incorporeal remnants of the Beetle civilization. (Operation Unfathomable)
Ghost Dream Stalker: Dream Stalkers are a special kind of ghost of people who have done truly heinous acts during their lives and then came to an unfortunate (and usually violent) end. (Gary vs the Monsters)
Ghost Dwarven: ?
Ghost Giant Hamster: ?
Ghost Giant Storm, Kor: ?
Ghost Hamster Giant: See Ghost Giant Hamster.
Ghost Headless: ?
Ghost Hound: Ghost hounds are the spectral shades of hunting dogs or guard dogs that have accompanied their masters to undeath. (Adventures in the Borderland Provinces (S&W))
Ghost Hungry: A hungry ghost was a person with a passion for some pleasure that ruled his life, leading him to commit all manner of crimes to sate his inordinate desires. (Rantz's Fair Multitude)
Ghost Paladin 12, Igni: 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 of Igni’s abilities into those of an antipaladin. Under the curse Igni is compelled to slay any who try to open the doors. Because the change from paladin to antipaladin was involuntary Igni remains lawful, but cannot act on his alignment, further adding to his torture. (Rappan Athuk - Swords and Wizardry)
Ghost Relatively Weak: ?
Ghost Ride: See Ghost Spectral Warden, Ghost Ride.
Ghost Shipwreck: ?
Ghost Spectral Warden: A spectral warden is a variant Lawful-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. (Adventures in the Borderland Provinces (S&W))
Ghost Spectral Warden, Ghost Ride: ?
Ghost Storm Giant: See Ghost Giant Storm.
Ghost Strangling: Anyone strangled by a strangling ghost will rise as a strangling ghost within 1d6 days. (Monstrosities)
At night, the alley is haunted by 3 strangling ghosts, a trio of assassins who were cut down by mysterious means after leaving the manse one dark and stormy night. They had killed the inhabitant, a sorceress of no little influence in the courts of Hell (where she is said to rule to this day). (Monstrosities)
Anyone strangled by a strangling ghost will rise as a strangling ghost within 1d6 days. (The Black Monastery (S&W))
The ghosts of intruders who have died in the Black Monastery are trapped here, held prisoner in death. (The Black Monastery (S&W))
Ghost Strangling, Basil: ?
Ghost Tree: See Tree Ghost.
Ghost Weak Relatively: See Ghost Relatively Weak.
Ghost-Ammonite: Unlike Leng-fossils, which are virtually unique to the Leng Plateau, ghost-ammonites are apparently the remnants of some unspeakably ancient race that once traveled through many planes of existence. (Cyclopean Deeps Volume 1 Swords and Wizardry)
Unlike Leng-fossils, which are virtually unique to the Leng Plateau, ghost-ammonites are apparently the remnants of some unspeakably ancient race that once traveled through many planes of existence. (Cyclopean Deeps Volume 2 Swords and Wizardry)
Ghostblade Slayer: ?
Ghostly Doppelganger: ?
Ghostly Dragon Hypogean: ?
Ghostly Philosopher: The souls claimed by Gohl [one of the Petty Deaths]. (Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition)
Ghostly Rat: ?
Ghostly Scribe: The souls claimed by Gohl [one of the Petty Deaths]. (Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition)
Ghostly Servant: ?
Ghostly Slave: ?
Ghoul: Zombies are mindless creatures, the walking dead. (These are merely animated corpses, not carriers of any sort of undead contagion as are ghouls.) (Swords and Wizardry Complete Rulebook)
Zombies are mindless creatures, the walking dead. These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. (Swords and Wizardry Monster Book)
Zombies are mindless creatures, the walking dead. (These are merely animated corpses, not carriers of any sort of undead contagion as are ghouls.) (Monstrosities)
These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition. ((DP 2) The Bishop's Secret)
A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. (Bard's Gate (S&W))
Total HD
Opponent Rises as
Less than 3
Ghoul or ghast (50% chance for either)
4–7 HD
Wraith
8–11 HD
Spectre
12+ HD
Ghost (Bard's Gate (S&W))
A cleric or necromancer of Orcus created these fiends from the corpses of criminals and set the beasts loose within the city. (Bard's Gate (S&W))
Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. (Crypts & Things Remastered)
The woman is the Countess, the would be bride of the Nizur-Thun slain in her sleep before her wedding night day and returned from the grave as a Ghoul. (Crypts & Things Remastered)
Anyone wearing the Countess' diamond wedding ring at the time of death, on a successful Saving Throw, will return from the dead as a ghoul 1D6 nights after their death. (Crypts & Things Remastered)
There are legends that a scratch from a Ghoul Cat can turn a human into a ghoul. (Monster Mash Rehash: A Host of Horrors & Creatures)
Any character who has been paralyzed by a Ghoul Cat and survived must also make a saving throw or be turned into a ghoul in 2d6 days. A Cure Disease spell will cure this condition. (Monster Mash Rehash: A Host of Horrors & Creatures)
Inside are the gnawed-on skeletons of some thirty frog-cultists who had rebelled against a long-dead abbot, but were put down to face live entombment. Five of them remain as ghouls inside the room, envious of the living. (Rappan Athuk - Swords and Wizardry)
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. (Rappan Athuk - Swords and Wizardry)
The four cots are all occupied by human commoners, including three women and a man. These are local peasants who have been infected with ghoul fever. In their growing madness, they have been drawn to the Black Monastery and have laid down on the cots. These sufferers are victims of the curses that always accompany Black Monastery’s evil presence. Although they are in the last stages of the disease, they are not beyond saving. A cure disease, or similar magical intervention, will revive them and allow these innocent people to return to their homes. If the party does not heal them within 24 hours, all four victims will be gone from this room. They will be transformed into full ghouls and off to run through the monastery halls in search of food. (The Black Monastery (S&W))
The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead]. (The Lost City of Barakus (S&W))
Heaped in the northern corner of this small cave are the bodies of two humans: One dressed in chain mail and carrying a quarterstaff, the other dressed in leather armor with a rapier at his side. These two unfortunate fellows, along with three other party members, perished at the hands of the ghouls. The ghouls ate the other three, but Thelkor instructed his minions to leave these bodies be as he wished to add them to his ranks once they have risen. In two days they become ghouls. If the party cleric casts bless on the bodies, however, they can prevent this from occurring. (The Lost City of Barakus (S&W))
This room once held graves of the faithful of Thyr and Muir, but they have since been unearthed—leaving foul-smelling open pits—and the contents turned into vile undead. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
The first chamber is where the thralls most loyal to the Jarl of the Seas brought the grave goods that would see him through a long afterlife. Their reward was to be strangled and placed here, perpetual servants of a madman. (The Northlands Saga Complete Swords and Wizardry Edition)
He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages). (The Northlands Saga Complete Swords and Wizardry Edition)
Inside the coffins are the cursed remains of 4 criminals who were meant to guide the dead king through the perils of the underworld to paradise. (The Treasure Vaults of Zadabad [Swords & Wizardry])
Anyone killed by the Eater of the Dead becomes a ghoul under the Eater's command, rising within one round. (Tomb of the Iron God)
Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. (Tome of Horrors Complete - Swords and Wizardry Edition)
Faithful of Orcus travel from afar to worship at this shrine. For many, it is the next and last step in their testament of devotion to the undead lord. The faithful sacrifice themselves by twos. Two unclothed and weaponless individuals lie down in the stone grave as the ghost-faced orcs seal them in with the stone lid. The sacrifices fight to the death inside the grave. The victor remains in the grave until death, surviving until his last moments on by consuming the flesh and drinking blood of his victim. Once the victor perishes, he returns as a ghoul, which the ghost-face orcs release into the world. (Tome of Horrors Complete - Swords and Wizardry Edition)
A humanoid slain by either a lurker wraith’s constitution drain or smother attack becomes a ghoul in 1d4 rounds. (Tome of Horrors 4)
These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. (Untold Adventures: Deluxe Edition)
Animate Dead spell. (The Hero's Journey Fantasy Roleplaying)
Raise Lesser Undead spell. (The Little Book of Adventuring Classes Vol. 1)
Book of the Dead magic item. (The Treasure Vaults of Zadabad [Swords & Wizardry])
Darakhul Fever disease. (Midgard Swords & Wizardry Guidebook)
Negation of the Dead Power scroll magic item. (White Box Tome - Arioth I )
Ghoul, Doctor Brutus: When the Black Monastery fell, Doctor Brutus was destroyed along with the other black monks, but it was not his fate to stay dead. Some of the potions Doctor Brutus tested on himself took hold and raised him to undeath as a powerful and abnormal ghoul. It is now his curse to live in undead twilight, bound to the Black Monastery. (The Black Monastery (S&W))
Ghoul, Gilbert: ?
Ghoul, Klerk: ?
Ghoul, Old Jim: Jim fell overboard during a violent storm “some time ago” and washed up on shore. He is now waiting for a boat to rescue him. If pressed, he tersely admits that he has not seen a single ship during his vigil. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Jim survived by going to the nearby stream and filling his helmet with water and scraps of meat floating by. He built a small fire on the beach and boiled a stew using the water and meat scraps. Because the wood was driftwood, it did not attract the attention of the aelom, although Jim’s unwise choice of food explains his current condition. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Ghoul Ao-Nyobo, Blue Wife: ?
Ghoul Ao-Nyobo, Obomay: The palace of the emperor is enormous, but even the emperor knows not how enormous. Behind the walls covered in gilt plaster and mosaics of tortoise shell and amber there are secret, dank passages haunted by the former empress, a woman called Obomay, who would have ruled the empire from behind the imperial throne had not the emperor took a liking to a dancing girl called Othea who was practiced in the secret art of the of seven venoms. Othea now holds the place of power behind the man-child emperor, and Obomay dwells in the shadows after being unceremoniously dumped into a dry well in the Anemone Garden, her hatred re-awakening her as an ao-nyobo ghoul. (Monstrosities)
Ghoul Aquatic: See Ghoul Lacedon, Aquatic Ghoul.
Ghoul Cat: ?
The guests of the lord, stuffing their faces with sweets and savories while the old woman went hungry, were burnt to a cinder in the meteoric conflagration and rose as three cinder ghouls who rise like smoke from the floor if the meteor is touched. (Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition)
Ghoul Crimson: Crimson ghouls are created by strange and terrible magical procedures worked by necromancers upon a normal ghoul. (Monstrosities)
He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages).(The Northlands Saga Complete Swords and Wizardry Edition)
Ghoul Cinder: The priests of the fire maiden Incindreia routinely sacrifice victims by setting them on fire. The bowls of ash contain the collected remains of a married pair of clerics caught by the wicked priests while on their honeymoon. The spirits of the clerics now rise as cinder ghouls from the brass bowls in a swirl of ash and bone fragments to attack anyone approaching the altar. (Tome of Horrors Complete - Swords and Wizardry Edition)
Ghoul Darakhul: Like ordinary ghouls, the darakhul ghoul rises from the infected corpses of other races. (Midgard Swords & Wizardry Guidebook)
Darakhul Fever disease. (Midgard Swords & Wizardry Guidebook)
Ghoul Darakhul Warrior: ?
Ghoul Darakhul Necromage: ?
Ghoul Deadface Villager: The Deadface Villager is a variety of Ghoul that is of the Liche’s Animate Dead spell and a freshly made corpse. (White Box Tome - Arioth I )
Ghoul Dire Wolf: ?
Ghoul Dust: ?
Ghoul Flenser: ?
Ghoul Flenser, Vrinnor, The Skinner: ?
Ghoul Flenser Huntmaster: ?
Ghoul Ghast: A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. (Bard's Gate (S&W))
Total HD
Opponent Rises as
Less than 3
Ghoul or ghast (50% chance for either)
4–7 HD
Wraith
8–11 HD
Spectre
12+ HD
Ghost (Bard's Gate (S&W))
The chuul-ttaen 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. (Quests of Doom 4: Fishers of Men (S&W))
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. (Rappan Athuk - Swords and Wizardry)
A human treasure-hunter became trapped in the oyster, transforming into a ghast after drowning. (Rappan Athuk Expansions 2 - Swords and Wizardry)
Human servants of Ibholtheg the Squamous Toad left to rot in the golden temple have devolved into ghasts. (TG1 Lost Temple of Ibholtheg (SnW))
There are 5 ghasts here who were once priests of Ibholtheg. The croaking in the chamber is a result of Ibholtheg’s movements and used to only occur on an infrequent basis. Now it never stops and it has called its priests back to the world of the living. (TG1 Lost Temple of Ibholtheg (SnW))
This room once held graves of the faithful of Thyr and Muir, but they have since been unearthed—leaving foul-smelling open pits—and the contents turned into vile undead. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. (Tome of Horrors Complete - Swords and Wizardry Edition)
[Any male slain by a banshee queen’s magic rises to become a ghast in 1d4 rounds.
Darakhul Fever disease. (Midgard Swords & Wizardry Guidebook)
Ghoul Ghast, Salipus: ?
Ghoul Ghast Butler, Gaston: ?
Ghoul Ghast Lord, Crimthann: The Mojango belonged to Crimthann, a dark priest of Orcus who abandoned the swamp to oversee a temple to his demon lord. The ship, powered by 11 juju zombies, still plies the swamps, searching on its own for a missing power source named the All-Seeing Eye of Mojango. This malevolent orb fits neatly into the empty tree trunk and foretells doom for all it surveys.
The Eye is also searching for the ship, appearing in the tallest trees randomly throughout the swamp to gain the best vantages. The Eye is dangerous, draining 1d4 levels from anyone touching it. Crimthann himself cast the orb off the boat for fear it would someday become powerful enough to overthrow even his master. His action cost him his life, and turned him into a ghast lord. (Rappan Athuk Bestiary Swords and Wizardry Edition)
Ghoul Ghast Risen Goblin: No one that goes into Rappan Athuk comes out the same, if they come out at all. This is just as true for monsters as it is for adventurers. These six goblins snuck into the early levels of Rappan Athuk hoping for treasure, or at least a place to hide. What they found was something darker, and in their desperate search for a way back to the surface they took to cannibalism to survive. Now they have escaped and roam the surface, their goblin appetites augmented with a hunger for flesh, bone and marrow. (Rappan Athuk Expansions 1 - Swords and Wizardry)
One turn after one of these corrupted goblins dies its flesh tightens over its frame (regenerating if needed) and with a sickening crunch the now intact body rises as a ghast. (Rappan Athuk Expansions 1 - Swords and Wizardry)
[Ravenous] Goblins that drop to 0 hit points or below rise as ghasts on the next combat round, retaining their place on the initiative order. This can be prevented by destroying the corpse with 5 points of fire damage, or pouring holy water over the corpse. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Ghoul Iron: ?
Ghoul Lacedon, Aquatic Ghoul: Brykolakes's Create Spawn power.(The Northlands Saga Complete Swords and Wizardry Edition)
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Complete - Swords and Wizardry Edition)
Ghoul Lord, Thelkor: ?
Ghoul Monkey: Ghoul monkeys are cunning, undead monkeys that often appear in jungle areas where there is great residue of Chaos, such as forgotten temples or altars where dead monkeys might rise in this vile form of undeath. (Tome of Horrors 4)
Ghoul Ratling: This room is partially dry, and serves as a backflow when the whirlpool temporarily clogs. During one of its clogging moments, a hungry ghast named Salipus that had escaped into the sewers found itself here. (Bard's Gate (S&W))
Salipus has since managed to ensnare a few ratlings who now dwell with him as ghouls in the darkness, snatching living things from the water of the backflow pool, and enticing ratlings and wererats to their doom. (Bard's Gate (S&W))
Ghoul Screaming Dead: ?
Ghoul Sea: ?
Ghoul Sumatran Rat-Ghoul: ?
Ghoul Trash Eating, Jikininki: Similar to the Gaki in appearance, these undead originate from greedy, selfish or impious individuals who are cursed after death to seek out and eat human corpses.
Ghoul Vierd: ?
Ghoul Wolf: ?
Ghoul Wolf Dire: See Ghoul Dire Wolf.
Ghoul-Stirge: The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment conducted in ages past by a group of evil and insane necromancers. (Tome of Horrors Complete - Swords and Wizardry Edition)
Ghul: ?
Giant Ant Exoskeleton: See Exoskeleton Giant Ant.
Giant Beetle Exoskeleton: See Exoskeleton Giant Beetle.
Giant Beetle Zombie: See Zombie Giant Beetle.
Giant Crab Carapace Undead: See Undead Giant Crab Carapace.
Giant Crab Exoskeleton: See Exoskeleton Giant Crab.
Giant Crayfish Zombie: See Zombie Giant Crayfish.
Giant Fire Skeletal: See Skeletal Giant Fire.
Giant Frost Undead: See Undead Giant Frost.
Giant Octopus Zombie: See Zombie Giant Octopus.
Giant Pike Undead: See Undead Giant Pike.
Giant Rat Shadow: See Shadow Giant Rat.
Giant Rat Zombie: See Zombie Giant Rat.
Giant Shark Zombie: See Zombie Giant Shark.
Giant Skeleton: See Skeleton Giant.
Giant Storm Ghost: See Ghost Giant Storm.
Giant Zombie: See Zombie Giant.
Gilbert: See Ghoul, Gilbert.
Girda: See Ghost, Girda.
Glacial Haunt: Humans who freeze to death in the icy wastes may rise as undead glacial haunts, resembling zombies. (The Northlands Saga Complete Swords and Wizardry Edition)
Glacial Haunt: The icy wastes sometimes grant unlife to those who freeze to death at her unforgiving hands. (Tome of Horrors 4)
Multiple glacial haunts in a single encounter is rare and believed to come about when a group of adventurers succumb to the cold and perish together. Others have speculated that glacial haunts actually reproduce by melting and then splitting into two identical creatures. (Tome of Horrors 4)
In the glaciers high above a dwarf stronghold, adventurers seeking the hermitage of the Green Lama might come across a deep crevasse in the ice. The crevasse is five miles long and, approximately 100 feet wide and 40 feet deep. There is a 1 in 6 chance they discover iron spikes in the ice and ropes (or the remains of ropes), suggesting that other travelers negotiated the crevasse by climbing into it and back out. This is dangerous business; a save must be made to avoid slipping and falling into the crevasse for 4d6 points of damage. (Tome of Horrors 4)
If characters decide to do the same, they will soon be amazed, for frozen within the crevasse’s walls are hundreds of corpses. There are dwarves, orcs, ogres and giants, all frozen, their faces twisted in horror. The ghosts of these poor souls haunt the crevasse as icy chills that run up the spine and whispered pleadings. (Tome of Horrors 4)
Small caves in the walls of the crevasse are inhabited by glacial haunts, which seek body heat and supplies. They also sought the Green Lama, but never completed their journey. (Tome of Horrors 4)
Glacial Haunt, Kaliope: Unfortunately of the many heroes of old who died here, not all sleep well, troubled by the wickedness of Althunak that stirs once again across these frozen plains. The woman Kaliope now exists as a special, and very powerful, glacial haunt. (The Northlands Saga Complete Swords and Wizardry Edition)
Glitterskull: ?
Gloaming: It is the undead creature of a large predatory animal. (The Witch: Hedgewitch for the Hero's Journey RPG)
Gloom Haunt: Gloom haunts are vile creatures, who seem to have no ties to the living (i.e., scholars cannot find any reasonable explanation as to why they exist), though a few learned sages believe gloom haunts to be the spiritual remains of paladins who were sacrificed by clerics to their vile and dark gods. (Tome of Horrors 4)
Gloriana, Annebeth: See Vampire, Annebeth Gloriana.
Glover, Lambert: See Black Tongue Victim, Lambert Glover.
Glowing Skeleton: See Skeleton Glowing.
Gnoll Zombie Tower: See Zombie Tower Gnoll.
Gnoll Chieftain Zombie Tower, Hatur: See Zombie Tower Gnoll Chieftain, Hatur.
Goat Lantern: See Lantern Goat.
Goat-Human Skeleton: See Skeleton Goat-Human.
Goblin Juju Zombie: See Zombie Juju Goblin.
Goblin Risen: See Ghoul Ghast Risen Goblin.
Goblin Zombie: See Zombie Goblin.
Goblin Zombie Juju: See Zombie Juju Goblin.
Gold Dragon Vampiric: See Vampiric Dragon Gold.
Goov: See Mummy Greater, King Goov.
Gorezeval, Isabel: See Vampire Alcadritch, Matriarch Isabel Gorezeval.
Gormoth: See Undead Angel-Demon, Mephistophael, Gormoth, Kan-Thuul.
Grandfather Lich: See Lich Grandfather.
Granette'rout: See Undead Treant, Granette'rout.
Grave Mount: The grave mount is the insult to all that is good and holy when a paladin’s steed is returned from the dead to wreak havoc upon the world. (Tome of Horrors 4)
Grave Risen: ?
Gravebird: Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic. (Swords and Wizardry Monster Book)
Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic. (Monstrosities)
Graveknight: In death, the graveknight’s life force lingers on in its armor, not its corpse, in much the same way that a lich’s essence is bound within a phylactery. (Rappan Athuk - Swords and Wizardry)
Graveknight Dwarf, Patrol Captain Luther: ?
Gray Render Zombie: See Zombie Gray Render.
Gray Thirster: ?
Great Undead Whale: See Undead Whale Great.
Great Whale Undead: See Undead Whale Great.
Greater Draugr: See Draugr Greater.
Greater Mummy: See Mummy Greater.
Greater Shadow: See Shadow Greater.
Green Man: See Corpse Colossus Minor, The Green Man.
Gremag: See Lich Magic-User 18, Gremag, Phoromyceaen Sorcerer-King of Tharistra.
Grey Spirit: See Spirit Grey.
Grezell: See Vampire, Grezell.
Grim Spectre of Blackpool Swamp: See The Grim Spectre of Blackpool Swamp.
Grimshrike: Grimshrikes are a race of reanimated twin-tailed gargoyles standing about 7 feet tall and weighing 350 pounds. (Tome of Horrors 4)
Grimshrikes are native to a dark land about which little is known other than its terrible history. The place was once vibrant and full of life. Centuries ago, however, all that changed. Dark energies spilled forth unchecked from a wayward wizard’s experiment, fouling the very essence of the land. In a matter of hours, all life in that place ceased to exist. (Tome of Horrors 4)
Gripper Dead: See Ripneck Deadgripper, Dead Gripper.
Grizzly Spirit: See Spirit Grizzly, Bear-Shaped Shadow.
Groaning Spirit: See Banshee, Groaning Spirit.
Grub Zombie: See Zombie Grub.
Guard Captain Temple Ghastly: See Ghastly Temple Guard Captain.
Guard Fear: See Fear Guard.
Guard Temple Captain Ghastly: See Ghastly Temple Guard Captain.
Guard Temple Frozen: See Frozen Temple Guard.
Guard Zombie: See Zombie Guard.
Guardian Cimota: See Cimota Guardian.
Guardian Crypt: See Crypt Guardian.
Guardian Mummy: See Mummy Guardian.
Guardian of Cyngamon: See Undead Swordsman, Guardian of Cyngamon.
Guardian Skeleton: See Skeleton Guardian.
Guardian Tomb: See Tomb Guardian.
Guardian Tomb Mantis: See Mantis Tomb Guardian.
Guardian Undead: See Undead Guardian.
Guest: Spirits that cannot rest, cursed by broken oaths, business left undone, or something else. Left in this world and slowly driven mad by it. Guests were never meant to be in the realms of the mortals and every day they do not pass on is yet another day insanity inducing pain. (The Cartographer's Guide to the Creatures of Eira)
Gunnvor: See Skeletal Giant Fire, Akruel's Former General, Gunnvor.
Gynosphinx Zombie: See Zombie Gynosphinx.
Hacked Zombie: See Zombie Hacked.
Hag Bog: See Bog Hag.
Haimonna, Vampire: See Vampire, Haimonna.
Halfling Hungry Zombie: See Zombie Hungry Halfling.
Halifax, Ralph: See Zombie, Sir Ralph Halifax.
Hamish MacDuncan: See Vampire, Hamish MacDuncan.
Hamster Giant Ghost: See Ghost Giant Hamster.
Hanged Man: These undead assassins are created by foul black magic that reanimates thieves after their death by hanging. (Crypts & Things Remastered)
Haraldson, Kraki: See Wight, Kraki Haraldson, High Koenig.
Hardier Enchanted Zombie: See Zombie Enchanted Hardier.
Harlot Vampire: See Vampire Harlot.
Harn, Akhjila: See Demi-Lich, Akhjila Harn.
Hatur: See Zombie Tower Gnoll Chieftain, Hatur.
Haunt: Unfortunately, not all of the refugees survived the perilous descent. Though their unpreserved flesh and bones rotted away long ago, their fear and anguish in the final moments as [they] fell to their untimely deaths linger in the form of a haunt. (Quests of Doom 4: War of Shadows (S&W))
The haunt is the spirit of a person who died before completing some vital task. A haunt inhabits an area within 60 feet of where its body died and never leaves this area. (Tome of Horrors Complete - Swords and Wizardry Edition)
Haunt 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 haunt. (Quests of Doom 4: Fishers of Men (S&W))
Haunt Glacial: See Glacial Haunt.
Haunt Gloom: See Gloom Haunt.
Haunted Choir: These poor souls, survivors of the retreat but not their master’s cruelty, have each offended one of the clergy of Orcus in some way. (Rappan Athuk - Swords and Wizardry)
He Who Broke the Back of Kathisizk the Great Serpent of the Sea: See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.
Head Dead: See Deadhead, Dead Head.
Head Shrunken: See Shrunken Head.
Head-Stealer: A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck. (Swords and Wizardry Monster Book)
A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck. (Monstrosities)
Headless Cursed Woman: See Cursed Headless Woman.
Headless Ghost: See Ghost Headless.
Headless Warrior, Kubi-no-nai-bushi: A Kubi-no-nai-bushi (headless warrior) is a particularly rare and powerful form of undead that is sometimes created when the spirit of a honorable Samurai that was unlawfully or unjustly forced to commit Sepukku returns from the grave in search of vengeance. (Ruins & Ronin)
Headless Woman Cursed: See Cursed Headless Woman.
Hethel: See Vampire, Hethel.
Hieroglypicroc: See Zombie Crocodile, Hieroglypicroc.
High Cimota: See Cimota High.
High Koenig: See Wight, Kraki Haraldson, High Koenig.
High Lord of Death: See Mummy Cleric 7, High Lord of Death.
High Priest of Althunak Ghastly: See Ghastly High Priest of Althunak.
High Priest Paulus: See Biting Skull, High Priest Paulus.
High Priest Undead: See Undead High Priest.
Hlundel: See Death Naga, Hlundel.
Hoar Spirit: Hoar spirits are believed to be humanoids that freeze to death and are doomed to haunt the icy wastes. (Tome of Horrors Complete - Swords and Wizardry Edition)
Hollow: The Hollows are the soulless husks of the victims of the House. Cast away but some how still linked to the House, which psychically controls them. (Crypts & Things Remastered)
Hooded Gatherer: These powerful and intelligent undead creatures are often mistaken for liches, but they are a thing far worse and more horrible indeed, for they are born in the underworlds of other planes of existence, and hunt down souls in the material planes for their demonic masters. (Tome of Horrors 4)
Hopping Vampire: See Vampire Hopping, Kyonshi.
Horde Fetch: See Fetch Horde.
Horde Skeleton: See Skeleton Horde.
Horde Zombie: See Zombie Horde.
Horned Lord: See The Horned Lord.
Horse Bog: See Bog Horse.
Horse Mount Undead: See Undead Horse Mount, Undead Mount.
Horse Skeletal: See Skeletal Horse.
Horse Zombie: See Zombie Horse.
Hound Bog: See Bog Hound.
Hound Ghost: See Ghost Hound.
Hound Lich: See Lich Hound.
Housecarl Skeletal: See Skeletal Housecarl.
Hróarr Skjálgr: See Zombie Juju, Hróarr Skjálgr.
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. (Quests of Doom 4: War of Shadows (S&W))
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.
Three days prior, the chief inquisitor of the church rode into town on a palfrey and ordered the parish priestess and her acolytes taken into custody. After a hasty trial in which evidence of involvement in the slave trade was presented, the priestesses were cast into the great hearth of the temple (the temple being dedicated to the hearth goddess). It was a terrible shock for the people to see their beloved priestesses accused, convicted and summarily slain (especially in so terrible a manner), but it was an even more terrible shock to see them emerge from the flames as smoldering skeletons and strangle the inquisitor. (Tome of Horrors Complete - Swords and Wizardry Edition)
Human Guard Zombie Tower: See Zombie Tower Human Guard.
Human Meat Puppet: See Meat Puppet Human.
Human Skeleton: See Skeleton Human.
Human Skeleton Undead Menagerie: See Undead Menagerie Skeleton Human.
Human Zombie: See Zombie Human.
Human Zombie Tower, Maurits Felldrake: See Zombie Tower Human, Maurits Felldrake.
Humanoid Rotting Skeletal: See Lich Shade, Rotting Skeletal Humanoid.
Humanoid Skeletal Rotting: See Lich Shade, Rotting Skeletal Humanoid.
Humanoid Zombie: See Zombie Humanoid.
Humladil: See Lich, Humladil.
Hummingbird Undead: See Undead Hummingbird.
Hungering Undead: See Undead Hungering.
Hungry Ghost: See Ghost Hungry.
Hungry Halfling Zombie: See Zombie Hungry Halfling.
Hungry Spirit: See Gaki, Hungry Spirit.
Hungry Zombie: See Zombie Hungry.
Huntmaster Flenser: See Ghoul Flenser Huntmaster.
Hvram Kalsong the Third: See Wraith, Hvram Kalsong the Third.
Hvram the Half-Born: See Wraith, Hvram the Half-Born.
Hybrid Revenant: See Revenant Hybrid.
Hypogean Dragon Ghostly: See Ghostly Dragon Hypogean.
Hypogean Dragon Mummified: See Mummified Dragon Hypogean.
Icebound Ekimmu: See Ekimmu Icebound.
Icthyosaur Skeleton: See Skeleton Icthyosaur.
Igni: See Ghost Paladin 12, Igni.
Ilgoriath: See Lich Lesser, Ilgoriath.
Impaled Spirit: See Spirit Impaled, Shattered Soul.
Imperial Crypt Thing: See Crypt Thing, Imperial Crypt Thing.
Infant Vampire: See Vampire Infant.
Infernal Tyrant: See Vampire Lord, Singed Man, Infernal Tyrant.
Infre: See Phantom, Infre.
Inn-Wight: See Wight Inn-Wight.
Iolne: See Banshee Queen, Iolne.
Iron Ghoul: See Ghoul Iron.
Isabel Gorezeval: See Vampire Alcadritch, Matriarch Isabel Gorezeval.
Islaug the Breathless: See Death Knight, Islaug the Breathless.
Itara: See Vampire, Itara.
Jackal of Darkness: ?
Jarl of the Seas: See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.
Jawbone: Neither Vallis nor Kenneth has the power to properly animate such a creation, so they’ve taken a shortcut. As long as Vallis is not pinned by the Ghostbind, she can use her essence to activate the creature (Vallis assumes her incorporeal form and occupies the skeleton’s space, wearing it like armor). If Vallis is not present, one of the other shades takes control, although Jawbone loses its regeneration if controlled in this manner. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Jawk, Rawling: See Shade, Rawling Jawk.
Jelida Daribe: See Eyeless Filcher, Jelida Daribe.
Jester Red: See Red Jester.
Jiki-Ketsu-Gaki: See Gaki Jiki-Ketsu-Gaki.
Jiki-Niku-Gaki: See Gaki Jiki-Niku-Gaki.
Jikininki: See Ghoul Trash Eating, Jikininki.
Jim: See Ghoul, Old Jim.
Jordelia: See Vampire, Countess Jordelia.
Joy Montez: See Allip, Joy Montez.
Juju Zombie: See Zombie Juju.
Junde, Cedrick: See Soul Knight, Cedrick Junde.
Kalanos: Any humanoid slain by a brykolakas rises as a kalanos in 1d4 days under the creature’s control. (Tome of Horrors Complete - Swords and Wizardry Edition)
Kalina: See Zombie, Kalina.
Kaliope: See Glacial Haunt, Kaliope.
Kalsong, Hvram the Third: See Wraith, Hvram Kalsong the Third.
Kamarupa: Kamarupa are the distorted souls of evil priests betrayed and sacrificed to their deity.
Kan-Thuul: See Undead Angel-Demon, Mephistophael, Gormoth, Kan-Thuul.
Kardofo: See Vampire, Count Kardofo.
Kelvani: See Fetch, Kelvani.
Kenard: See Vampire, Kenard, Warden of the Dead.
Kenneth: See Shade, Kenneth, Lord Darkblade von Nightkill.
Kenneth Junior: See Skeleton Black, Kenneth Junior.
Kezanlil, Arus: See Lich, Arus Kezanlil.
Killbessa: See Mummy of the Deep, Captain Killbessa.
King Barrow: See Barrow King.
King Goov: See Mummy Greater, King Goov.
King Ottin: See Shadow Fighter 8, King Ottin.
King Winter The First: See Winterwight, The First Winter King.
King-Chieftain of the Island of War: See Vampire, Aracor, King-Chieftain of the Island of War.
Klar: See Vampire Orc, Klar.
Klerk: See Ghoul, Klerk.
Knight Death: See Death Knight.
Knight Gaunt: A knight gaunt is an undead creature created when a paladin falls in battle. (Tome of Horrors 4)
Knight Gaunt, Alumaxis: This is the last resting place for the former captain-of-the-guard-turned-architect, Alumaxis. 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. (Rappan Athuk Expansions 1 - Swords and Wizardry)
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 Chaos. Orcus himself found the humor in returning his soldier to the field in such a form. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Knight Gaunt, Sir Agnoysius: ?
Knight Shadow: See Shadow Knight.
Knight Silent: See Silent Knight.
Knight Skeletal: See Skeletal Knight.
Knight Soul: See Soul Knight.
Knock, Samuel: See Wight, Samuel Knock.
Koenig High: See Wight, Kraki Haraldson, High Koenig.
Kor: See Ghost Giant Storm, Kor.
Kraken Undead: See Zombie Kraken, Undead Kraken
Kraken Zombie: See Zombie Kraken, Undead Kraken
Kraki Haraldson: See Wight, Kraki Haraldson, High Koenig.
Kran the Dungeon Master: See Shadow Powerful, Kran the Dungeon Master.
Kubi-no-nai-bushi: See Headless Warrior, Kubi-no-nai-bushi.
Kummua: ?
Kurant Pulanti: See Vampire, Kurant Pulanti.
Kyonshi: See Vampire Hopping, Kyonshi.
Lacedon: See Ghoul Lacedon, Aquatic Ghoul.
Lady Baymoral: See Shade Ethereal, Lady Baymoral.
Lady Spectral: See Spectre, Spectral Lady.
Lady White: See White Lady.
Lambert Glover: See Black Tongue Victim, Lambert Glover.
Lantern Goat: ?
Large Skeleton: See Skeleton Bear Cave, Large Skeleton.
Leader Cimota: See Cimota Leader.
Lecternomancer: Grand Sorcerer of the Valley of Fire Deleterios III killed, in a single stroke, all of his 15 apprentices. Opinions on the reasons differ. Of his detractors, the Chimerists mention he needed corpses of spellcasters for his own nefarious experiments, while the Orthodox Necromancers remind that Deleterios III was reckless during experimentations. (Chthonic Codex)
Rumours circulate about how all of his apprentices might or might not have been corrupted by their Master’s enemies to plot against him, that somehow Deleterios III found out and crushed their hearts with magic. (Chthonic Codex)
Anyway, he took their corpses and retired for a long while, a couple of years, in his laboratories, flayed the bodies, tanned the skins with their brains to make vellum, wrote on their skin with their blood, then stitched them in codexes with their hair and bound them in books. (Chthonic Codex)
Legend Zombie: See Zombie Legend.
Leper Zombie: See Zombie Leper.
Lesser Lich: See Lich Lesser.
Lesser Shadow: See Shadow Lesser.
Lesser Vampire: See Vampire Lesser, Wampyre.
Lich, Undead Lich: ?
Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). (Swords and Wizardry Complete Rulebook)
Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). (Swords and Wizardry Monster Book)
Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). (Monstrosities)
Powerful Wizards or Faithful sometimes want to live forever, even if ‘live’ is a loosely defined term for those who pursue the path to becoming a powerful undead creature. (Battle Axes & Beasties)
A spellcaster intentionally pursues the path to becoming a lich, and it is a long, arduous, and irreversible path, ending with the spellcaster becoming ‘blessed’ with eternal undeath. (Battle Axes & Beasties)
There are rumors that some of these creatures gained this state accidentally as the result of magical research gone horribly wrong. (Battle Axes & Beasties)
Liches are the undead remnants of sorcerers and wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magic, gone awry). (Crimson Blades 2: Dark Fantasy RPG d20 Version)
“The priests of the Isle of the Dead have formed an unholy pact with their master the Silent One. In return for perpetual life, they form and act out plans to bring the whole of Zarth under the Silent One’s Eternal Night.” (Crypts & Things Remastered)
A Lich is the undead remnants of a wizard, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). (Crypts & Things Remastered)
Each time the Octopus Diadem’s owner puts it to use (other than for regeneration or flying), there is a 1% chance that the powerful magic item sucks the user’s soul into it, immediately creating a being that is, effectively, a lich. (Cyclopean Deeps Volume 2 Swords and Wizardry)
Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). (Ruins & Ronin)
The floor of this large chamber is covered with scrawled magical symbols and diagrams. These are various necromantic spells, spells a necromancer must gather and cast in order to become a lich. There are rags, pieces of candles, feathers, and patches of glittering dust scattered everywhere on the floor. (The Black Monastery (S&W))
Finally, in his darkest moment, Eralion turned to Orcus, the Demon-lord of the Undead, imploring the dread demon for the secret of unlife—the secret of becoming a lich. Orcus knew that Eralion lacked the power to complete the necessary rituals to become a lich, as Eralion had barely managed the use of a scroll to contact him in the depths of the Abyss in his Palace of Bones. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
A child, glowing white as the sun, is running through the woods. About a day behind the strange boy is a pack of lupins, servants of the fell sorceress Maladria. The sorceress sent the lupins after the child because it is actually a small piece of her soul, part of an experiment in her quest for lich-hood. The boy possesses her exuberance for life and love; she removed it because it suited her grim plans for eternal unlife and because she needed a piece of her soul to create her phylactery. (Tome of Horrors 4)
Liches are the undead remnants of Spellcasters, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry). (Untold Adventures: Deluxe Edition)
Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry). (White Box: Fantastic Medieval Adventure Game)
Lich, Adrimiret: ?
Lich, Alu: ?
Lich, Arus Kezanlil: The lich Arus Kezanlizil rules the Forge-Temple, claiming it after an unforeseen accident transferred his undead spirit into the body of the dwarven cleric Arbor Oakenchisel. (Monstrosities)
Lich, Captain Montfort Deville: ?
Lich, Coruvance Filp: Coruvance Filp, a Magic-User of Jah Sezar who turned to lichdom when she made an evil pact with demonic forces. (Tome of Horrors 4)
Lich, Cumont: ?
Lich, Damat: ?
Lich, Damien: ?
Lich, Devron the Necromancer: Devron the necromancer swears himself to Arvonliet’s true nature, transforms into lich and is imprisoned below Barakus. (Rappan Athuk Expansions 2 - Swords and Wizardry)
Lich, Dread Master: ?
Lich, Humladil: ?
Lich, Pancras the Senior: ?
Lich, Saca-Baroo: ?
Lich, Sacavious: Inside the room is a clay vessel studded with gems and bound with gold bands. The vessel has a value of at least 8,000gp. It is the jar that the lich Sacavious used to hold most of desiccated internal organs as part of the necromantic rituals that were intended to turn him into a lich. (The Black Monastery (S&W))
At the time of the Black Monastery’s fall, Sacavious was coming to the end of his mortal life. His potions and experiments were no longer able to sustain his failing body, so he had completed the research, potions and incantations to transform himself into a lich. Sacavious had put off his final transformation for more than a decade when the monastery was besieged. His plan had included a betrayal of his brothers, whom he had intended to make his undead minions. (The Black Monastery (S&W))
The Black Brotherhood’s violent end frustrated Sacavious’ plans and forced him to undergo his transformation only moments before the Black Monastery was immolated and disappeared in arcane fire. With his spells exhausted, and the monastery gates about to be breached, Sacavious rushed to his tower and drank down the final potion. He expected to become an immortal being of ultimate power. The result was something quite different. (The Black Monastery (S&W))
The immolation of the Black Monastery unleashed forces unknown to Sacavious. Instead of falling to the floor and rising up as a free-willed wraith, ready to dominate his enemies, Sacavious’ mind was badly damaged by the arcane powers unleashed around him. The pieces of his conscious mind were scattered as wisps, blowing between the planes. Only fragments of these wisps returned to his animated corpse, trapping him forever in a dead shell, re-living his final moments as a mortal. What is left of Sacavious may be found in the large chamber at the top of his tower, waiting to destroy anyone who dares intrude on his eldritch domain. (The Black Monastery (S&W))
Lich, Sacavious Depleted: The necromancer has completed his botched transformation into a lich, but his spells have been seriously depleted by the final siege of the Black Monastery. This version of Sacavious is still a deadly threat, but has already exhausted most of his spells in the final battle. This broken remnant of the Black Brotherhood’s pet necromancer has been lying face down on his spell book ever since. (The Black Monastery (S&W))
Lich, Sacavious Deranged and Crawling: The necromancer’s failed transformation has left him almost completely broken. The Referee should assume that Sacavious has no spells, or possibly just a few left. At the Referee’s discretion, Sacavious should have his hit points and armor class reduced to reflect the fact that he has not cast spells in preparation for the party’s arrival. After he turns toward the party from his workbench, the lich emits a ragged gasp and either staggers toward the adventurers or falls to the floor. Sacavious is still capable of harming the party with his innate lich and necromancer powers, but is only a shell of what he might have been. (The Black Monastery (S&W))
Lich, Sacavious Fully Armed and Operational: In this variation, the Referee assumes that Sacavious completed his transformation into a lich and has been able to recuperate all of his spells. (The Black Monastery (S&W))
Lich, Salvager of Death, Servant of Orcus: ?
Lich, Trystecce, Lich-Queen: ?
Lich, Valen Darkfast: The Darkfasts were cunning necromancers and when the father was mortally wounded in a battle, he was turned into a lich. (The Kingdom of Richard)
Lich, Varimoth: The necromancer Crotus perished, but his acolyte Varimoth lived and has stolen his master’s secret cache of lore, allowing himself to become a lich! (The Rising Dark: An Introduction to Agraphar)
Lich, Vazgar: ?
Lich, Zelkor: Zelkor was a powerful wizard who led the army of Light into Rappan Athuk to attack the high priests of Orcus. They say that he didn’t die, and one day he’ll return. (Rappan Athuk - Swords and Wizardry)
Lich-Lord, Vax: ?
Lich Arch-Lich, Sorcerer-Lich 18, Slavish: ?
Lich Citizen: In civilized areas of Planet Uluros, where magocracy remains the predominant form of government, magic-users frequently attempt to extend their lives by making a transition to an undead condition. These attempts succeed often enough, but more commonly end in the magic-user’s destruction, or, more rarely, in a transformation to a lesser form of lich called a citizen lich. (Operation Unfathomable Player's Guide)
Lich Cleric: ?
Lich Grandfather: ?
Lich Hound: ?
Lich Lesser: ?
Lich Lesser, Ilgoriath: ?
Lich Lord: ?
Lich Lord, Valen Darkfast: ?
Lich Lord, Zangrias: ?
Lich Mad Minotaur: ?
Lich Magic-User 8, Devron: ?
Lich Magic-User 14, Devron: ?
Lich Magic-User 18, Gremag, Phoromyceaen Sorcerer-King of Tharistra: ?
Lich Magic-User 18, The Conductor: He amassed enough magical might that he was able to thwart death, and he has lived as a lich for millennia. (Rappan Athuk Expansions 2 - Swords and Wizardry)
Lich Minotaur Mad: See Lich Mad Minotaur.
Lich N'Gathau: ?
Lich Necromancer, Magerly: ?
Lich Shade: Lich shades attempted to achieve lichdom but failed. (Cry Havoc! (The Dogs of Orcus))
Lich shades are evil creatures who attempted to achieve lichdom but failed. (Tome of Horrors Complete - Swords and Wizardry Edition)
Lich Shade, Ashten Un Shorn: The tower belonged to Ashten Un Shorn, a magic-user who died during an attempt to transition to lichdom. A single mistake in the ritual resulted in the blast that destroyed her tower. Ashten now haunts the upper floors as a lich shade, and slays all who seek her treasure. (Tome of Horrors Complete - Swords and Wizardry Edition)
Lich Shade, Livonia Tols: One of the Dogs of Orcus’ most unusual members, Livonia is a lich shade raised to undeath by Orcus himself. (Cry Havoc! (The Dogs of Orcus))
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. (Cry Havoc! (The Dogs of Orcus))
Lich Shade, Rotting Skeletal Humanoid: ?
Lich Spider: ?
Lich Undead: See Lich, Undead Lich.
Lich Wizard: ?
Lich-Mage, Deserach: ?
Lich-Queen: See Lich, Trystecce, Lich-Queen.
Liche: Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry). (The Hero's Journey Fantasy Roleplaying)
Liche Elder: Elder Liche Nehkra Mastery Ability. (White Box Tome - Arioth I )
Liche Elder, Mezogorah: ?
Liliwan Erera: See The Bloodied Cleric, Erera Liliwan.
Lilly Montez: See Allip, Lilly Montez.
Livonia Tols: See Lich Shade, Livonia Tols.
Loomin: See Wight Inn-Wight, Loomin.
Lord Cadaver: See Cadaver Lord.
Lord Darkblade von Nightkill: See Shade, Kenneth, Lord Darkblade von Nightkill.
Lord Ectarlin: See Ghost, Lord Ectarlin, Spectral Lord.
Lord Ghast: See Ghoul Ghast Lord.
Lord Ghoul: See Ghoul Lord.
Lord Horned: See The Horned Lord.
Lord Lich: See Lich Lord.
Lord Plague: See Ozzark the Dead King, The Plague Lord.
Lord Shade: See Shade Lord.
Lord Spectral: See Ghost, Lord Ectarlin, Spectral Lord.
Lord Wynston Mathen: See Ghost, Lord Wynston Mathen.
Lucas: See Vampire Lord, Black King Lucas.
Lurker Wraith: See Wraith Lurker.
Luther: See Graveknight Dwarf, Patrol Captain Luther.
Lyrid Toadstrangler: See Spirit Impaled, Lyrid Toadstrangler.
MacDuncan, Hamish: See Vampire, Hamish MacDuncan.
Mad Lich Minotaur: See Lich Mad Minotaur.
Mad Minotaur Lich: See Lich Mad Minotaur.
Madrana Mathen: See Spectre, Madrana Mathen.
Magerly: See Lich Necromancer, Magerly.
Maiden of the Maze: ?
Malliw Catspar: See Ghost, Malliw Catspar.
Man Green: See Corpse Colossus Minor, The Green Man.
Man Hanged: See Hanged Man.
Man Rotted: See Rotted Man.
Man Singed: See Vampire Lord, Singed Man, Infernal Tyrant.
Manticore Skeleton: See Skeleton Manticore.
Mantis Tomb Guardian: These undead creatures are the animated carapaces of mantis-priests.
The creatures are animated by ancient necromancy, but apparently were prepared in a manner that made them immune to clerical turning. (Cyclopean Deeps Volume 2 Swords and Wizardry)
Mary Catherine: See Biting Skull, Sister Mary Catherine.
Master Dread: See Lich, Dread Master.
Master Vampire: See Vampire Master.
Mate Draug: See Draug Mate.
Mathen, Madrana: See Spectre, Madrana Mathen.
Mathen, Wynston: See Ghost, Lord Wynston Mathen.
Matilda: See Biting Skull, Saint Matilda.
Matriarch Isabel Gorezeval: See Vampire Alcadritch, Matriarch Isabel Gorezeval.
Maurits Felldrake: See Zombie Tower Human, Maurits Felldrake.
Meat Puppet: Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. (Rappan Athuk - Swords and Wizardry)
Enemies killed by a bonesucker's attack reanimate within the Temple as meat puppets 24 hours after dying. (Rappan Athuk - Swords and Wizardry)
The room also holds 8 human meat puppets, the legacy of past bonesucker victims. (Rappan Athuk - Swords and Wizardry)
Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. (Rappan Athuk Bestiary Swords and Wizardry Edition)
Meat puppets are horrid undead creations created by removing the bones from corpses, then reanimating the skinless hides to attack. Various creatures and monsters can be turned into meat puppets using evil sorcery. (Tome of Horrors 4)
The Bone Crusher artifact. (Rappan Athuk Bestiary Swords and Wizardry Edition)
Meat Puppet Human: 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-ttaen, the revelry of carnage infused the boneless corpses with the necromantic energy that suffuses the marshlands here and animated them as revolting undead creatures. (Quests of Doom 4: Fishers of Men (S&W))
These loathsome, twitching undead either descended from the Temple of Final Sacrament, or arose spontaneously from the corpses of victims slain within the Bloodways. (Rappan Athuk - Swords and Wizardry)
Meat Puppet Humanoid: Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. (Tome of Horrors 4)
Meat Puppet Otyugh: 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. (Rappan Athuk - Swords and Wizardry)
The unfortunate otyugh, which the laboratory’s alchemist used as waste disposal, suffered from a necromantic explosion in the lab. The catastrophe transformed the creature into its current undead state. (Rappan Athuk Bestiary Swords and Wizardry Edition)
Otyugh meat puppets are giant boneless, skinless reanimated beasts.
The bag contains the skin and bones of an otyugh slain by a Magic-User looking to test out a horrible spell he uncovered in an ancient grimoire. The spell worked, turning the boneless, skinless creature into an otyugh meat puppet—that then promptly killed the wizard. (Tome of Horrors 4)
Melene: See Tree Ghost, Melene.
Menagerie Undead: See Undead Menagerie.
Mephistophael: See Undead Angel-Demon, Mephistophael, Gormoth, Kan-Thuul.
Mezogorah: See Liche Elder, Mezogorah.
Mhao: See Vampire, Mhao.
Mimic Undead: See Undead Mimic.
Mimir: See Demi-Lich, Mimir.
Mindless Undead: See Undead Mindless.
Mine Captain Zombie Tower, Dagfa Durbis: See Zombie Tower Mine Captain, Dagfa Durbis.
Minion Vampire: See Vampire Minion.
Minor Corpse Colossus: See Corpse Colossus Minor.
Minotaur Lich Mad: See Lich Mad Minotaur.
Minotaur Mad Lich: See Lich Mad Minotaur.
Minotaur Zombie Tower: See Zombie Tower Minotaur.
Mirax, Tabitha: See Shade, Tabitha Mirax.
Mishka: See Vampire, Mishka.
Mist Devouring: See Devouring Mist.
Mist Swirling Undead Remains of Ghosts of Whalers: See Swirling Mist Undead Remains of Ghosts of Whalers.
Mohrg: In addition, the obelisk bears a magical trap that unleashes a powerful death spell (creatures with fewer than 7HD die, no save; creatures with 8–12HD save or die) centered on itself immediately followed by an animate dead spell that animates them as mohrgs. (Cults of the Sundered Kingdoms (S&W))
Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. (Rappan Athuk - Swords and Wizardry)
Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. (The Black Monastery (S&W))
Buried six feet below the garden’s surface are the bodies of seven former members of the Black Brotherhood, condemned by their brethren for betraying the order. Digging in the garden has the potential of disturbing these corpses, which will rise as morhgs. (The Black Monastery (S&W))
Monastery Black: See The Black Monastery.
Monkey Ghoul: See Ghoul Monkey.
Monstrous Undead: See Undead Monstrous.
Montez, Joy: See Allip, Joy Montez.
Montez, Lilly: See Allip, Lilly Montez.
Montfort Deville: See Lich, Captain Montfort Deville.
Mordnaissant: Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. (Rappan Athuk - Swords and Wizardry)
Anyone entering the room must make a saving throw or succumb to the scent’s intoxicating effect. Those who make their save are immune to its effects for a day. It generates a feeling of pleasurable lassitude coupled with heightened lust. This prompts those affected to copulate again and again, exhausting themselves. Once they begin, victims sustain 1 point of constitution damage per ten minutes spent in this vigorous pursuit. When their constitution drops to 1 point, they become too weak to continue, though the drive remains; victims typically die of thirst or starvation even while they continue to feel the need to mate. (Rappan Athuk - Swords and Wizardry)
Additional saving throws are allowed for failed victims once every 30 minutes for as long as they remain within the room, or once per minute if they are removed from the chamber. The scent is produced by a specially bred form of magical mold infesting the cushions and carpet, and a thorough cleansing of the room with fire (at least 20 points of damage to all surfaces) eliminates the mold and the threat. (Rappan Athuk - Swords and Wizardry)
The bodies lying amid the cushions have been looted by past adventurers, and bear only tattered robes or ancient, non-magical armor that is in too poor of shape to function. 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. (Rappan Athuk - Swords and Wizardry)
Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. (Rappan Athuk Bestiary Swords and Wizardry Edition)
The earth mother idol is a massive emerald-and-bamboo construction standing 15-feet-tall in the center of a jungle clearing. A low altar of black igneous rock stands before the statue of the earth goddess. Piled-up emerald stones form her head, shoulders and arms. Sharpened bamboo branches curve to form her fertile belly. Her legs are stone arches rising from the ground. The superstitious villagers sacrifice virgins each full moon by tying the women to the fast-growing bamboo. The sharp shoots slowly impale and kill the struggling women. Skeletons are still entwined in the thick bamboo, with more bones littering the jungle floor around the statue. (Rappan Athuk Bestiary Swords and Wizardry Edition)
Unfortunately for the villagers, the last woman sacrificed was not a virgin. She was a few months pregnant, but hid her condition from the villagers. When the woman died on the sharpened stakes, her unborn child became a mordnaissant that inhabits the idol’s barren bamboo womb. (Rappan Athuk Bestiary Swords and Wizardry Edition)
Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. (Tome of Horrors 4)
Mortuary Cyclone: ?
Mould Yellow Zombie: See Zombie Yellow Mould.
Mount Grave: See Grave Mount.
Mount Horse Undead: See Undead Horse Mount, Undead Mount.
Mount Undead: See Undead Mount.
Mount Undead: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Mount Undead: See Undead Horse Mount, Undead Mount.
Mouse-Zombie: See Zombie Zeshir's Mouse-Zombie.
Mummified Dragon Hypogean: ?
Mummified Vampire Ancient Egyptian: See Vampire Mummified Egyptian Ancient.
Mummified Vampire Egyptian Ancient: See Vampire Mummified Egyptian Ancient.
Mummy: The desiccated, undead remains are inhabited and animated by a malevolent spirit. (Battle Axes & Beasties)
Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. (Crimson Blades 2: Dark Fantasy RPG d20 Version)
“Some Kings and High-Priests are rich enough and powerful enough to cheat death.” (Crypts & Things Remastered)
Mummified Snake Men. (Hex Crawl Chronicles 1 Valley of the Hawks Swords and Wizardry Edition)
The mummies of the embalmers should not be confused with those of the ancient Egyptians or Incas. In the embalmer culture, a corpse is initially prepared in a way similar to the Egyptians, using a fragrant oils and a conglomeration of herbs in a secret formula. After steeping in this formula, the skin of the mummy peels away. Its organs are then removed and placed in funerary urns. The corpse is them methodically dipped in beeswax, the color of the wax depending on its rank and position in life, with a deep purple-crimson wax being used for kings and a saffron wax for philosophers. A jet imbroglio depicting the corpse as it looked in life is placed under the tongue, it is dressed in flowing robes of black, a gold, conical hat is placed on its head and the ritual to animate the corpse then takes place. The corpse is animated in its closet to keep it from spreading mummy rot to the priests. (Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition)
The practice of mummification was common in Xilonoc, and priests and other leaders often enchanted loyal guards as mummies to live forever guarding a sacred site. (TG3 Shadow Out of Sapphire Lake (SnW))
When they drank the potions that Sacavious said would make them powerful and immortal, all four assistants were transformed into the equivalent of mummies. The transformation was agonizing and maddening. (The Black Monastery (S&W))
Whenever these particular mummies move or fight a fine dust fills the air around them. This dust also covers the bodies on the floor. Anyone who suffers a wound from these mummies, or any other type of wound in this room, will be afflicted with a special type of mummy rot. Once a victim has succumbed to the disease, the corpse will rise as a mummy (although not wrapped) and shamble across any distance to return to this room. There, the victim will take his place as a new guardian of the dungeons beneath the Black Monastery. (The Black Monastery (S&W))
Unfortunately, as soon as a stone begins to fall, the stone-encased spirits of the guardians awaken as mummies and claw through the stone to assault intruders. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
Canopic Urn of the Undead magic item. (Bard's Gate (S&W))
Mummy, Clopek: A set of three alabaster canopic jars sits on an ornate bookshelf filled with scrolls and ecclesiastical texts about the worship of the cat goddess. If the contents of the canopic jars are poured together on the floor, a mummy can be raised from their contents if a cleric reads the scrolls. The mummy is a former priest of the Temple of Bast named Clopek. When raised from the canopic jars, Clopek serves a worshipper of Bast completely until it is destroyed. (Bard's Gate (S&W))
Mummy Ape Two-Headed Giant: The reanimation process activates a dim consciousness in the eon-old apes, allowing them a modicum of silent personality. (Operation Unfathomable)
Mummy Ape Two-Headed Medium: The reanimation process activates a dim consciousness in the eon-old apes, allowing them a modicum of silent personality. (Operation Unfathomable)
Mummy Asp: Similar in many respects to standard mummies, asp mummies are created to guard tombs of regal kings and nobles. Some believe these creatures even have a spark of the divine mixed in with their creation and are appointed by the gods themselves to watch over their favored followers. Asp mummies are known to be favored as guardians among the followers of Chaotic serpent gods. (Tome of Horrors 4)
The creation of an asp mummy follows the same procedure as a standard mummy, save that many small asps are placed into the hollowed corpse along with the herbs and flowers. (Tome of Horrors 4)
Mummy Bog: 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 bog mummies rise from the peaty graves to batter the living. (Quests of Doom 4: Forgive and Regret (S&W))
Humanoids killed by a bog mummy rise as bog mummies themselves in 1d4 days unless their bodies are removed from the swamp or a cure disease spell is cast on the corpse. (The Northlands Saga Complete Swords and Wizardry Edition)
In ages past when the Andøvan ruled the region, those ancients would sacrifice to their gods by throwing bound captives into deep kettle ponds and letting them drown. Thus, the bog lands of the Northlands are often the home to bog mummies and, worse, the dreaded bog hag. (The Northlands Saga Complete Swords and Wizardry Edition)
Long ago, before the Beast Cult took over this site, the original builders placed their honored dead in this bog as sacrifices to their own fell gods. These dead remain, and are now thralls of the cult, rising up as 2 bog mummies every 60ft that the characters travel to kill and drag down trespassers. (The Northlands Saga Complete Swords and Wizardry Edition)
Humanoids killed by a bog mummy rise as bog mummies themselves in 1d4 days unless their bodies are removed from the swamp or a cure disease spell is cast on the corpse. (Tome of Horrors Complete - Swords and Wizardry Edition)
The mummy was a common thief that was strangled and thrown into the holy waters that are marked with a runic pillar. (Tome of Horrors Complete - Swords and Wizardry Edition)
Mummy Cleric 7, High Lord of Death: ?
Mummy Cleric 15, Plethor: ?
Mummy Greater, King Goov: 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. (Rappan Athuk - Swords and Wizardry)
Mummy Greater, Naphra-Tep: 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. (Rappan Athuk - Swords and Wizardry)
Mummy Guardian: ?
Mummy Magic-User 15, Xillin: ?
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 into unlife and revive the soul as a mummy of the deep. (Tome of Horrors Complete - Swords and Wizardry Edition)
Mummy of the Deep, Captain Killbessa: While most of the crew died, the captain and his most ruthless pirates rose again in undeath. (Rappan Athuk - Swords and Wizardry)
Mummy Priest of Orcus: ?
Mummy Priest, Veporth: ?
Mummy Priest of Orcus: Two of the bodies are inanimate, failed experiments, but in the third the Animator succeeded in creating a mummy priest of Orcus. (Cults of the Sundered Kingdoms (S&W))
Mummy Reptilian: ?
Mummy Techno-Mummy: These mummies are prepared with technology and science, not dark magic or curses. The 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. Observing the mummy being animated by powers other than the gods fills all onlookers with a sense of nihilism and dread. Any viewer within 30 feet must make a successful saving throw. If the save is failed, the viewer is frightened and suffers a –2 penalty to all rolls for 1 minute. If the save is failed by 5 or more, the viewer is unconscious for the same duration. If the save is successful, viewers may act normally. (Crypt of the SCIENCE-WIZARD S&W)
The chemicals and preservatives used to prepare the techno-mummy have potentially damaging effects upon living tissue. (Crypt of the SCIENCE-WIZARD S&W)
Mummy-Priest: ?
Murder Crow: ?
Murder-Born: Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit. (Tome of Horrors Complete - Swords and Wizardry Edition)
The inn was an orphanage before tragedy befell nearly 75 years ago. At the time, a young woman who worked with the orphans found herself pregnant by a fisherman who never returned from the harsh waters. She hid her shame, but the townsfolk soon knew of her condition. The fisherman’s parents blamed her for leading their boy to distraction – and ending with his death on the open waters. (Tome of Horrors Complete - Swords and Wizardry Edition)
Their hatred bubbled over in their second son, who took a ragtag bunch of hooligans to help convince the girl to leave the village. One thing led to another, and the girl was murdered and her body boarded up within the walls. No one looked too hard for the missing woman. (Tome of Horrors Complete - Swords and Wizardry Edition)
It was a year after her murder that the screams began in the orphanage’s walls. (Tome of Horrors Complete - Swords and Wizardry Edition)
The inn is the home of murder-born twins that hide in the walls where they and their mother were killed and their bodies still rest. (Tome of Horrors Complete - Swords and Wizardry Edition)
Myrean: See Ghost, Myrean.
N'Gathau Lich: See Lich N'Gathau.
Nadroj: See Spectre-Wizard, Nadroj the Spectre, Nadroj the Wraith.
Nadroj the Spectre: See Spectre-Wizard, Nadroj the Spectre, Nadroj the Wraith.
Nadroj the Wraith: See Spectre-Wizard, Nadroj the Spectre, Nadroj the Wraith.
Naga Death: See Death Naga.
Naphra-Tep: See Mummy Greater, Naphra-Tep.
Narwight: Not just ordinary narwhals that have been transformed into wights, narwights are actually the undead remnant of an entire species of sentient whale-like creatures called primecetans. In fact, narwights represent all that remains of the primecetan race, apparently the result of some primordial cataclysm that destroyed all primecetans that were not transformed into narwights. Whether this ancient cataclysm caused all surviving primecetans to become narwights or if some ancient primecetans used necromancy to transform themselves into narwights to escape the cataclysm is unknown. (The Northlands Series 3: The Drowned Maiden (S&W))
The creature that the characters face is a narwight, a powerful undead creature of the depths infused with the dark powers of the Underworld. (The Northlands Series 3: The Drowned Maiden (S&W))
Narwight, Bones-Of-The-Sea-Evermore: ?
Narwight, Cold-On-Darkness-Below-In-Blood: ?
Narwight, Sings-To-The-Deep-He-That-Cometh: ?
Narwight Elder: ?
Navky: See Spirit Child Navky.
Neb'Enakhet: Neb’Enakhet are sacred, mummified cats placed in the tombs of merchants, bureaucrats, non-noble landowners and others who themselves may not be worthy of (or able to afford) mummification. (Knockspell #3)
Necro-Phantom: Often more than one necro-phantom is encountered; some strange effect of the magic that created them seems to draw these creatures to one another. (Tome of Horrors 4)
The neighboring town militia tracked this witch to the cemetery to bring her to trial for sorcery. The witch cast a death spell to slay the men, but her spell failed due to the accursed cemetery. While the witch in her current disintegrating state poses no threat to any living creature, the corpses around her do. Of the 12 men, half transformed into 6 necro-phantoms that feed off the necromantic energy and the witch’s slow, agonizing death. (Tome of Horrors 4)
Necrohemoth: Necrohemoths are massive creatures formed of thousands of corpses and bits of corpses, all bound together by necromantically-animated sinew and bone. The entrails pulse with horrid life, pumping bile and reeking fluids through the body, much of which leaks out and trails down the putrescent side of the vast monstrosity. Usually necrohemoths are shaped like serpents or are just enormous piles of horror, but extremely powerful necromancers have created some that are bipedal — albeit still largely formless. (Cyclopean Deeps Volume 1 Swords and Wizardry)
The unspeakably evil process for creating a necrohemoth is known only to a few of the great, dark necromancers of the serpentfolk. (Cyclopean Deeps Volume 1 Swords and Wizardry)
Necroid: The Necroids are evil demon-like beings who enter the real world and possess corpses. (Gary vs the Monsters)
Necromage Darakhul: See Ghoul Darakhul Necromage.
Nightcrawler: ?
Nightkill, Lord Darkblade: See Shade, Kenneth, Lord Darkblade von Nightkill.
Noble Wraith: See Wraith, Noble Wraith.
Nockt Nog, Bill: See Bill Nockt Nog.
Nog, Bill: See Bill Nockt Nog.
Northlander Fallen: See Fallen Northlander.
Nosferatu: ?
Null: See Zombie Null.
Nykoul: Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world. (Swords and Wizardry Monster Book)
Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world. (Monstrosities)
Oakenfist, Sven: See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.
Oblivion Wraith: See Wraith Oblivion.
Octopus Giant Zombie: See Zombie Giant Octopus.
Ogre Zombie Tower: See Zombie Tower Ogre.
Old Jim: See Ghoul, Old Jim.
Oldaric: See Vampire Spawn Human Fighter 6, Oldaric.
One Drowned: See Zombie Walkin' Dead Drowned One.
Ooze Undead: See Undead Ooze.
Ooze Vampiric: See Vampiric Ooze.
Orc Vampire: See Vampire Orc.
Orc Zombie: See Zombie Orc.
Orgy Corpse: See Corpse Orgy.
Ormand: See Vampire, Battle-Duke Ormand.
Örn Skjálgr: See Zombie Juju, Örn Skjálgr.
Osmund Pulanti: See Vampire, Osmund Pulanti.
Osori the Creeping One: See Spectre, Osori the Creeping One.
Otmar the Sallow: See Vampire Lord, Otmar the Sallow.
Ottin: See Shadow Fighter 8, King Ottin.
Otyugh Meat Puppet: See Meat Puppet Otyugh.
Otyugh Zombie: See Zombie Otyugh.
Otyugh Zombie Tower: See Zombie Tower Otyugh.
Ozzark the Dead King, The Plague Lord: ?
Paleoskeleton Creature: ?
Paleoskeleton Triceratops: A paleoskeleton triceratops is the fossilized remains of a long-dead dinosaur. (Tome of Horrors Complete - Swords and Wizardry Edition)
Palocar: See Shadow Palocar, The Palocar.
Pancras the Senior: See Lich, Pancras the Senior.
Parasitic Spectre: See Spectre Parasitic.
Pathetic Spirit: See Spirit Pathetic.
Patrol Captain Luther: See Graveknight Dwarf, Patrol Captain Luther.
Paulus: See Biting Skull, High Priest Paulus.
Penanggalen: ?
Phalen: See Ghost, Phalen.
Phantasm: ?
Phantom: Phantoms are translucent spirits of creatures that died a particularly violent death. (Hex Crawl Chronicles 5 The Pirate Coast - Swords and Wizardry Edition)
Phantoms are translucent spirits of creatures that died a particularly violent death. (Tome of Horrors Complete - Swords and Wizardry Edition)
In a crossroads of the dungeon you discover an iron chest, the surface of which it pitted and marred. (Tome of Horrors Complete - Swords and Wizardry Edition) About 30 feet away from the chest there is a skeleton that looks as though its clothing and leather armor was dissolved by acid. The acid is actually a trap activated by opening the chest, which is locked. The acid pours from the joints between the stones that make up the arched ceiling. If a person fails their saving throw, the acid pours on him and causes 1d6 points of damage per round until washed away with at least 1 gallon of water. To make matters worse, the skeleton’s spirit now occupies the area as a phantom, making it difficult for adventurers to get through the intersection. (Tome of Horrors Complete - Swords and Wizardry Edition)
Phantom, Infre: The child was called Infre, and was the issue of a magic-user of questionable sanity and a demon. After poisoning several playmates, Infre was chased to the river and killed by an arrow in the back from a local hunter. Infre’s body shriveled unnaturally and his bones were placed within the stonework of the bridge, was then under construction. (Hex Crawl Chronicles 5 The Pirate Coast - Swords and Wizardry Edition)
Phantom Fire: At the bottom of the spiral there is a large, empty throne room where once sat Florius the Kobold King before he angered those spirits that lurk beyond the veil. Florius is now a great mass of wriggling flesh that shifts and mutates before one’s eyes. Five handmaidens surround the thing that was Florius. They wear green robes and alternately fan the creature with palm fronds and whip it with leather straps. The whipping is concentrated on pustules that appear on the skin. As these pustules burst, thoqqua fall onto the floor and rush to the walls, burrowing into and cocooning themselves – a month later, they emerge as fire phantoms. (Hex Crawl Chronicles 5 The Pirate Coast - Swords and Wizardry Edition)
Philosopher Ghostly: See Ghostly Philosopher.
Phoromyceaen Sorcerer-King of Tharistra: See Lich Magic-User 18, Gremag, Phoromyceaen Sorcerer-King of Tharistra.
Pike Giant Undead: See Undead Giant Pike.
Pike Undead Giant: See Undead Giant Pike.
Piper Died: See Died Piper.
Plague Lord: See Ozzark the Dead King, The Plague Lord.
Plague Wraith: See Wraith Plague.
Plague Zombie: See Zombie Plague.
Plethor: See Mummy Cleric 15, Plethor.
Poltergeist: Poltergeists are incorporeal spirits animated by anger. (The Hero's Journey Fantasy Roleplaying)
The gallery was once owned by a subterranean warlord, a master of many orc tribes who was inordinately fond of his own face. A sculptor and amateur magic-user had the misfortune to have fallen into his hands on his first delve and was pressed into service as his “court sculptor”. In time, he lost his mind and killed the warlord, dying seconds afterward by the hand of an orc archer. The orcs plundered their former master’s underground lair and left, and so were not present for his rise as a poltergeist. (Tome of Horrors Complete - Swords and Wizardry Edition)
A domovoi killed by violence rises in 1 hour as a poltergeist. (Tome of Horrors 4)
Poltergeists are incorporeal spirits animated by anger. (White Box Omnibus)
Poltergeist Bell Witch: This spirit is similar to the poltergeist, save that the person the spirit comes from is a particularly powerful and evil witch. (The Witch for Swords & Wizardry White Box)
Pope Blood: See Blood Pope.
Powerful Shadow: See Shadow Powerful.
Priest Bodak: See Bodak Priest.
Priest High of Althunak Ghastly: See Ghastly High Priest of Althunak.
Priest High Paulus: See Biting Skull, High Priest Paulus.
Priest High Undead: See Undead High Priest.
Priest Mummy: See Mummy Priest.
Priest of Orcus Mummy: See Mummy Priest of Orcus.
Priest Undead: See Undead Priest.
Prince Vampire: See Vampire Prince.
Proklyat: In life, proklyats were those who served diabolical masters by seducing others into committing profane acts. In death, those same servants find themselves stripped of all corporeal existence, reduced to invisible phantoms whose voices hold terrible power. ((DP 3) Narvon's Sinister Stair)
Protector of Durandel: See Zombie Tower Dwarf, Branwyr, Protector of Durandel.
Psycho-Slasher: Some evil won't die. It keeps going and going. It won't stop. Nothing seems to stop it. Ever. (Gary vs the Monsters)
Pulanti, Esmerelda: See Vampire, Esmerelda Pulanti.
Pulanti, Kurant: See Vampire, Kurant Pulanti.
Pulanti, Osmund: See Vampire, Osmund Pulanti.
Pulanti, Thelonius: See Vampire, Thelonius Pulanti.
Puppet Meat: See Meat Puppet.
Purple Worm Zombie: See Zombie Purple Worm.
Putrid Zombie: See Zombie Putrid.
Pyre Zombie: See Zombie Pyre.
Queen Banshee: See Banshee Queen.
Ragusovitch, Bartholomew: See Red Jester, Bartholomew Ragusovitch.
Ralph Halifax: See Zombie, Sir Ralph Halifax.
Rat Ghostly: See Ghostly Rat.
Rat Giant Shadow: See Shadow Giant Rat.
Rat Giant Zombie: See Zombie Giant Rat.
Rat Shadow: See Shadow Rat.
Rat Swarm Shadow: See Shadow Rat Swarm.
Rat-Ghoul Sumatran: See Ghoul Sumatran Rat-Ghoul.
Ratling Ghoul: See Ghoul Ratling.
Ravager of the Cymu Islands: See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.
Raven Swarm Undead: See Undead Raven Swarm.
Raven Undead: See Undead Raven.
Raven Zombie: See Zombie Raven.
Rawbones: Standing in the middle of the collapsed castle is a 20-foot-tall metal spike radiating cool silver light. The spike looks like it was cast down from the heavens to strike the center of the castle and punched all the way through to its stone foundation. Symbols of the god of justice are branded into the sliver. The silver needle is clawed and slashed, and dark blots are burned across its surface. (Tome of Horrors Complete - Swords and Wizardry Edition)
Three innocents held in shackles in the dungeon didn’t survive the explosion that leveled the castle. They died underground, choking on the rock debris filling the tunnels around them. The three are now rawbones who clawed their way through the rocks. They slashed at the silver lance to exact their revenge, but went unsatisfied. (Tome of Horrors Complete - Swords and Wizardry Edition)
Rawling Jawk: See Shade, Rawling Jawk.
Reanimated Corpse, Evasheen: See Zombie, Reanimated Corpse, Evasheen.
Reaper Soul: See Soul Reaper.
Reaver of the Dnipir River: See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.
Reaver Risen: See Risen Reaver.
Red Dragon Vampiric: See Vampiric Dragon Red.
Red Jester: Fifty years ago, King Jepson IV demanded a joke, one so funny it would leave him laughing for days. But when his court jester couldn’t deliver the perfect punchline, the king had him executed and his body tossed in the rubbish pile as a warning to future funnymen. But the jester took his job seriously and rose from the dead a night later. His corpse staggered from the kingdom, asking everyone he met for a joke that would allow him to return and please his king. He’s still looking. (Tome of Horrors Complete - Swords and Wizardry Edition)
Red Jester, Bartholomew Ragusovitch: As one of Orcus’ few amusing creations, Bartholomew can be permanently destroyed only if the characters slay him while he is prone (Orcus granted him his deathly reward after accidently breaking his neck in a pratfall.) (Rappan Athuk Expansions 2 - Swords and Wizardry)
Red Zombie: See Zombie Red.
Redwraith: Weaker redwraiths slowly gain strength over a period of years, eventually becoming full redwraiths that are no longer under the control of the original. (Monstrosities)
Redwraith Weaker: If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control. (Monstrosities)
Reincarnate: The Reincarnate is a sorcerer who has ritually sacrificed their living soul to join the ranks of the undead. (Crypts & Things Remastered)
Relatively Weak Ghost: See Ghost Relatively Weak.
Remains Skeletal: See Skeletal Remains.
Remains Undead of Ghosts of Whalers: See Swirling Mist Undead Remains of Ghosts of Whalers.
Reptilian Mummy: See Mummy Reptilian.
Restless Spirit: See Spirit Restless.
Revenant: ?
Revenant Hybrid: Hybrid revenants occur when two or more creatures, at least one of them humanoid, die on the same spot, in similar throes of torment. (Tome of Horrors Swords and Wizardry Update)
Rhinoceros Beetle Zombie: See Zombie Rhinoceros Beetle.
Ride Ghost: See Ghost Spectral Warden, Ghost Ride.
Ripneck Deadgripper, Dead Gripper: The Ripneck Deadgripper is a variety of undead that is the pairing of the Liche’s necromancy, and demonology, with the addition of a spell that warps the Liche’s creations where he deems. The huge hands are those of a dead demon. (White Box Tome - Arioth I )
Risen Goblin: See Ghoul Ghast Risen Goblin.
Risen Grave: See Grave Risen.
Risen Reaver: The risen reaver is an undead creature 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. (Midgard Swords & Wizardry Guidebook)
Ron Bottom: See Ghost, Ron Bottom.
Rotted Man: His downfall came as he was aging, his old wounds catching up to him and driving him to increasingly more desperate acts. His men began to drift away, for there was less and less reward for the increasing risk, and it is hard for an old man to recruit young warriors to his cause when all he has to offer is a lifetime of pillaging. Finally, Folkmar sailed his ship to Yrsa’s Rock and attempted to force the daughter of Skuld to extend his life and give back his youth. Needless to say, he was less than heroic in his endeavor, and instead of being rewarded, Folkmar was cursed for having the temerity to make demands of a child of the gods. For all eternity, he would live, but he would continue to age, as would his ship and his men, cursed to rot yet remain alive. (The Northlands Saga Complete Swords and Wizardry Edition)
Thus, he does to this day, an undead apparition of moldering bones leading a crew of rotted men. (The Northlands Saga Complete Swords and Wizardry Edition)
Rotting Humanoid Skeletal: See Lich Shade, Rotting Skeletal Humanoid.
Rotting Skeletal Humanoid: See Lich Shade, Rotting Skeletal Humanoid.
Rusalka, Water Witch: Rusalka are undead maiden-witches that haunt the cold rivers and lakes in which they drowned. (Swords and Wizardry Monster Book)
Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed. (Swords and Wizardry Monster Book)
Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed. (Monstrosities)
Over 200 years ago, a wise woman of the elves drowned in the river here, killed by a prince whose affections she spurned. Her spirit became a rusalka, a undead being that seeks vengeance on the living. (Hex Crawl Chronicles 1 Valley of the Hawks Swords and Wizardry Edition)
In all cases the Rusalka is the undead spirit of a young woman that had drowned. The circumstances of her death vary; some say she drowned without being baptized first, others again say she died while drowning her own children (which will sometime result in a Navky or Utburd). But most say the surest way to become a Rusalka is to be a witch. (The Witch for Swords & Wizardry White Box)
The victim she chooses is often tied to her reason for dying. If she committed suicide over love or was spurned by a lover she will go after victims that remind her of her former love. If she was cursed for drowning a child, then she preys on children or mothers with small children. Rusalkas that were drowned for witchcraft will seek out victims that remind her of her captors; men of religion, war or other magic-using characters. (The Witch for Swords & Wizardry White Box)
Sabre-Toothed Tiger That Drips Blood Undead: See Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood.
Sabre-Toothed Tiger Undead That Drips Blood: See Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood.
Saca-Baroo: See Lich, Saca-Baroo.
Sacavious: See Lich, Sacavious.
Sacavious Depleted: See Lich, Sacavious Depleted.
Sacavious Deranged and Crawling: See Lich, Sacavious Deranged and Crawling.
Sacavious Fully Armed and Operational: See Lich, Sacavious Fully Armed and Operational.
Saint Carlos: See Biting Skull, Saint Carlos.
Saint Matilda: See Biting Skull, Saint Matilda.
Salipus: See Ghoul Ghast, Salipus.
Salvager of Death: See Lich, Salvager of Death, Servant of Orcus.
Samuel Knock: See Wight, Samuel Knock.
Sanguine Fog: ?
Sarcophogus Slime: A sarcophogus slime can target one foe within 30ft every 1d4 rounds with its corrupting gaze. The target must make a saving throw or take 2d4 points of damage. A creature killed by this gaze becomes a sarcophagus slime within 24 hours. (Midgard Swords & Wizardry Guidebook)
Savant Emeritus: Savants never truly retire. As they become older and wiser, more and more bent and withered, even more haughty and crotchety, often they die. And while sometimes it's not noticeable, some other times it is, and it's ok. So when they do go properly dead and motionless, we usually bury them in the catacombs, so that we can protect them. And when we can't do that, they're reanimated and buried in crypts or in their hermitage with all their stuff. Or sometimes they just go there by themselves. Away from the Schools, because it would be trouble to keep them close or keep them unprotected; th reasoning goes that, if they can cast spells, they can prevent the plundering of their tomb, to say the least. (Chthonic Codex)
Scavenger Spectral: See Spectral Scavenger.
Science Fiction Zombie: See Zombie Science Fiction.
Screamer: These terrible undead are the remnant of soldiers who have fallen to the horrors of mass conflict and warfare. (Tome of Horrors 4)
Screamer Zombie : See Zombie Screamer.
Screaming Dead Ghoul: See Ghoul Screaming Dead.
Scribe Ghostly: See Ghostly Scribe.
Sea Cat Zombie: See Zombie Sea Cat.
Sea Ghoul: See Ghoul Sea.
Sea Vampire: See Vampire Sea.
Sea Wight: See Wight Sea, Sea-Wight.
Sea-Wight: See Wight Sea, Sea-Wight.
Semi-Liquefied Zombie: See Zombie Semi-Liquefied.
Serpentfolk Zombie: See Zombie Serpentfolk.
Servant Ghostly: See Ghostly Servant.
Servant of Althunak Ghastly: See Ghastly Servant of Althunak.
Servant of Orcus: See Lich, Salvager of Death, Servant of Orcus.
Servant Zombie: See Zombie Servant.
Shade, Undead Shade: Eventually, he acquired a fabulous jewel from a defeated vampire’s tomb that was subsequently identified as the fabled Glimmer Gem long ago stolen from the tower of the efreeti Grand Vizier himself in the legendary City of Brass. Upon its authentication, the gem was shown off to the rest of the guild at a great party held for all the various bosses and their henchmen. (Bard's Gate (S&W))
It was on this night that the Vizier’s Curse was unleashed. The thieves in the hall were transformed into shades (called afya among the denizens of the City of Brass), and a dark fog filled the Slip-Gallows Abbey before spreading out across the river and into the city, consuming or carrying away the remainder of the Gray Deacons. (Bard's Gate (S&W))
This chamber is still dimly lit, and the air seems to swirl with traces of fragrant smoke. Shadowy figures sit around a large table in mockery of their last moments. Some are half-standing; most have blades drawn. As the party watches, the figures begin to move, and shadowy claws reach out from beneath the table. The figures turn to shadow themselves as their essences are drawn into a small dark gem that appears in midair, slowly rotating above the table. (Bard's Gate (S&W))
Now, a huge figure in purple robes, wreathed in flames appears at the head of the table. (Bard's Gate (S&W))
“Be you all cursed,” it intones grimly. “Henceforth your shades shall be imprisoned within the walls of this Abbey, never again to feel the sunlight or taste the rain. This is my curse!” (Bard's Gate (S&W))
A dark fog bursts forth from the creature’s mouth, enveloping all the writhing thieves, and rolling out into the corridors beyond. “This mist shall devour all the others who bear the mark of your cursed guild! Only you will linger now and see the ruin of all your works!” (Bard's Gate (S&W))
In the middle of the table lies a fist-sized, multifaceted, reddish-orange stone, the Glimmer Gem. Any living creature that comes within 10ft of the gem must make a saving throw or instantly be drawn into the gem as if affected by a magic jar spell and replaced by a shade. (Bard's Gate (S&W))
Glimmer Gem magic item. (Bard's Gate (S&W))
Atoda is the petty death who takes charge of those who die from old age or unfortunate accidents.
These battlements are haunted by warrior shades, sailors who lost their lives in the dangerous straits and found their souls bound to the island. (Hex Crawl Chronicles 5 The Pirate Coast - Swords and Wizardry Edition)
A shade is an undead creature that rises when a living creature willingly sacrifices itself in a ritual to Orcus. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Shade, Davith: With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will. (Rappan Athuk Expansions 1 - Swords and Wizardry)
The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Shade, Kenneth, Lord Darkblade von Nightkill: With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will. (Rappan Athuk Expansions 1 - Swords and Wizardry)
The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Kenneth, like many evil magic-users, turned to necromancy as a way of discovering a path to immortality, which he eventually found. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Shade, Rawling Jawk: ?
Shade, Tabitha Mirax: With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will. (Rappan Athuk Expansions 1 - Swords and Wizardry)
The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Shade, Vallis Blacklocke: With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will. (Rappan Athuk Expansions 1 - Swords and Wizardry)
The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Shade, Valmont: See Vampire, Valmont De Shade.
Shade Deacon: ?
Shade Deacon Guard: ?
Shade Deacon Skirmisher: ?
Shade Ethereal: ?
Shade Ethereal, Lady Baymoral: Lady Baymoral is the true danger in the room. She became an ethereal shade after her death. Her spirit haunts the dining table. (Monstrosities)
Shade Lich: See Lich Shade.
Shade Lord: ?
Shade Undead: See Shade, Undead Shade.
Shadow: Their chill touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0, he or she is transformed into a new shadow. (Swords and Wizardry Complete Rulebook)
Their chill touch drains one point of strength with a successful hit, and if a victim is brought to a Strength of 0, he becomes a shadow. (Swords and Wizardry Monster Book)
Their chill touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0, he or she is transformed into a new shadow. (Monstrosities)
Eventually, he acquired a fabulous jewel from a defeated vampire’s tomb that was subsequently identified as the fabled Glimmer Gem long ago stolen from the tower of the efreeti Grand Vizier himself in the legendary City of Brass. Upon its authentication, the gem was shown off to the rest of the guild at a great party held for all the various bosses and their henchmen. (Bard's Gate (S&W))
It was on this night that the Vizier’s Curse was unleashed. The thieves in the hall were transformed into shades (called afya among the denizens of the City of Brass), and a dark fog filled the Slip-Gallows Abbey before spreading out across the river and into the city, consuming or carrying away the remainder of the Gray Deacons. (Bard's Gate (S&W))
There are 1d6+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. (Bard's Gate (S&W))
Any person reduced to 0 STR becomes a shadow under the control of the shadow that killed him. (Crimson Blades 2: Dark Fantasy RPG d20 Version)
Glimmer Gem magic item. (Bard's Gate (S&W))
King Ottin and his people were cursed in ancient times to never again see the sun or feel its warmth. (Hex Crawl Chronicles 2 The Winter Woods - Swords and Wizardry Edition)
The Land Beyond the Black Water is both of the mortal world and beyond the mortal world, a nexus of the lands of life and death. The country is always shrouded in twilight, with a moon that rises and sets in the manner of the sun in the land of the living. The souls of the dead wash up on the land’s rocky shores as spirits made corporeal and trapped in lifeless bodies. Some float up the river, for the Sluggish River flows from the sea to the mountains, rather than the reverse. Some souls animate their fleshy prisons in the form of zombies, others escape as ghostly shadows and many are extracted and traded as commodities by the weird citizens of this terrible country. (Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition)
These chalk caves capture the shadows of creatures that enter and spend more than 10 minutes within, assuming they have a light source with which to cast those shadows. (Hex Crawl Chronicles 7 The Golden Meadows - Swords and Wizardry Edition)
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 shadow demon. The vengeful Ankehaton slew two of his killers, turning them into 2 shadows. (Quests of Doom 4: War of Shadows (S&W))
Any targets drained by the shadows join their ranks in this room forever. (Rappan Athuk - Swords and Wizardry)
A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes (9 turns). (Ruins & Ronin)
There is a bowl on top of a table in the middle of the room. The bowl is filled with water and inscribed with runes on its exterior. A Magic-User reading the incriptions will be able to identify that the inscriptions on the bowl are used as part of a necromantic ritual. If the Magic-User has an Intelligence score over 15, he will also discern that the bowl is specifically used in a ritual to create shadows. (The Black Monastery (S&W))
These are the shades of 13 brothers who took the most pleasure in the displays put on here. Their doom, in death, has been to haunt the place where they did so many evil acts while they were living. (The Black Monastery (S&W))
The Shadow of Kran the Dungeon Master is akin to a normal shadow, but much more powerful. If it drains a character’s strength to 0, the character will die and within 1d3 rounds the character’s spirit will rise as a normal shadow in Kran’s service. (The Black Monastery (S&W))
A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes. (The Hero's Journey Fantasy Roleplaying)
A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. (Untold Adventures: Deluxe Edition)
A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes. (White Box: Fantastic Medieval Adventure Game)
Shadow Animal: Any animal (not a human or humanoid) reduced to 0 hit points by a shadow bear becomes a shadow with 1HD within 1d4 rounds. (Tome of Horrors 4)
Shadow Bear: A strange incarnation of sentient darkness and feral rage, shadow bears are strange creatures, malevolent living spirits that inhabit the shadowy gaps between true realities. (Tome of Horrors 4)
Shadow Bear, The Shadow of Death: In centuries past when the skraelings were more numerous in the western forests, they came to be preyed upon by a beast of terrible savagery and power. It tore through entire villages in its bloodlust before the skraeling tribes managed to trap it within a cave in the Wolf Cairn Mountains where it slowly succumbed to starvation. The beast did not sleep well, though, and on some nights it slips out of its cavern tomb as a shadow of its former self to prey upon those it catches wandering its former woodland home. (The Northlands Saga Complete Swords and Wizardry Edition)
Shadow Bear-Shaped: See Spirit Grizzly, Bear-Shaped Shadow.
Shadow Captain: 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. (Tome of Horrors Swords and Wizardry Update)
Shadow Fighter 8, King Ottin: King Ottin and his people were cursed in ancient times to never again see the sun or feel its warmth. (Hex Crawl Chronicles 2 The Winter Woods - Swords and Wizardry Edition)
Shadow Giant Rat: The shadows at Area 10 captured a pack of giant rats that lived in the nest to the east of their room and turned them into 5 giant rat shadows. These rather strange undead befuddle anyone familiar with the power of normal shadows, which usually create only human shadows. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
Shadow Greater: ?
Shadow Lesser: ?
Shadow Magic-User 3, Eralion The Shadow-Mage: Orcus smiled a cruel smile as he promised the secret of lichdom to Eralion. But there was a price. Orcus required Eralion to give to him his shadow. “A trifling thing,” Orcus whispered to Eralion from the Abyss. “Something you will not need after the ritual which I shall give to you. For the darkness will be your home as you live for untold ages.” (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
In his pride, Eralion believed the demon-lord. He learned the ritual Orcus provided to him. He made one final trip to the city of Reme to purchase several items necessary for the phylactery required by the ritual. While there, he delivered a letter to his friend Feriblan the Mad, with whom he had discussed the prospect of lichdom—though only as a scholarly matter. Feriblan, known for his absent-mindedness, never read the letter, but instead promptly misplaced it and its companion silk-wrapped item. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
Eralion returned to his keep and locked himself in his workroom. He began his ritual, guarded by zombies given to him by Orcus—servants that would make sure Eralion went through with the ritual, although supposedly just to “offer him aid.” As he uttered false words of power and consumed the transforming potion he realized the demon’s treachery. He felt his life essence slip away—transferring in part to his own shadow, which he had sold to the Demon Prince. Eralion found himself Orcus’s unwitting servant, trapped in his own keep. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
This room is the home of Eralion, who, transformed by Orcus’ treachery, is now a shadow. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
Eralion was, long ago, the mage of this keep. His failed attempt at lichdom, as a result of treachery by Orcus, turned him into a vile shadow. He was, at his peak, a 9th level magic-user. He retains some small bit of his prior arcane knowledge, though it has been twisted by his evil fate. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
Shadow of Death: See Shadow Bear, The Shadow of Death.
Shadow Rat Giant: See Shadow Giant Rat.
Shadow Knight: King Ottin and his people were cursed in ancient times to never again see the sun or feel its warmth. (Hex Crawl Chronicles 2 The Winter Woods - Swords and Wizardry Edition)
Shadow Palocar, The Palocar: ?
Shadow Powerful, Kran the Dungeon Master: What remains of Kran the Dungeon Master is standing in this room. Kran’s body was destroyed in battle but his evil soul survived, cursed to haunt his tower forever as a powerful shadow. (The Black Monastery (S&W))
Shadow Rat: ?
Shadow Rat Swarm: 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. (Bard's Gate (S&W))
Shadow Wolf: See Wolf Shadow.
Shambling Corpse: See Corpse Shambling.
Shambling Undead: See Undead Shambling.
Shark Giant Zombie: See Zombie Giant Shark.
Shattered Soul: See Spirit Impaled, Shattered Soul.
She of the Fair Eyes: See Wraith, She of the Fair Eyes.
Shekahn the Vampire: See Vampire, Shekahn the Vampire.
Shikki-Gaki: See Gaki Shikki-Gaki.
Shipwreck Ghost: See Ghost Shipwreck.
Shorn, Ashten: See Lich Shade, Ashten Un Shorn.
Shrunken Head of Bartholeus: ?
Sibilant Corpse: Rarely, after a Chaotic Magic-User dies, especially if in life he sowed dissension through deceit and gossip, the mage's evil takes new form as an undead sibilant corpse. The necromantic forces that animate a sibilant corpse also grant it frightening sorcerous power. (Chance Encounters)
Silent Knight: ?
Simrath the Vampire: See Vampire, Simrath the Vampire.
Singed Man: See Vampire Lord, Singed Man, Infernal Tyrant.
Sings-To-The-Deep-He-That-Cometh: See Narwight, Sings-To-The-Deep-He-That-Cometh.
Sir Agnoysius: See Knight Gaunt, Sir Agnoysius.
Sir Ralph Halifax: See Zombie, Sir Ralph Halifax.
Sir Valen the White: See Vampire, Sir Valen the White.
Sister Mary Catherine: See Biting Skull, Sister Mary Catherine.
Skeletal Bloody Dire Tiger: See Skeletal Tiger Dire Bloody.
Skeletal Bloody Dire Tiger Ferocious: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Skeletal Bloody Tiger Dire: See Skeletal Tiger Dire Bloody.
Skeletal Bloody Tiger Dire Ferocious: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Skeletal Dire Tiger Bloody: See Skeletal Tiger Dire Bloody.
Skeletal Dire Tiger Bloody Ferocious: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Skeletal Elephant: See Skeleton Elephant, Skeletal Elephant.
Skeletal Fire Giant: See Skeletal Giant Fire.
Skeletal Fish, Undead Fish: ?
Skeletal Fury: The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets. (Swords and Wizardry Monster Book)
The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets. (Monstrosities)
Skeletal Giant Fire, Akruel's Former General, Gunnvor: ?
Skeletal Giant Fire, Gunnvor: See Skeletal Giant Fire, Akruel's Former General, Gunnvor.
Skeletal Horse: ?
Skeletal Housecarl: ?
Skeletal Humanoid Rotting: See Lich Shade, Rotting Skeletal Humanoid.
Skeletal Knight: ?
Skeletal Remains: In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round. Each of these animated body parts may attack once, inflicting 1d4 damage. A cleric may turn these newly living bits of skeletal remains as if they were Type 1 undead. The bone mound may shift its animate dead power from one set of bones to another at any time. (Swords and Wizardry Monster Book)
In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round. (Monstrosities)
Skeletal Rotting Humanoid: See Lich Shade, Rotting Skeletal Humanoid.
Skeletal Swarm: Skeletal swarms are the remains of pieces cast off of whole skeletons collected together and animated en mass. (Tome of Horrors 4)
Bone Horn cursed item.(Tome of Horrors 4)
Skeletal Tiger Dire Bloody: ?
Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount: ?
Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood: ?
Skeletal Tiger Dire Bloody Ferocious: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Skeletal Warrior: Bones animated by the malevolent spirit of a warrior. (Battle Axes & Beasties)
Skeleton: Skeletons are animated bones of the dead, usually under the control of some evil master. (Swords and Wizardry Complete Rulebook)
Skeletons are animated bones of the dead, usually under the control of some evil master. (Swords and Wizardry Monster Book)
Skeletons are animated bones of the dead, usually under the control of some evil master. (Monstrosities)
These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition. ((DP 2) The Bishop's Secret)
The undead throne is difficult to turn. A successful turn undead expels one skeleton from the throne's body if the undead throne makes a saving throw. This causes 4 points of damage to throne and reduces its number of attacks by -1 (but to never less than 1 attack). ((DP 3) Narvon's Sinister Stair)
As with the ghoul encounter, a cleric or necromancer of Orcus freed these animated corpses and set them loose within the city to watch the chaos. (Bard's Gate (S&W))
The animated bones of the dead, imbued with a souless semblance of life by the spirit that animates their remains. (Battle Axes & Beasties)
Skeletons are animated bones of the dead, usually under the control of some evil master. (Crypts & Things Remastered)
Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. (Crypts & Things Remastered)
Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round. (Crypts & Things Remastered)
Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass. (Quests of Doom 4: A Little Knowledge (S&W))
If the characters arrive at the library while Thanopsis’ undead warriors are away in battle at Burvaadun, the library is surprisingly undefended. Shortly after their destruction, Thanopsis immediately raises a force of 12 skeletons and 12 zombies to defend the library. They form in Area L1, where they wait quietly and occasionally wander around the building’s perimeter. (Quests of Doom 4: A Little Knowledge (S&W))
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. She hopes one day to replace her raiding parties with teams of undead lead by goblins, to supply them with all the food they could want. (Rappan Athuk Expansions 1 - Swords and Wizardry)
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, and is working on a corpse, this time attempting to make a zombie. (Rappan Athuk Expansions 1 - Swords and Wizardry)
This staff’s single purpose is to command the infamous Army of the Shoreline Dead. The members of this skeletal fighting force are believed to have been among the first settlers in the area around Rappan Athuk, and among its first victims. They died on or near the shore on which they arrived, falling prey to disease, in-fighting, native hazards, and sahuagin raids. (Rappan Athuk Expansions 2 - Swords and Wizardry)
Skeletons are animated bones of the dead, usually under the control of some evil master. (Ruins & Ronin)
Bones of the dead, animated by vile necromancy. (Swords & Wizardry Continual Light)
Skeletons are animated bones of the dead and are usually under the control of some evil master. (The Hero's Journey Fantasy Roleplaying)
The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead]. (The Lost City of Barakus (S&W))
Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. (The Lost City of Barakus (S&W))
Once a force of law enters the room, the 6 skeletons animate. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
However, the statuette is mounted on a vertical ice rod that can be broken if the skull is not lifted directly upward (and even then, a delicate tasks roll must be made successfully). If the ice rod breaks, it sets off a magical alarm that can be heard ringing throughout this level of the palace. This also immediately animates 6 skeletons that spring from the bas-reliefs to attack. (The Northlands Saga Complete Swords and Wizardry Edition)
Bone cobblers take the skeletal remains of those they kill and combine them with other bones in their lair. From these bones they sculpt and form weird humanoid or half-humanoid skeletal statues. Once per day, a bone cobbler can animate up to 5 skeletal statues within 30 feet. These creatures fight as skeletons, though their forms and structures do not necessarily resemble anything remotely humanoid. (Tome of Horrors Complete - Swords and Wizardry Edition)
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Complete - Swords and Wizardry Edition)
For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently. (Tome of Horrors Complete - Swords and Wizardry Edition)
Each round, in place of moving or striking, an undead ooze can expel 1d6 skeletons from its mass. 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 1 hour. (Tome of Horrors Complete - Swords and Wizardry Edition)
Skeletons are animated bones of the dead and are usually under the control of some evil master. (Untold Adventures: Deluxe Edition)
Skeletons are animated bones of the dead and are usually under the control of some evil master. (White Box: Fantastic Medieval Adventure Game)
The Skeletons that rise in the cemetery are twisted, gnarled. They are animated by the power of the Mad Liche Mezogorah. It is his cackle that the player’s characters here as he animates and observes from afar. (White Box Tome - Arioth I )
Animate Dead spell. (Swords and Wizardry Complete Rulebook)
Animate Dead spell. (Crypts & Things Remastered)
Animate Dead spell. (For Coin & Blood)
Animate Dead spell. (Ruins & Ronin)
Animate Dead spell. (The Hero's Journey Fantasy Roleplaying)
Animate Dead spell. (Untold Adventures: Deluxe Edition)
Animate Dead spell. (White Box: Fantastic Medieval Adventure Game)
Animate & Command the Dead spell. (YARR!)
Nihiloplasm magic item. (Rappan Athuk Expansions 2 - Swords and Wizardry)
Raise Lesser Undead spell. (The Little Book of Adventuring Classes Vol. 1)
Cauldron of the Dead magic item. (The Witch for Swords & Wizardry White Box)
Skeletal Staff magic item. (Tome of Horrors 4)
Skeleton Archer: ?
Skeleton Bear Cave, Large Skeleton: Within the offering bowl is a medallion depicting a beautiful human eye attached to a simple silver necklace. Wearing the amulet grants the wearer protection from charm and sleep (see Sidebox). However, if the amulet is removed by anyone with an alignment other than Neutral, the bones on the cave floor below assemble themselves into a large skeleton that attacks the possessor of the amulet and anyone associated with him. (The Lost City of Barakus (S&W))
Skeleton Black: The Black Brotherhood created these undead warriors as the special guardians of their monastery and the dungeons below. (The Black Monastery (S&W))
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. (The Black Monastery (S&W))
Skeleton Black, Kenneth Junior: ?
Skeleton Black Artillery: ?
Skeleton Black Champion: ?
Skeleton Burning: ?
Skeleton Cave Bear: See Skeleton Bear Cave, Large Skeleton.
Skeleton Elephant, Skeletal Elephant: ?
Skeleton Exploding: ?
Skeleton False-Black: These alcoves each contain a false black skeleton (8 total) which are simply normal skeletons painted black, with a minor enchantment allowing limited spell casting. (Rappan Athuk - Swords and Wizardry)
Skeleton Fighter 11: A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away. (Wilderlands of the Fantastic Reaches, Revised Guidebook)
Skeleton Fighter 12: A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away. (Wilderlands of the Fantastic Reaches, Revised Guidebook)
Skeleton Fighter 13: A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away. (Wilderlands of the Fantastic Reaches, Revised Guidebook)
Skeleton Fighter 14: A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away. (Wilderlands of the Fantastic Reaches, Revised Guidebook)
Skeleton Flaming: Flaming skeletons have been animated with an unholy fire that radiates from them. (The Hero's Journey Fantasy Roleplaying)
Flaming skeletons have been animated with an unholy fire that radiates from them. (White Box Omnibus)
Skeleton Font: See Skeleton Font of Bones, Font Skeleton.
Skeleton Font of Bones, 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. (Bard's Gate (S&W))
Entering the halls, his small party found that the burial halls had been thoroughly desecrated by the followers of Orcus and in a central chamber a corrupted fountain produced wave after wave of undead skeletons. (Bard's Gate (S&W))
Font of Bones skeletons are created by the Font of Bones, a corrupted artifact of great power, in the burial halls of Thyr and Muir. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
These skeletons are called “font skeletons” because they were created by the Font of Bones at Area 6 of the Entrance Level of the dungeon. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
Disturbing the second sigil, which is highly unusual in appearance, causes the Font of Bones in Room 6 to create 8 font skeletons and send them toward the door. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
This great hall contains over twenty stone sarcophagi and was once the main burial room. The holy symbols within the room have been desecrated and defiled. In the center of the room is something that is an abomination to behold: a fountain of what once was white marble, now stained crimson, filled with blood and bones. A glowing red rune, radiating pure Chaos, has been rudely carved into the once-pure fountain base. Gouts of blood bubble a spurt grotesquely from the top of the fountain, spattering the floor around the font with red ichor. The pall of evil hangs heavy here. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
The sarcophagi are now all empty; their contents pillaged and piled in the Font of Bones. The entire room radiates unhallow. The presence of any Lawful-aligned character in the room cause 4 font skeletons to animate every other round within the font and move out to attack. There is no limit to the number of skeletons that may be generated this way; the skeletons continue to animate as long as any Lawful-aligned character remains in the room. After 10 rounds, the Font begins to produce skeletons every round. If any Lawful-aligned characters remain in the room after 20 rounds, the Font pauses for 1 round, then summons 1 vrock demon to the room, in addition to producing 2 skeletons. This continues every round a Lawful-aligned character remains in the main burial hall. The Font stops producing creatures as soon as no Lawful-aligned characters are in the room, restarting the cycle from where it left off should they re-enter. After 24 hours of no Lawful-aligned characters in the room, the Font resets to begin the cycle anew. The glowing rune on the font is a rune of undeath, learned by the priests of Orcus from Balcoth, the undead rune mage on Level 2A. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
Presence of Lawful-aligned characters in these rooms triggers the creation of 4 font skeletons every other round. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
Skeleton Fossil, Skeleton Fossilized: 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. (Swords and Wizardry Monster Book)
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. (Monstrosities)
The caves contain the remains of the first creatures to call the Seething Jungle their home. The native lizardmen died during a natural disaster that collapsed their tunnel homes into the ground around them. The lizardmen’s broken bodies merged with the flowing limestone to create 18 skeleton fossils trapped in the walls. (Monstrosities)
Skeleton Fossilized: See Skeleton Fossil, Skeleton Fossilized.
Skeleton Fragmented: The foul magic binding these skeletons together may disintegrate at any moment, and even if the skeletons survive the combat, they usually fall apart after an hour. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Skeleton Giant: ?
Skeleton Glowing: ?
Skeleton Goat-Human: ?
Skeleton Guardian: The sarcophagi in this room all contain normal (not animated) skeletons. 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 undead beings. (Grimmsgate)
Skeleton Horde: This is the army brought forth by Islaug the Breathless from the now-exposed tunnels of the bitumen mines that ran underneath the field of battle. It is composed primarily of skeletons and zombies, all of which are stained black with long exposure to the bitumen mines, and more than a few of which are actually still on fire from the explosion. Assorted ghouls and more intelligent undead are mixed among these hordes, but not enough to constitute an army of their own or change the overall complexion of these armies. (The Northlands Saga Complete Swords and Wizardry Edition)
Skeleton Human: ?
Skeleton Human Undead Menagerie: See Undead Menagerie Skeleton Human.
Skeleton Icthyosaur: The petrified skeleton of an ichthyosaur lurks beneath the sands here. Animated long ago by a necromancer, it guards the hex from intruders, for hidden deeper beneath the sands there is a large bunker complex that the necromancer used as his base of operations. (Hex Crawl Chronicles 7 The Golden Meadows - Swords and Wizardry Edition)
Skeleton Large: See Skeleton Bear Cave, Large Skeleton.
Skeleton Manticore: ?
Skeleton Troll: ?
Skeleton Warrior: He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages). (The Northlands Saga Complete Swords and Wizardry Edition)
The skeleton warrior is a lich-like undead that was once a powerful fighter of at least 8th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet. (Tome of Horrors Complete - Swords and Wizardry Edition)
Skeleton Warrior, Dreva: ?
Skeleton Wolf Undead Menagerie: See Undead Menagerie Skeleton Wolf.
Skjálgr, Hróarr: See Zombie Juju, Hróarr Skjálgr.
Skeletons Conjoined: Two cultists died clinging to each other in terror in this chamber. 1D4+1 rounds after explorers enter the reception room, the skeletons animate as a single monster. ((DP 3) Narvon's Sinister Stair)
Skin Feaster: When a humanoid dies as a result of being skinned alive, it often returns to the land of the living as a skin feaster; an undead creature driven by an insatiable hunger for the skin and flesh of living creatures. (Tome of Horrors 4)
Skinner: See Ghoul Flenser, Vrinnor, The Skinner.
Skjálgr, Örn: See Zombie Juju, Örn Skjálgr.
Skull Child: A juvenile humanoid slain by a skull child rises the following night as a free-willed skull child. A bless spell cast on the body before that time ceases the transformation. Adults and non-humanoids killed by a skull child do not rise as undead. (Tome of Horrors 4)
Skull Flaming Flying: See Skull Flying Flaming.
Skull Flying Flaming, Beskevar: See Skull Flying Flaming, Flameskull, Beskevar.
Skull Flying Flaming, Flameskull, Beskevar: 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. (Cry Havoc! (The Dogs of Orcus))
Skulleton: Skulletons are undead creatures believed to have been created by a lich or demilich, 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 painted glass (worthless). (Tome of Horrors Complete - Swords and Wizardry Edition)
The skulleton is thought to have been created to detour would-be tomb plunders in to thinking they had desecrated the lair of a demilich. (Tome of Horrors Complete - Swords and Wizardry Edition)
Skullsnatcher: Orthodox Necromancers usually satisfy their mad power ravings by achieving immortality and leading giant undead armies. Others, like the Reformed Necromancers, are not happy with simple massacre, and desire to fight their enemies using the Black Art in much subtler ways. (Chthonic Codex)
Skullsnatchers are sometimes used for this purpose, using the rites developed by Grand Sorceress of the Valley of Fire Deleterios II. She created these headless undeads by performing rituals on the decapitated remains of the rebellious Orthodox Necromancy apprentices after the revolts following her predecessor's Apotheosis ritual. (Chthonic Codex)
Slave Ghostly: See Ghostly Slave.
Slavish: See Lich Arch-Lich, Sorcerer-Lich 18, Slavish.
Slayer Ghostblade: See Ghostblade Slayer.
Slayer of a Thousand Men: See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.
Slime Sarcophogus: See Sarcophogus Slime.
Slime Zombie: See Zombie Slime.
Soldier Juju Zombie: See Zombie Juju Soldier.
Soldier Undead: See Undead Soldier.
Soldier Zombie Juju: See Zombie Juju Soldier.
Sorcerer Undead: See Undead Sorcerer.
Sorcerer-King of Tharistra: See Lich Magic-User 18, Gremag, Phoromyceaen Sorcerer-King of Tharistra.
Sorcerer-Lich 18, Slavish: See Lich Arch-Lich, Sorcerer-Lich 18, Slavish.
Soul Knight: A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. The evil spirit continues to inhabit its old armor, repeating the deeds that brought about the living knight’s ruin. (The Black Monastery (S&W))
A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. The evil spirit continues to inhabit its old armor, repeating the deeds that brought about the living knight’s ruin. (Tome of Horrors 4)
Soul Knight, Cedrick Junde: Cedricke Junde, a knight in service to the Impoverished Vow-Takers of Voard, accompanied his master and liege to the opera on that fatal night—although he’d already taken gold to allow an assassin access to his liege’s privacy box high above the stage. What Cedricke could not know was that the assassin would then start the blazing inferno to cover his tracks. The massive curtain collapsed in a fiery blaze that killed the singers and many in the front rows. The assassin fled during the conflagration, escaping into the cold night as those he left behind burned. Cedricke himself died as his armor blackened and his skin burned. (Tome of Horrors 4)
Soul Knight, Gareth the Reaper: One of these soul knights was Gareth the Reaper, an adventurer who turned upon his comrades while adventuring in the Black Monastery out of greed and spite. Gareth himself was slain before he could escape the monastery’s halls and has remained to haunt this room ever since. (The Black Monastery (S&W))
Soul Reaper: ?
Soul Shattered: See Spirit Impaled, Shattered Soul.
Soulstealer: These foul undead are created by dark and secret rituals, and remain forever under the control of their creator. (Adventures in the Borderland Provinces (S&W))
The lich known as the Dread Master was a figure of ancient legend entombed in the black spire, and who created the soulstealers as his servants. “The lich was bound, the legends said. Helpless and starved in his Black Spire tomb. But even helpless, he shaped bone and spirit from the dead of the sea to do his bidding. And so did his evil rise again.” (Adventures in the Borderland Provinces (S&W))
But though the Dread Master was physically prevented from escaping the tomb, long years of imprisonment reduced the lich to a mental essence that was able to slip beyond the wards that bound him. 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. (Adventures in the Borderland Provinces (S&W))
Spawn Vampire: See Vampire Spawn.
Specter: Any creature reduced to less than 0 Constitution by the touch of a specter dies and returns in 1d3 days as a specter themselves. (Battle Axes & Beasties)
Any being killed (or drained below level 0) by a specter becomes a specter himself—a pitiful thrall to its creator. (The Hero's Journey Fantasy Roleplaying)
Any being killed (or drained below level 0) by a specter becomes a specter himself—a pitiful thrall to its creator. (Untold Adventures: Deluxe Edition)
Spectral Crocodile: The crocodiles of the Great Jungle have always been a sacred beast to the faithful of Ibholtheg (the creatures being one third of the Squamous Toad’s being). When the golden temple was built, the spirits of several of the animals were bound to defend it, creating spectral crocodiles. (TG1 Lost Temple of Ibholtheg (SnW))
Spectral Lady: See Spectre, Spectral Lady.
Spectral Lord: See Ghost, Lord Ectarlin, Spectral Lord.
Spectral Scavenger: ?
Spectral Troll: ?
Spectral Warden: See Ghost Spectral Warden.
Spectre: Any being killed (or drained below level 0) by a spectre becomes a spectre as well, a pitiful thrall to its creator. (Swords and Wizardry Complete Rulebook)
Any being killed (or drained below level 0) by a specter becomes a specter himself, a pitiful thrall to its creator. (Swords and Wizardry Monster Book)
Any being killed (or drained below level 0) by a spectre becomes a spectre as well, a pitiful thrall to its creator. (Monstrosities)
A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. (Bard's Gate (S&W))
Total HD
Opponent Rises as
Less than 3
Ghoul or ghast (50% chance for either)
4–7 HD
Wraith
8–11 HD
Spectre
12+ HD
Ghost (Bard's Gate (S&W))
This encounter is with the spectre of a cruel old resident of the neighborhood or one of its victims. The original spectre is likely the mean old man from up the street, or the creepy cat lady. (Bard's Gate (S&W))
Any creature reduced to less than 0 Constitution by the touch of a specter dies and returns in 1d3 days as a specter themselves. (Battle Axes & Beasties)
The miners lost in the cave-in still dwell in these tunnels as three specters. (Hex Crawl Chronicles 7 The Golden Meadows - Swords and Wizardry Edition)
The souls of paladins slain by Nadroj. (Rappan Athuk - Swords and Wizardry)
Lorvius is extremely cautious about anyone meeting him on this level (fear of assassinations) and never meets with outsiders without his retinue of 4 spectre bodyguards he specifically created for the task and never leaves his side. (Rappan Athuk - Swords and Wizardry)
The 10 builders have become powerful allips, and the wizard who created the prismatic wall is bound here as a horribly malignant spectre. As all their bones were ground to powder and included in the finishing touches of the room, their restless spirits cannot leave the room, nor pursue beyond the vault door. (Rappan Athuk - Swords and Wizardry)
Any being killed (or drained below level 0) by a spectre becomes a spectre himself, a pitiful thrall to its creator. (Ruins & Ronin)
A spectre haunts this area, looking to kill and transform characters into new spectres. (The Ghost Woods Adventure)
Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. (Tome of Horrors Complete - Swords and Wizardry Edition)
Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion blesses the corpse before such time. (Tome of Horrors Complete - Swords and Wizardry Edition)
The dwarves dig deep into the rock for veins of snowflake obsidian left over from elder days. The mines connect with ancient tunnels and passages created by a now-extinct volcano. The volcano’s spirit remains trapped within the volcano, in a cavern of pure silver from which it cannot escape. At best, it can manifest as a spectre within the volcanic passages. In this form, the spirit appears as an elderly woman, a hag one might say, swathed in gauzy crimson robes and wearing copper bangles and earrings. (Tome of Horrors 4)
The former monk, angered at his untimely demise, seeks to slay any who disturb the ruins. (Tome of Horrors 4)
Any being killed (or drained below level 0) by a spectre becomes a spectre himself— a pitiful thrall to its creator. (White Box: Fantastic Medieval Adventure Game)
The Cursed Tomb curse. (Rappan Athuk - Swords and Wizardry)
Spectre, Gavos: ?
Spectre, Madrana Mathen: ?
Spectre, Osori the Creeping One: Nearby, in a corner, are discarded heavy and thick bones and an inhuman skull: these are the remains of a great ape still wearing iron cuff and the links of a chain on one hand. The ideogrammatic inscription on the well’s rim reads, “FARNESS”. (Knockspell Magazine #1)
Imprisoned by the well’s magic is the spirit of Osori the Creeping One (the nearby bones were once his), half-human sorcerer. (Knockspell Magazine #1)
Spectre, Spectral Lady: ?
Spectre, Thalius Degeners: 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 spectre that still haunts his bedchamber. (Quests of Doom 4: Fishers of Men (S&W))
Though he continues his attack, he tells the characters that crabmen and a much-larger lobster-like creature with writhing tentacles on its face killed him. (Quests of Doom 4: Fishers of Men (S&W))
Spectre of Blackpool Swamp: See The Grim Spectre of Blackpool Swamp.
Spectre Parasitic: ?
Spectre-Mage Magic User 9, Zelkor: Zelkor was a powerful wizard who led the army of Light into Rappan Athuk to attack the high priests of Orcus. They say that he didn’t die, and one day he’ll return. (Rappan Athuk - Swords and Wizardry)
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 Nodroj the spectre once he agreed to worship of Orcus. (Rappan Athuk - Swords and Wizardry)
Spectre-Wizard, Nadroj the Spectre, Nadroj the Wraith: [F]ormerly a magic-user/merchant favored by Orcus, and thus allowed to retain his knowledge of spells. (Rappan Athuk - Swords and Wizardry)
Spellgorged Zombie: See Zombie Spellgorged.
Spider Bone: See Bone Spider.
Spider Lich: See Lich Spider.
Spirit: While ghosts were once living mortals, spirits have always been, well, spirits. (Gary vs the Monsters)
Spirit Child Navky: The navky is the ghost of a child that has died due to starvation or hunger. (The Winter Witch for Swords & Wizardry)
Spirit Child Utburd: The utburd is locked to this realm to perform a task. The task is to get revenge on the mother who killed it. The name comes from an old Scandinavian word meaning the child who was carried outside, meaning many were originated from children left out to die from exposure. (The Winter Witch for Swords & Wizardry)
Spirit Crucifixion: See Crucifixion Spirit.
Spirit Dancing: ?
Spirit Dead Dog: ?
Spirit Dog Dead: See Spirit Dead Dog.
Spirit Enslaved: Pausanias has desecrated 11 corpses, stripping the bodies, and hacking off the heads while screaming blasphemous imprecations. He mounted the heads in the Wicked Chapel. The spirits of those whose resting places were violated remain trapped in the severed heads. ((DP 2) The Bishop's Secret)
Spirit Grey: A grey spirit, usually female, is the shade of someone who died heartbroken and alone, pining away on shore and ultimately dying of a broken heart while waiting for the return of a loved one from across the sea. (Tome of Horrors 4)
Spirit Grizzly, Bear-Shaped Shadow: ?
Spirit Groaning: See Banshee, Groaning Spirit.
Spirit Hoar: See Hoar Spirit.
Spirit Hungry: See Gaki, Hungry Spirit.
Spirit Impaled, Shattered Soul: Shattered souls are the ghostly spirits of living beings executed through brutal torture: impalement, disembowelment, or worse. (Tome of Horrors 4)
Spirit Impaled, Lyrid Toadstrangler: The ruins of a large brick warehouse sit atop a lonely hill. Thick briars and tufts of dried grass surround the wrecked building. Three thick chimneys reveal that the place probably housed forges. Despite appearances, the building remains very sturdy. This old structure was once the factory of Lyrid Toadstrangler, a dwarven craftsman who created instruments of torture. While not inherently evil in nature, Lyrid’s craft required a certain amount of wicked imagination. Lyrid specialized in creating iron maidens. A master sculptor, he often created the iron maidens in the image of the torturer or lord to whom the maidens belonged. Most of his work survives to this day, passed down over generations as disturbing family heirlooms. Lyrid was slain by an assassin hired by the Alantyr family of Bargarsport. (Tome of Horrors 4)
Finished and unfinished iron maidens stand upright along the walls of Lyrid’s forge-factory. Rusted forging tools, collapsing workbench, and maiden parts fill the main room. Three iron maidens lie under a thick intact burlap cloth. Each of these iron maidens could fetch as much as 500 gp. His final masterpiece remains nearly finished in the center of the workshop. The spikes of this particular maiden are composed of demon horns. The corpse of Lyrid Toadstrangler lies inside. The maiden’s spikes completely pierce his desiccated corpse. Lyrid’s tortuous death and the power of the demon horns tie his spirit to this plane. Lyrid haunts his workshop as an impaled spirit. He hates thieves (and especially assassins) and wishes nothing more than to slay every direct relative of the Alantyr family. (Tome of Horrors 4)
Spirit of the Slave Master: During the fall of the prince, the slaves ran amok and broke in here to slay their cruel master. He was hacked apart in his bed, and his remains still lay there, frozen beneath the snow-dusted blankets. His spirit haunts this room. (The Northlands Saga Complete Swords and Wizardry Edition)
Spirit Pathetic: The characters’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. (Quests of Doom 4: Forgive and Regret (S&W))
Spirit Restless: A powerful adventuring group called the Dancing Blades were slain in the dungeon. Their restless spirits now wander its halls, attacking anyone they come across with their phantom weapons. (Rappan Athuk - Swords and Wizardry)
Spore Zombie: See Zombie Spore.
Stalker Dream: See Ghost Dream Stalker.
Storm Giant Ghost: See Ghost Giant Storm.
Strangling Ghost: See Ghost Strangling.
Sumatran Rat-Ghoul: See Ghoul Sumatran Rat-Ghoul.
Sven Oakenfist: See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.
Swarm Bone: See Bone Swarm.
Swarm Raven Undead: See Undead Raven Swarm.
Swarm Shadow Rat: See Shadow Rat Swarm.
Swarm Skeletal: See Skeletal Swarm.
Swirling Mist Undead Remains of Ghosts of Whalers: The tower is surrounded by a swirling mist that is actually the undead remains of the ghosts of whalers who died at sea, accursed by the Whale Lord and unable to reach the afterlife. (Tome of Horrors 4)
Swoana: See Vampire, Swoana.
Sword Wight: See Wight Sword.
Sword-Wraith: See Wraith Sword-Wraith.
Swordsman Undead: See Undead Swordsman.
Tabitha Mirax: See Shade, Tabitha Mirax.
Tattooed Warrior: “A famed warrior, long dead but preserved by black arts to fight on the tribes behalf.” (Crypts & Things Remastered)
Created by foul black arcane rituals from the dead bodies of tribal champions, these are the elite of the undead. (Crypts & Things Remastered)
Techno-Mummy: See Mummy Techno-Mummy.
Temple Guard Captain Ghastly: See Ghastly Temple Guard Captain.
Temple Guard Frozen: See Frozen Temple Guard.
Terror of Gatland, Estenfird, Hordaland, and the Vale: See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.
Thalius Degeners: See Spectre, Thalius Degeners.
The Black Monastery: The twisted thoughts and evil deeds of the Black Brotherhood are long ended. There is no need to fully recite them here. Suffice to say that their actions included necromancy, pacts with evil outsiders and the human sacrifices those evil outsiders demand. The Black Monastery was the scene of dark sorcery and magical research that left behind many deadly traces. What manifests atop the Hill of Mornay from decade to decade is a lethal ghost of those repugnant deeds. (The Black Monastery (S&W))
The Bloodied Cleric, Erera Liliwan: The Bloodied Cleric is Erera Liliwan after she has died and succumbed to the curse of the undead. (White Box Tome - Arioth I )
The Bloodied Cleric is another of the Liche’s creations, a plan he has had in the works for quite some time. (White Box Tome - Arioth I )
The Bloodwraith: See Bloodwraith, Duke Aerim the Bloodwraith.
The Bloody-Handed Horror of Seagestreland: See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.
The Chained: No one knows for certain what The Chained is, some say it is the avatar of the Goddess of Pure Death, others a freak magical accident created by a mage with a vengeance streak. The stories are endless, but all end the same way; The Chained comes for bad folks and when it does they die. (The Cartographer's Guide to the Creatures of Eira)
The Conductor: See Lich Magic-User 18, The Conductor.
The First Winter King: See Winterwight, The First Winter King.
The Green Man: See Corpse Colossus Minor, The Green Man.
The Grim Spectre of Blackpool Swamp: ?
The Horned Lord: 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 displeased and struck down the emperor, cursing both him and his realm. Soon his proud empire crumbled to dust, and barbarism ruled the land. (Tome of Horrors Swords and Wizardry Update)
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. (Tome of Horrors Swords and Wizardry Update)
The Jarl of the Seas: See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.
The Palocar: See Shadow Palocar, The Palocar.
The Plague Lord: See Ozzark the Dead King, The Plague Lord.
The Ravager of the Cymu Islands: See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.
The Shadow of Death: See Shadow Bear, The Shadow of Death.
The Skinner: See Ghoul Flenser, Vrinnor, The Skinner.
The Wight of Sven Oakenfist: See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.
Thelkor: See Ghoul Lord, Thelkor.
Thelonius Pulanti: See Vampire, Thelonius Pulanti.
Thing Crypt: See Crypt Thing.
Thirster Gray: See Gray Thirster.
Thorvald the Betrayed: See Wight Blood, Thorvald the Betrayed.
Thrall Vampire: See Vampire Thrall.
Throne Undead: See Undead Throne.
Thug Vampire: See Vampire Thug.
Tiensa, Faen: See Fye, Faen Tiensa.
Tiger Dire Bloody Skeletal: See Skeletal Tiger Dire Bloody.
Tiger Dire Bloody Skeletal Ferocious: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Tiger Dire Skeletal Bloody: See Skeletal Tiger Dire Bloody.
Tiger Dire Skeletal Bloody Ferocious: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Tiger Sabre-Toothed That Drips Blood Undead: See Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood.
Tiger Sabre-Toothed Undead That Drips Blood: See Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood.
Tjorvi: See Vampire, Tjorvi.
Toadstrangler, Lyrid: See Spirit Impaled, Lyrid Toadstrangler.
Tols, Livonia: See Lich Shade, Livonia Tols.
Tomb Guardian: ?
Tomb Guardian Mantis: See Mantis Tomb Guardian.
Tongue Black Victim: See Black Tongue Victim.
Tordred of the Seven Fingers: See Vampire Count, Tordred of the Seven Fingers.
Torso Upper Zombie: See Zombie Upper Torso.
Tower Zombie: See Zombie Tower.
Trash Eating Ghoul, Jikininki: See Ghoul Trash Eating, Jikininki.
Travvok: See Zombie Gynosphinx, Travvok.
Treant Undead: See Undead Treant.
Tree Ghost: Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature. (Swords and Wizardry Monster Book)
Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature. (Monstrosities)
Tree Ghost, Melene: The pale woman is a dryad named Melene slain years ago by the vampire Valmont De Shade as he traveled the countryside seeking a permanent lair. (Monstrosities)
Triceratops Paleoskeleton: See Paleoskeleton Triceratops.
Troll Skeleton: See Skeleton Troll.
Troll Spectral: See Spectral Troll.
Troll Undead: See Undead Troll.
Troll Yellow Mold-Encrusted Zombie: See Zombie Troll Yellow Mold-Encrusted.
Troll Zombie: See Zombie Troll.
Trystecce: See Lich, Trystecce, Lich-Queen.
Tyler Ebbensflow: See Draug Captain, Tyler Ebbensflow.
Tyrant Infernal: See Vampire Lord, Singed Man, Infernal Tyrant.
Undead Angel-Demon, Mephistophael, Gormoth, Kan-Thuul: ?
Undead Bodyguard: ?
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. (Cry Havoc! (The Dogs of Orcus))
Undead Carapace Crab Giant: See Undead Giant Crab Carapace.
Undead Carapace Giant Crab: See Undead Giant Crab Carapace.
Undead Cat Feral: Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies. (Swords and Wizardry Monster Book)
Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies. (Monstrosities)
Unfortunately, her beloved cats wandered into a necromancer’s garden and were turned into 18 feral undead cats. (Monstrosities)
Undead Corporeal: ?
Undead Crab Giant Carapace: See Undead Giant Crab Carapace.
Undead Critter: See Undead Menagerie Critter.
Undead Demon: Raise the Horde magic staff. (White Box Tome - Arioth I )
Undead Doppelganger: ?
Undead Dragon: ?
Undead Dragon, Kallinstraids: See Vampiric Dragon Red, Bone Dragon, Undead Dragon, Kallinstraids.
Undead Elemental Fire: Occasionally a fire elemental is destroyed but not permitted to return to its plane of origin. (Tome of Horrors 4)
Undead Faerie: ?
Undead Feral Cat: See Undead Cat Feral.
Undead Fire Elemental: See Undead Elemental Fire.
Undead Fish: See Skeletal Fish, Undead Fish.
Undead Frost Giant: See Undead Giant Frost.
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 the demon lord’s armies. (Swords and Wizardry Complete Rulebook)
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. (Rappan Athuk - Swords and Wizardry)
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. (Rappan Athuk Bestiary Swords and Wizardry Edition)
Undead Giant Crab Carapace: ?
Undead Giant Frost: ?
Undead Giant Pike: ?
Undead Great Whale: See Undead Whale Great.
Undead Guardian: ?
Undead High Priest: ?
Undead Horse Mount, Undead Mount: ?
Undead Horse War: ?
Undead Hummingbird: The darting shapes are undead hummingbirds, a wicked and terrible creation. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Undead Hungering: ?
Undead Kraken: See Zombie Kraken, Undead Kraken
Undead Lich: See Lich, Undead Lich.
Undead Menagerie Critter: These animals were given experimental draughts of the various potions that Sacavious intended to use to transform himself into a lich. (The Black Monastery (S&W))
Undead Menagerie Human Skeleton: These animals were given experimental draughts of the various potions that Sacavious intended to use to transform himself into a lich. (The Black Monastery (S&W))
Undead Menagerie Corpse Dried Dwarf: See Undead Menagerie Corpse Dwarf Dried.
Undead Menagerie Corpse Dried Elf: See Undead Menagerie Corpse Elf Dried.
Undead Menagerie Corpse Dwarf Dried: ?
Undead Menagerie Corpse Elf Dried: ?
Undead Menagerie Dried Corpse Dwarf: See Undead Menagerie Corpse Dwarf Dried.
Undead Menagerie Dried Corpse Elf: See Undead Menagerie Corpse Elf Dried.
Undead Menagerie Dried Dwarf Corpse: See Undead Menagerie Corpse Dwarf Dried.
Undead Menagerie Dried Elf Corpse: See Undead Menagerie Corpse Elf Dried.
Undead Menagerie Human Skeleton: See Undead Menagerie Skeleton Human.
Undead Menagerie Skeleton Human: ?
Undead Menagerie Skeleton Wolf: ?
Undead Menagerie Wolf Skeleton: See Undead Menagerie Skeleton Wolf.
Undead Mimic: 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. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Undead Mimic: Undead mimics are believed to be the result of experimentation on normal mimics by insane necromancers. What possessed them to create an undead version of a truly horrid creature is beyond comprehension. (Tome of Horrors 4)
Unlike standard mimics, undead mimics are Chaotic, poisoned by the necromantic magic that created them. They desire flesh and blood and dine on the souls of those they slay. (Tome of Horrors 4)
Undead Mindless: ?
Undead Monstrous: ?
Undead Mount: ?
Undead Mount: See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.
Undead Mount: See Undead Horse Mount, Undead Mount.
Undead Mount Horse: See Undead Horse Mount, Undead Mount.
Undead Ooze: It was once a common gelatinous cube but its feasting on the remains of the undead creatures created by the Tower of Bone has mutated it horribly. (Cults of the Sundered Kingdoms (S&W))
Undead Pike Giant: See Undead Giant Pike.
Undead Priest: ?
Undead Priest High: See Undead High Priest.
Undead Raven: ?
Undead Remains of Ghosts of Whalers: See Swirling Mist Undead Remains of Ghosts of Whalers.
Undead Sabre-Toothed Tiger That Drips Blood: See Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood.
Undead Shade: See Shade, Undead Shade.
Undead Shambling: ?
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 the demon lord’s armies. (Swords and Wizardry Complete Rulebook)
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. (Rappan Athuk - Swords and Wizardry)
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. (Rappan Athuk Bestiary Swords and Wizardry Edition)
Undead Sorcerer: ?
Undead Swordsman, Guardian of Cyngamon: ?
Undead Throne: ?
Undead Tiger Sabre-Toothed That Drips Blood: See Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood.
Undead Treant, Granette'rout: Hel’s Forest is ruled by an intelligent, chaotic, and partially petrified stump of a treant, known now as Granette’rout, who was chopped down by the druids, and later given life by Hel herself. (Bard's Gate (S&W))
Undead Troll: This beast was a former guardian of the path to Level 3D, Section 2. 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. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Undead Vengeful: The characters’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. (Quests of Doom 4: Forgive and Regret (S&W))
Undead War Horse: See Undead Horse War.
Undead Warrior: Legend has it that casting the teeth of dragons will result in the rise of undead warriors. (The Witch for Swords & Wizardry White Box)
Undead Whale Great: ?
Unique Wraith: See Wraith Unique.
Unliving: Unliving are created by dying and being resurrected by a necromancer, in much the same way a zombie is. (The Little Book of Adventuring Classes Vol. 1)
Unquiet Bodere: The undead remnants of a mortal who looked into the Outside and didn't have enough sense to die immediately. Driven insane by what they saw the mortal went through what remained of their short life muttering and rambling in their madness revealing truths – oh so dark truths – of what existed Outside. Even when death finally claimed them the things they saw and remembered refused to die with them. (The Cartographer's Guide to the Creatures of Eira)
Unrequited: Unrequiteds are the lingering forms of adolescents who died suddenly and violently at the hands of another. (Quests of Doom 4: Forgive and Regret (S&W))
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 unrequiteds coalesced at the spot. (Quests of Doom 4: Forgive and Regret (S&W))
Un Shorn, Ashten: See Lich Shade, Ashten Un Shorn.
Undead Ooze: 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. (Tome of Horrors Complete - Swords and Wizardry Edition)
Undead Raven Swarm: The Blood Marshes (Tome of Horrors Complete - Swords and Wizardry Edition)
The ground seems to bleed in the marsh fields. The ground seeps blood from a cursed war that took place eons ago. Ghosts and spirits haunt the bloody fields, each forever seeking an end to their cursed existence. Fresh corpses and ancient relics of battle churn up through the soft earth, only to be slowly swallowed again. (Tome of Horrors Complete - Swords and Wizardry Edition)
Ravens that drink from the bloody marsh die and sink into its depths. By midnight, these unfortunate birds rise again as an undead raven swarm that flies off into the night to wreak havoc. (Tome of Horrors Complete - Swords and Wizardry Edition)
When killed, a murder crow explodes into a murder of undead ravens. (Tome of Horrors Complete - Swords and Wizardry Edition)
Undead Swarm Raven: See Undead Raven Swarm.
Undead Treant: ?
Upper Torso Zombie: See Zombie Upper Torso.
Urthag, Armul: See Vampire Lord, Armul Urthag.
Utburd: See Spirit Child Utburd.
Vaettir: ?
Valen Darkfast: See Lich, Valen Darkfast.
Valen Darkfast: See Lich Lord, Valen Darkfast.
Valen the White: See Vampire, Sir Valen the White.
Vallis Blacklocke: See Shade, Vallis Blacklocke.
Vampire, Bloodless Folk, Bloodless: Any human killed by a vampire becomes a vampire under the control of its creator.
Four bone pillars stand about this 30-foot-square ossuary. Each four-foot-diameter pillar is crafted from hundreds of random bits of bones and skulls. A low wall of femurs runs from one pillar to the next. Four skull chalices sit on the wall. Each chalice is filled with steaming blood. Anyone drinking from a chalice must make a saving throw or be cursed so he can only drink blood from that moment onward until cured. If the curse is not reversed within 3 months, the victim becomes a vampire. (Monstrosities)
Any vampire spawn [of Entrade's] that escape final destruction at the hands of the characters become full-fledged vampires if Entrade is killed and soon begin hunting the characters across the city at night to take their vengeance. (Bard's Gate (S&W))
A valley here in the deep mountains is well watered by springs and filled with willow-like trees with coppery bark and dark green leaves. The branches are heavy with bunches of berries that look like white grapes. These berries are red on the inside and their flesh tastes of blood. Strange, gaunt squirrels inhabit these trees and favor these berries. When they are stolen, these creatures become quite irate and attack the invaders, revealing that they are also fond of humanoid blood. The only other inhabitants of the valley are a band of haggard-looking vampires. The vampires were once human adventurers who sampled the berries – each berry that is eaten carries with it a 5% chance of infecting the eater with a blood disease that slowly transforms them into vampires over the course of 30 days. (Hex Crawl Chronicles 7 The Golden Meadows - Swords and Wizardry Edition)
If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse arises as a vampire in 1d4 days, unless the remains are blessed prior to this rising. (Rappan Athuk - Swords and Wizardry)
Those killed by a devouring mist rise as vampires 1d4 days later unless their remains are blessed. (Rappan Athuk - Swords and Wizardry)
Shekahn wants to make spawn rather than kill the PCs outright. Anyone taken prisoner is drained and turned into a vampire. (Rappan Athuk - Swords and Wizardry)
Agamemnon cast spells until engaged, then he fights using his bite attacks until he spawns 1or 2 new vampires. (Rappan Athuk - Swords and Wizardry)
If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse rises as a vampire in 1d4 days unless the remains are blessed before this rising. (Rappan Athuk Bestiary Swords and Wizardry Edition)
Any human killed by a vampire becomes a vampire under the control of its creator. (Ruins & Ronin)
Any human killed by a vampire becomes a vampire under the control of its creator. (The Hero's Journey Fantasy Roleplaying)
Kalis, the blood goddess, has created several monsters using the power of blood. The power of blood can infuse mortals with powerful strength and other arcane abilities. However, that power comes at a price of one’s humanity and deadly weaknesses. Kalis has experimented with many ways of infusing the power of blood but the two most common are the vampires and the werewolves.
Vampires are the first of the Children of Blood. Vampires are undead; their immortality and thirst for blood was passed down from Avernus, the first vampire. (The Majestic Wilderlands)
If a victim is reduced to 0 hp due to the devouring mist’s blood drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse rises as a vampire in 1d4 days unless the remains are blessed before this rising. (Tome of Horrors 4)
Any human killed by a vampire becomes a vampire under the control of its creator. (Untold Adventures: Deluxe Edition)
Any human killed by a vampire becomes a vampire under the control of its creator. (White Box: Fantastic Medieval Adventure Game)
Vampire, Alecia: Spawn of Hethel. (Bard's Gate (S&W))
Vampire, Annebeth Gloriana: The tomb contains the remains of Annebeth Gloriana, an elf queen betrothed to her knight-protector Levellius. The pair were attacked and killed on their wedding day by a jealous vampiress as their families watched in horror. The celebrants—now mourners—buried the pair together in a tomb constructed to house their undying love. (Tome of Horrors 4)
Except Annebeth wouldn’t give up so easily on love. She rose as a vampire three nights later. She waits in the tomb for a new suitor to marry. (Tome of Horrors 4)
Vampire, Aracor, King-Chieftain of the Island of War: The shock of the earthquake struck the mountain of Mynydd Marfal just as the sons of Aram finished killing their grandfather. As the mountain suddenly shook, the fortress of Broch Marfal was thrown down and crashed into the valley below. But from the rubble crawled the lifeless body of Aracor, given new life. The blood price of all of his family had been paid, Aracor now lived as a creature of the night that survived on the blood of the living. (Cults of the Sundered Kingdoms (S&W))
No cult worships at the obelisk buried in the granite of Mount Marvel, but an incredibly powerful vampire called Aracor, created by the obelisk at the moment of his death, has hunted the nights of Ramthion Island for nearly 8000 years spawning numerous myths, legends, and superstitions among the inhabitants of its mountains and lowlands. (Cults of the Sundered Kingdoms (S&W))
Vampire, Avernus: ?
Vampire, Battle-Duke Ormand: ?
Vampire, Count Kardofo: ?
Vampire, Countess Jordelia: ?
Vampire, Entrade: ?
Vampire, Esmerelda Pulanti: ?
Vampire, Felicity Bigh: 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. (Bard's Gate (S&W))
Vampire, Grezell: ?
Vampire, Haimonna: Kardofo has taken residence in the root cellar behind the home of the village mayor, Tamosirus, and has already turned the mayor’s wife, Haimonna, into his willing bride. (Hex Crawl Chronicles 1 Valley of the Hawks Swords and Wizardry Edition)
Vampire, Hamish MacDuncan: 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. (Quests of Doom 4: Forgive and Regret (S&W))
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. (Quests of Doom 4: Forgive and Regret (S&W))
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. (Quests of Doom 4: Forgive and Regret (S&W))
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. (Quests of Doom 4: Forgive and Regret (S&W))
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. (Quests of Doom 4: Forgive and Regret (S&W))
Vampire, Hethel: ?
Vampire, Itara: ?
Vampire, Kenard, Warden of the Dead: Along the southern wall, in a mundane but comfortable chair, flanked by two doors, sits the Warden of the Dead, a former ranger and hero who chose to be infected with vampirism to ensure the feral vampires in Area 3D-24 are never released from their prison. (Rappan Athuk Expansions 1 - Swords and Wizardry)
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 short sword 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. (Rappan Athuk Expansions 1 - Swords and Wizardry)
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.” (Rappan Athuk Expansions 1 - Swords and Wizardry)
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. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Vampire, Kurant Pulanti: ?
Vampire, Mhao: ?
Vampire, Mishka: ?
Vampire, Osmund Pulanti: ?
Vampire, Shekahn the Vampire: ?
Vampire, Sir Valen the White: ?
Vampire, Simrath the Vampire: Simrath the vampire 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. (Rappan Athuk - Swords and Wizardry)
Vampire, Swoana: ?
Vampire, Thelonius Pulanti: ?
Vampire, Tjorvi: 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. (Bard's Gate (S&W))
Vampire, Valmont De Shade: ?
Vampire, Vancirian of the Black Ooze River Valley: ?
Vampire Alcadritch, Matriarch Isabel Gorezeval: ?
Vampire Ancient Egyptian Mummified: See Vampire Mummified Egyptian Ancient.
Vampire Aztec: ?
Vampire Cleric, Azraggad: When Tsathogga’s followers infiltrated Rappan Athuk, Azraggad, a devout cleric of Orcus, swore his undying loyalty to the demon lord. To cement his pact, the priest joined the ranks of the undead as a vampire. (Rappan Athuk Expansions 2 - Swords and Wizardry)
Vampire Count, Tordred of the Seven Fingers: ?
Vampire Demon: ?
Vampire Egyptian Ancient Mummified: See Vampire Mummified Egyptian Ancient.
Vampire Harlot: ?
Vampire Hopping, Kyonshi: Sometimes when a body is buried improperly or in an inauspicious location, it reanimates with a hunger to kill mortals and consume their lifeforce. (Ruins & Ronin)
Anyone who suffers damage from a Kyonshi runs the risk of becoming a vampire in turn. Exactly how this occurs is a mystery, but most sages agree it is a form of curse. The percentage chance of turning into a vampire is equal to the amount of hit points lost on a 1d100. Those who succumb to the curse slowly turn into vampires themselves, growing fangs and long fingernails and becoming more and more bestial. The process a number of days equal to the victim’s CON minus 1d6 and usually only becomes evident after a couple of days have passed. To stop the transformation a Remove Curse spell must be cast on the victim. (Ruins & Ronin)
Vampire Infant: An undead variant, infant vampires hatch from blood soaked eggs rather than being created from living humanoids. These creatures are quite rare, created under unusual circumstances. Generally, a spell casting vampire will encase a stillborn child in a caul-like substance that he or she creates, which then hardens as it preserves the body. Left near a source of negative energy, they infant vampires gradually incubates, waiting for the necessary blood to hatch. (Hex Crawl Chronicles 7 The Golden Meadows - Swords and Wizardry Edition)
Vampire Lesser, Wampyre: The bite of a vampire drains 2d3 points of Strength from the victim. Those reduced to 0 Strength or lower in this manner become wampyre (lesser vampires) under the control of the creator vampire. (Battle Axes & Beasties)
Vampire Lord, Armul Urthag: ?
Vampire Lord, Black King Lucas: ?
Vampire Lord, Otmar the Sallow: ?
Vampire Lord, Singed Man, Infernal Tyrant: ?
Vampire Master: ?
Vampire Minion: Anyone drained of blood by a vampire becomes a HD 3 vampire minion unless the corpse is cremated before the next full moon. (WWII Operation White Box)
Vampire Mummified Ancient Egyptian: ?
Vampire Mummified Egyptian Ancient: See Vampire Mummified Egyptian Ancient.
Vampire Orc, Klar: Further, the Pulantis have recently been in contact with Klar, the orc vampire residing in Barakus. Klar, an old victim of theirs, has invited them to join him in Barakus “away from the prying eyes of daylight-afflicted society.” (The Lost City of Barakus (S&W))
Vampire Prince: Vampires are creatures that have been infected by vampirism; a disease that is transmitted from some creature already infected to another, by biting them and draining all their blood. (Crimson Blades 2: Dark Fantasy RPG d20 Version)
Vampire Sea: ?
Vampire Spawn: Felicity created these unfortunate beings recently, so they have not matured fully yet. (Bard's Gate (S&W))
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. (Bard's Gate (S&W))
Vampire Spawn Feral: 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 short sword 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. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Vampire Spawn Feral: Sometimes when vampires create minions something horrible happens to the creature causing a fate worse than even that of a typical vampire spawn. On these occasions whether by accident or design, upon waking to its new undead existence the newly created spawn finds itself trapped within its coffin or tomb and unable to free itself. In these instances the spawn rages and struggles to escape as it slowly goes insane, a victim of its all-consuming hunger. When it finally manages to break free — sometimes years after its creation — the spawn is feral and nearly mindless, though with a much greater strength due to its incessant rage. (Tome of Horrors 4)
The statue sits over a lead-sealed trap door concealing a small cramped chamber. The chamber holds a feral vampire spawn. Once a regal vampire, the feral vampire spawn transformed over the years into its current deplorable state. (Tome of Horrors 4)
A small 2-inch-wide moat lies in the floor around the vampire. The water in the moat magically flows in a continuous circle, imprisoning the feral vampire spawn, which cannot cross the flowing water. The male vampire has tirelessly stood here for decades. It has stood for so long, in fact, that its clothing has started to disintegrate with age. The once-regal vampire has devolved into a feral spawn. (Tome of Horrors 4)
Vampire Spawn Feral 7 HD: ?
Vampire Spawn Feral 8 HD: ?
Vampire Spawn Feral 9 HD: ?
Vampire Spawn Human Fighter 6, Oldaric: 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. (Rappan Athuk - Swords and Wizardry)
Vampire Thrall: A Vampire may attempt to bite a victim. If the attack is successful then the Vampire latches on and begins to drain the victim's blood at a rate of 1d6 damage per round and healing the Vampire for an equal amount. A victim may attempt an opposed Attack Roll to free themselves. A charmed victim will not attempt to break free. If the blood drain kills the victim then the victim attempts a Saving Throw. If the roll is successful then the victim will come back as a Vampire (Thrall) at the next sunset. (Gary vs the Monsters)
Vampire Thug: Ten other villagers have been turned, and now patrol the village at night wielding long, bronze daggers and enforcing their master’s new order. (Hex Crawl Chronicles 1 Valley of the Hawks Swords and Wizardry Edition)
Vampire-Mummy, Auska: ?
Vampire-Wizard, Agamemnon: Agamemnon was a 19th level magic-user 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 him free to roam and do as he pleased without a controlling master. Sadly, this process caused him to lose 2 levels of experience; hence, now Agamemnon is only a 17th level magic-user. (Rappan Athuk - Swords and Wizardry)
Vampiric Dragon Gold, Auriferous: In an attempt to draw forth the soul of an ancient gold dragon named Auriferous, the beast was instead turned in to a vampire. (Rappan Athuk - Swords and Wizardry)
Vampiric Dragon Red, Bone Dragon, Undead Dragon, Kallinstraids: ?
Vampiric Ooze: Some think the vampiric ooze was created by a lich using ancient and forbidden magic. Others believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it. (Tome of Horrors Complete - Swords and Wizardry Edition)
Vampiric Red Dragon, Kallinstraids: See Vampiric Dragon Red, Bone Dragon, Undead Dragon, Kallinstraids.
Vancirian of the Black Ooze River Valley: See Vampire, Vancirian of the Black Ooze River Valley.
Varghoul: ?
Varimoth: See Lich, Varimoth.
Varn: These are the restless spirits of dead fighters and warriors whose armor continues to fight long after they are gone. (Monstrosities)
Inside the structure is a sarcophagus set into the tiled floor. It is carved to resemble the man buried within. Standing before the grave is the warden’s guardian, a Varn who fell in battle protecting the body from those who would defile it, and continues to do so after death. (Monstrosities)
Vax: See Lich-Lord, Vax.
Vazgar: See Lich, Vazgar.
Vengeful Undead: See Undead Vengeful.
Veporth: See Mummy Priest, Veporth.
Victim Black Tongue: See Black Tongue Victim.
Victim Tongue Black: See Black Tongue Victim.
Vierd: See Ghoul Vierd.
Villager Deadface: See Ghoul Deadface Villager.
von Nightkill, Lord Darkblade: See Shade, Kenneth, Lord Darkblade von Nightkill.
Vrinnor: See Ghoul Flenser, Vrinnor, The Skinner.
Vrock Demon Zombie: See Zombie Demon Vrock.
Vrock Zombie: See Zombie Demon Vrock.
Walkin' Dead: See Zombie Walkin' Dead.
Walking Dead: See Zombie, Walking Dead.
Wampyre: See Vampire Lesser, Wampyre.
Warden of the Dead: See Vampire, Kenard, Warden of the Dead.
Warden Spectral: See Ghost Spectral Warden.
Warrior Bone: See Bone Warrior.
Warrior Darakhul: See Ghoul Darakhul Warrior.
Warrior Headless: See Headless Warrior, Kubi-no-nai-bushi.
Warrior Skeletal: See Skeletal Warrior.
Warrior Skeleton: See Skeleton Warrior.
Warrior Tattooed: See Tattooed Warrior.
Warrior Undead: See Undead Warrior.
Water Witch: See Rusalka, Water Witch.
Waterlogged Zombie: See Zombie Waterlogged.
Weak Relatively Ghost: See Ghost Relatively Weak.
Weaker Redwraith: See Redwraith Weaker.
Whale Great Undead: See Undead Whale Great.
White Lady: A white lady is a twisted 9ft tall monstrosity warped by the foul presence of the club it carries. (Rappan Athuk Expansions 1 - Swords and Wizardry)
The ladies are not creations of this place; rather, it is their clubs that curse them and twist their flesh into their current form. The clubs were created by a priest of Orcus many years ago as an experiment and have no goodly use. (Rappan Athuk Expansions 1 - Swords and Wizardry)
The marble table has a single twisted iron club resting on it. It is visually identical to the ones carried by the white ladies, except it looks cleaner and somehow fresher. It radiates a magical aura. An inscription next to the weapon reads: “To achieve victory, you will need to sacrifice part of yourself. The safety of the world must overrule the safety for one’s own self. Take up this weapon, and lose that which would doom you to defeat” (Rappan Athuk Expansions 1 - Swords and Wizardry)
The weapon is a trap. The first person to pick up the weapon must make a saving throw each round he holds onto the weapon. If someone holding the club fails a save, he gains a sudden understanding of his own might as his muscles bulge. The victim’s strength and constitution immediately increase by 3 points each (to a maximum of 18). The curse continues to raise his strength by 1 point each day for the next 10 days (to a maximum of 18). Over that time, the person becomes increasingly emotionally distant, focusing only on killing those who stand between him and his goals. After the 10th day, he gains the ability to regenerate 3 hit points per round, like a troll. He marches inexorably toward his goal with no regard for personal safety, destroying everything in his path. He likely is killed in short order, although that doesn’t slow him down. The corpse continues its doomed march. Over the days that follow, he violently twists and morphs until he becomes another white lady. (Rappan Athuk Expansions 1 - Swords and Wizardry)
Wife Blue: See Ghoul Ao-Nyobo, Blue Wife.
Wight: Any human killed or completely drained of levels by a wight becomes a wight. (Swords and Wizardry Complete Rulebook)
Any human killed or completely drained of levels by a wight becomes a wight. (Swords and Wizardry Monster Book)
If a creature possessed by a parasitic spectre is slain, the corpse will instantly transform into an undead creature, having abilities identical to those of a wight. If such a “wight” is destroyed, the spectre is expelled, taking 2d8 hit points of damage in the process. Non-magical weapons cannot harm a parasitic spectre. Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes. (Swords and Wizardry Monster Book)
Any human killed or completely drained of levels by a wight becomes a wight. (Monstrosities)
If a possessed creature possessed by a parasitic spectre is slain, the corpse will instantly transform
into an undead creature, having abilities identical to those of a wight. (Monstrosities)
Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes. (Monstrosities)
If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control. (Monstrosities)
The touch of a Wraith will drain 1d4 points of Strength from their victim (save for half – minimum of 1 point drained). Victims reduced to 0 Strength or lower will return as a wight in 1d4 days. (Battle Axes & Beasties)
Anyone reduced to 0 DEX by a wight becomes a wight under the control of the wight that killed him. (Crimson Blades 2: Dark Fantasy RPG d20 Version)
Any human killed or completely drained of levels by a wight becomes a wight. (Crypts & Things Remastered)
Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. (Crypts & Things Remastered)
The wights gang up on one character at a time; any PC killed by a wight adds to their number and joins the fight on their side. (Rappan Athuk - Swords and Wizardry)
Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight. (Ruins & Ronin)
This unfortunate person was a member of an adventuring party that was trapped by the iron doors. The horror of his situation transformed him into a wight. (The Black Monastery (S&W))
Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight. (The Hero's Journey Fantasy Roleplaying)
All that remains of the former sealing camp are the bones of several seals and fifteen cairns of stone carefully mounded facing the sea. It would be a great sacrilege to disturb these stones, especially if the intention is to loot them. If some foolish character should attempt this, any Northlander NPCs become not only hostile but violently so. Furthermore, any disturbed dead have a 50% chance to rise as wights within 1d2 days, seeking out those who committed the sacrilege. (The Northlands Saga Complete Swords and Wizardry Edition)
These poor souls are the last wretches who died in the service of Thorvald’s ill-fated quest into the deep woods. The life-sapping energy of the Black Oak, combined with Ivar’s oath, have bent them to the service of the evil power whose temple lies at the farthest height of the tree. (The Northlands Series 4: Oath of the Predator (S&W))
Any non-elven female humanoid slain by the wail of a banshee queen or drained below level 0 becomes a wight in 1d4 rounds. (Tome of Horrors 4)
Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight. (Untold Adventures: Deluxe Edition)
Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight. (White Box: Fantastic Medieval Adventure Game)
The prisoner has been turned to a wight by the radiant necromantic energy from the room below. (White Box Omnibus)
Animate Dead spell. (The Hero's Journey Fantasy Roleplaying)
Raise Greater Undead spell. (The Little Book of Adventuring Classes Vol. 1)
Wight, Abbot Cyngamon: ?
Wight, Draeligor: ?
Wight, Kraki Haraldson, High Koenig: ?
Wight, Samuel Knock: His former comrades locked him in this room weeks ago when he fell under the influence of a cursed amulet that changed him into a wight. (The Black Monastery (S&W))
The amulet is still around Samuel’s neck. It is a silver skull, marked with the teardrop and pentagram symbol of the Black Brotherhood. The amulet can be removed by a remove curse spell, if it is cast within two hours of the moment the victim put it around his neck. It comes off easily if the wearer is slain. (The Black Monastery (S&W))
Anyone who puts on Samuel’s amulet will immediately begin to scream gibberish and tear at his face and clothing. The transformation will be complete 12 hours later. Party members may only save their companion from a hideous fate by acting quickly to remove the amulet, or the new victim will suffer Samuel’s fate. (The Black Monastery (S&W))
Wight Barrow: Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed. (Rappan Athuk - Swords and Wizardry)
Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed. (Rappan Athuk Bestiary Swords and Wizardry Edition)
Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed. (Tome of Horrors Complete - Swords and Wizardry Edition)
The hill is 30 feet in diameter. It contains a barrow tomb holding the cremated remains of a neolithic king and his four wives, who were buried alive. Unlike the happily cremated king, the four wives have not rested peacefully. Their horrified spirits reanimated their corpses, turning them into barrow wights. (Tome of Horrors Complete - Swords and Wizardry Edition)
Wight Blood: ?
Wight Blood, Thorvald the Betrayed: When Ivar betrayed and murdered his friend and mentor in the name of dark powers, he cut the hero’s throat and drained his blood into the pool at the roots of the Black Oak. From this morass of blood and vile mud, Thorvald’s spirit rose again as a vengeful blood wight. (The Northlands Series 4: Oath of the Predator (S&W))
Wight Inn-Wight, Loomin: Krants is being haunted by Loomin, an inn wight, the spirit of a little boy who died from neglect here many years ago. (Bard's Gate (S&W))
Wight of Sven Oakenfist: See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.
Wight Sea, Sea-Wight: Sea-wights are highly similar to normal wights, originating from bodies in ocean-flooded tombs, bodies that were consigned to the depths of the ocean, or from individuals – usually those of some power – who perished beneath the dark waves. (Monstrosities)
As with normal wights, a successful attack by a sea-wight drains one level of experience from the victim, and a fully-drained victim rises as a sea-wight of half normal strength under the command of its killer. (Monstrosities)
Wight Sword: Creatures killed by Duke Aerim the Bloodwraith rise as a sword wight in 1d4+1 rounds. (Rappan Athuk - Swords and Wizardry)
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. (Tome of Horrors 4)
If a sword wight hits an opponent with its bastard sword or touch, the victim must save or lose a level. Any human killed or completely drained of levels becomes a sword wight. (Tome of Horrors 4)
William: See Biting Skull, Father William.
William the Mad Crawdad: See Bhuta, William the Mad Crawdad.
Wind Wraith: See Wraith Wind.
Winter King The First: See Winterwight, The First Winter King.
Winterwight: ?
Winterwight, The First Winter King: The wendigo unleashes a single howl from a distance of 120ft, requiring those inside and outside the mound to make a save or be panicked for 1d4+4 rounds. It then swoops into the mound, past the startled characters, and sinks directly into the seated skeleton. This animates the headless First Winter King as a winterwight. (The Northlands Saga Complete Swords and Wizardry Edition)
Wisp: ?
Witch Bell: See Poltergeist Bell Witch.
Witch Water: See Rusalka, Water Witch.
Witchfire: ?
Wizard Lich: See Lich Wizard.
Wolf Dire Ghoul: See Ghoul Dire Wolf.
Wolf Ghoul: See Ghoul Wolf.
Wolf Shadow: ?
Wolf Skeleton Undead Menagerie: See Undead Menagerie Skeleton Wolf.
Woman Cursed Headless: See Cursed Headless Woman.
Woman Headless Cursed: See Cursed Headless Woman.
Worm Purple Zombie: See Zombie Purple Worm.
Wraith: The attack force consists of 3 soulstealers, along with 9 wraiths that have risen in response to the Dread Lord’s servants moving farther afield. (Adventures in the Borderland Provinces (S&W))
A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. (Bard's Gate (S&W))
Total HD
Opponent Rises as
Less than 3
Ghoul or ghast (50% chance for either)
4–7 HD
Wraith
8–11 HD
Spectre
12+ HD
Ghost (Bard's Gate (S&W))
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. (Bard's Gate (S&W))
Powerful, older wights. (Battle Axes & Beasties)
The wraiths are the restless spirits of those slain in the dungeon, out to seek revenge on all living things. (Rappan Athuk - Swords and Wizardry)
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. (Rappan Athuk - Swords and Wizardry)
Ulman Dark's Raising the Dead Failure. (Rappan Athuk - Swords and Wizardry)
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 search for secret doors reveals a section of mismatched stones in the floor, 6ft long by 2ft 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 successful open door checks from 2 characters working together to lift the lid. Inside is a mostly crumbled skeleton … and the wraith the priest became after death. (Rappan Athuk Expansions 2 - Swords and Wizardry)
The spectral remains of Ibholtheg’s human servants from Xilonoc, the wraith is a shadowy form of a near-naked man with an elaborate headdress. (TG1 Lost Temple of Ibholtheg (SnW))
In the Black Gulfs, victims that give in to the despair inherent on the plane are eventually transformed into wraiths – twisted, evil, shadowy apparitions of their former selves. (TG3 Shadow Out of Sapphire Lake (SnW))
At one time, a small number of frog-cultists, including four under-priests, rebelled against their demonic master, forsaking their perverted ways. Alas, the revolt was short-lived and the priests were placed alive in this former ante-chamber in perpetual imprisonment. Four barred niches, too low to stand up or move comfortably, contain the corpses of the priests. They remain as wraiths, envious of the living. (The Lost City of Barakus (S&W))
Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. (The Northlands Saga Complete Swords and Wizardry Edition)
Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. (Tome of Horrors Complete - Swords and Wizardry Edition)
An ancient shrine stands dedicated to beautiful woman, her lifelike statue sculpted with great talent. One touch by mortal hands and it crumbles. Her past lover (and murderer), now a cursed wraith, visits every midnight and wails in ghostly agony. What will he do tonight? (Knockspell #3)
Raise Greater Undead spell. (The Little Book of Adventuring Classes Vol. 1)
Individual Curse Death Magic. (Tome of Adventure Design)
Wraith, Hvram Kalsong the Third: Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. (The Northlands Saga Complete Swords and Wizardry Edition)
Wraith, Hvram the Half-Born: Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. (The Northlands Saga Complete Swords and Wizardry Edition)
Wraith, Noble Wraith: ?
Wraith, She of the Fair Eyes: Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. (The Northlands Saga Complete Swords and Wizardry Edition)
Wraith Dread: ?
Wraith Dweomer: ?
Wraith Lurker: ?
Wraith Magic-User 9, Balcoth the Rune-Mage: Balcoth is a wizard from a far-off plane who specializes in rune magic. By an arcane and chaotic ritual Balcoth long ago turned himself into a wraith, but with the ability to temporarily manifest into a corporeal form (3/day, for 1d6 rounds). Balcoth is Chaotic because of his undead nature, but above all he seeks knowledge and will barter with the players for information. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
This relatively small level contains the lair of Balcoth—a wizard from another dimension who practices strange magic and has transformed himself into a wraith. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)
Wraith Noble: See Wraith, Noble Wraith.
Wraith Oblivion: ?
Wraith Plague: The founding of the village of Sindanore was not the first time in history that Kalmatta was used as a plague colony. Generations before, the small islands called The Damned Cays were used as a settlement for sufferers of vermilion ague, a terribly infectious disease. When the fever broke out on the mainland, warships arrived and slaughtered all of the colonists and torched the settlements. (The Treasure Vaults of Zadabad [Swords & Wizardry])
Today the islands are universally avoided by the villagers at Sindanore, as well as the few ships that navigate The Plague Waters. Old timers in the village tell tales that the spirits of the betrayed colonists haunt the islands and devour any who dare stay on the cays after nightfall. (The Treasure Vaults of Zadabad [Swords & Wizardry])
Wraith Sword-Wraith: Sword-wraiths are spirits of powerful, evil fighting-men that cannot find rest after death. Because of their powerful will, after their deaths their spirits inhabit a magical weapon they died fighting with. (Knockspell #3)
Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland: Sixty years ago, a viking named Sven Oakenfist was famed as a great warrior and a man touched by otherworldly powers. His grandfather was none other than Wotan himself, and his grandmother was an uncommonly comely milkmaid of Gatland who unwittingly tempted the All Father with her beauty. While by no means an immortal scion or demigod in his own right, this lineage did give Sven a spark of divinity and an inhuman courage and ferocity in battle, even allowing him to turn himself into a man-wolf when in the throes of a consuming passion for bloodletting. He led a band of Ulfhandars, savage berserkers who laid their hearts at the feet of Wotan’s darker nature in return for martial prowess and spiritual fulfillment. Sven and his men pillaged and plundered their way across the Northlands in their longship, the Terror of the North, taking great pride in their divine patronage and “heroic” deeds. (The Northlands Saga Complete Swords and Wizardry Edition)
While raiding a fishing village along the coast of Estenfird, a peasant boy named Anud fatally stabbed Sven in the back. In his last moments, Sven cursed the boy with prosperity, with wealth, and with fame, for all of sixty-six years, so that in the end, Sven’s wight could come and take it away before Anud’s very eyes. (The Northlands Saga Complete Swords and Wizardry Edition)
Wraith Wind: Wind Wraiths are created by special rituals to act as advanced shock troops for invading armies, or from deaths during server storms. (Crypts & Things Remastered)
Wraith Wraith-Mage, Balcoth: ?
Wraith-Mage: See Wraith Wraith-Mage.
Wynston Mathen: See Ghost, Lord Wynston Mathen.
Xillin: See Mummy Magic-User 15, Xillin.
Yellow Mold-Encrusted Troll Zombie: See Zombie Troll Yellow Mold-Encrusted.
Yellow Mold-Encrusted Zombie Troll: See Zombie Troll Yellow Mold-Encrusted.
Yellow Mould Zombie: See Zombie Yellow Mould.
Yokim: See Banshee, Yokim.
Zangrias: See Lich Lord, Zangrias.
Zelkor: Nadroj the wraith breaks Zelkor and makes him an undead minion of Orcus. (Rappan Athuk Expansions 2 - Swords and Wizardry)
Zelkor: See Lich, Zelkor.
Zelkor: See Spectre-Mage Magic User 9, Zelkor.
Zeshir's Zombie: See Zombie Zeshir's.
Zeshir's Mouse-Zombie: See Zombie Zeshir's Mouse-Zombie.
Zombie, Walking Dead: The standard zombie is simply a corpse animated to do its creator’s bidding. (Swords and Wizardry Complete Rulebook)
The standard zombie is simply a corpse animated to do its creator’s bidding. (Swords and Wizardry Monster Book)
If the eyeless filcher manages to kill an officer of the law, whether guard or magistrate or scribe of the court, the unfortunate victim rises from the dead the next day as a double-strength zombie under its control. (Swords and Wizardry Monster Book)
The standard zombie is simply a corpse animated to do its creator’s bidding. (Monstrosities)
The bodies of six dwarves are tied to the dead trees of the Hallawstack Trees by their black beards. Each dwarf’s body is cut and bruised, and arrows protrude from their backs. The arrows have ostrich feather fletching. The dwarven bodies have no treasure. They have been dead for six days. One of the dead dwarves is now a zombie that sits facing tree until PCs approach. Its violent death caused it to awake as one of the undead. (Monstrosities)
If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control. (Monstrosities)
A victim drained to 0 Intelligence by the trapped spirits dies, but does not stay dead. In 1d6 rounds, the victim rises again as a zombie. ((DP 2) The Bishop's Secret)
These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition. ((DP 2) The Bishop's Secret)
Mawrr uses his scroll of animate dead to raise any fallen gnolls as zombies if the need should arise. (Bard's Gate (S&W))
Zombies are mindless undead creatures, driven by a spirit that hungers for the taste of fresh flesh. (Battle Axes & Beasties)
Any humanoid killed or completely drained of strength (1 point per hit unless a successful saving throw is made) by a wight returns as a zombie after 1d3 days. (Battle Axes & Beasties)
The zombie's bite causes D4 damage and, if the victim is killed as a result of a bite, will infect the victim. This infection turns the victim into a zombie in 1D6 hours. (Black Books Tomes of the Outer Dark)
Zombies are mindless creatures; created from the more recent dead. The standard zombie is simply a corpse animated to do its creator’s bidding, but the GM can give them extra HD or abilities if required. (Crimson Blades 2: Dark Fantasy RPG d20 Version)
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. (Cry Havoc! (The Dogs of Orcus))
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. (Cry Havoc! (The Dogs of Orcus))
The standard zombie is simply a corpse animated to do its creator’s bidding. (Crypts & Things Remastered)
A crypt fiend raises 2D6 of the dead as Zombies per round with its right hand. (Crypts & Things Remastered)
Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. (Crypts & Things Remastered)
Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round. (Crypts & Things Remastered)
The zombies wear ragged amber robes and have their mouths stitched shut. They are the remains of adherents who died and were never buried before Turgeon animated them. (Cults of the Sundered Kingdoms (S&W))
If reduced to 0 hp, the [zombie] horde breaks up into 2d6 zombies that continue attacking.(Cults of the Sundered Kingdoms (S&W))
In short, Yiquooloome breeds the serpentfolk and grows them to maturity on bizarre trees that accelerate the growing process, kill the adult serpent-person, and then turn it into a zombie. (Cyclopean Deeps Volume 2 Swords and Wizardry)
If a character is bitten by a zombie attempt a Saving Throw. On a failure, the character dies in 1d6 hours and turns into a zombie. (Gary vs the Monsters)
Zombies are humanoids who have died at sea or galley slaves from the black arks that have somehow fallen overboard. (Hex Crawl Chronicles 2 The Winter Woods - Swords and Wizardry Edition)
The Land Beyond the Black Water is both of the mortal world and beyond the mortal world, a nexus of the lands of life and death. The country is always shrouded in twilight, with a moon that rises and sets in the manner of the sun in the land of the living. The souls of the dead wash up on the land’s rocky shores as spirits made corporeal and trapped in lifeless bodies. Some float up the river, for the Sluggish River flows from the sea to the mountains, rather than the reverse. Some souls animate their fleshy prisons in the form of zombies, others escape as ghostly shadows and many are extracted and traded as commodities by the weird citizens of this terrible country. (Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition)
That night their sentries were attacked by a pack of 30 zombies raised by the inhabitants of the craggy hill. (Hex Crawl Chronicles 4 The Shattered Empire - Swords and Wizardry Edition)
Each morning, the desperate necromancer animates his former test subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison now guarding the Southern Pass. (Quests of Doom 4: A Little Knowledge (S&W))
If the characters arrive at the library while Thanopsis’ undead warriors are away in battle at Burvaadun, the library is surprisingly undefended. Shortly after their destruction, Thanopsis immediately raises a force of 12 skeletons and 12 zombies to defend the library. They form in Area L1, where they wait quietly and occasionally wander around the building’s perimeter. (Quests of Doom 4: A Little Knowledge (S&W))
Any character killed by mohrg will rise after 1d4 days as a zombie under the morhg’s control. (Rappan Athuk - Swords and Wizardry)
Greatly diminished, the order of Tsathogga now counts 8 acolytes (all heavily armed ruffians), and 4 under-clerics, who in turn control 16 zombies raised in the under-temple. (Rappan Athuk - Swords and Wizardry)
This room contains 4 zombies. They do not roam around the dungeon because they were raised to protect the room’s treasure. (Rappan Athuk - Swords and Wizardry)
those killed by the mohrg rise in 1d4 days as zombies under its control. (Rappan Athuk - Swords and Wizardry)
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. (Rappan Athuk - Swords and Wizardry)
Any creature slain on this level immediately rises as a zombie (1d3 rounds, except in Areas 13C–9 and 13C–10) of HD equal to 1+ the base HD of the creature. (Rappan Athuk - Swords and Wizardry)
When a zombie horde is destroyed there are 2d6 zombies from the horde remaining. (Rappan Athuk - Swords and Wizardry)
The standard zombie is simply a corpse animated to do its creator’s bidding. (Ruins & Ronin)
In his studies of the forbidden arts, Natan has learned to create zombies from the corpses of the living. He has passed this knowledge down to his most devout disciples, who in turn use it to make good use of fallen enemies. The ritual to create a zombie takes many hours, however. (TG2 Tongues of the Screaming Toad (SnW))
Inside, the stench of death is overpowering. The Noviortum House agents have reanimated the corpses of the Carrico family so that they serve now as 6 zombies in the house that lurch forward to attack anyone who isn’t affiliated with Noviortum House. (TG2 Tongues of the Screaming Toad (SnW))
Any character killed by mohrg will rise after 1d4 days as a zombie under the morhg’s control. (The Black Monastery (S&W))
Two gold bracelets with a teardrop and pentagram engraved on each of them are suspended five feet off the ground, floating in mid-air. This is a pair of bracelets of undeath. If both bracelets are placed on both arms, the wearer gains certain traits of the undead: immunity to sleep, charm and hold spells. Cold-based attacks also have no effect on the wearer, who is also immune to all poisons. (The Black Monastery (S&W))
Choosing to wear the bracers of undeath may be a fateful decision for a player character. For each week the bracers are worn the wearer must succeed on saving throw or fall under the bracers’ control, permanently changing the character’s alignment to Chaotic. A second failed saving throw means that the character will begin to lose 1d4 constitution points per day until death, or until a remove curse spell is cast on the character. (The Black Monastery (S&W))
Anyone who dies from this effect will immediately rise as a zombie. The newly risen zombie will have the overwhelming urge to return the bracelets of undeath to their place in this room of the Black Monastery. (The Black Monastery (S&W))
Valen Darkfast's touch drains a level (save to avoid loss, if all levels are lost the character dies and turns into a zombie). (The Ghost Woods Adventure)
These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. (The Hero's Journey Fantasy Roleplaying)
The standard zombie is simply a corpse animated to do its creator’s bidding. (The Hero's Journey Fantasy Roleplaying)
The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead]. (The Lost City of Barakus (S&W))
Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. (The Lost City of Barakus (S&W))
Six slaves who died here during the punishment of Uth’ilopiq have risen as 6 zombies and still shuffle around in the debris. (The Northlands Saga Complete Swords and Wizardry Edition)
Animated bodies need not be the result of black magic (which is the case for, say, the standard zombie). (Tome of Adventure Design)
A creature slain by a cerebral stalker’s bite attack has its brain ripped out and consumed. The empty husk becomes a zombie in 1d4 rounds. (Tome of Horrors Complete - Swords and Wizardry Edition)
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Complete - Swords and Wizardry Edition)
Once per day, a grave risen can animate up to 10 HD of corpses within 100 feet as zombies. (Tome of Horrors Complete - Swords and Wizardry Edition)
The recent dead weren’t stolen; they got up and walked out of the graveyard after a grave risen passed through. The creature animated the recent dead to join its growing retinue of zombies. (Tome of Horrors Complete - Swords and Wizardry Edition)
Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. (Tome of Horrors Complete - Swords and Wizardry Edition)
The tower is home to a death’s head inphidian named Kallis-Khet, a high priest of the serpents. (Tome of Horrors 4)
If attacked in his home, Kallis-Khet animates the dead hanging from the tower as zombies. (Tome of Horrors 4)
These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. (Untold Adventures: Deluxe Edition)
However, the standard zombie is simply a corpse animated to do its creator’s bidding. (Untold Adventures: Deluxe Edition)
These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. (White Box: Fantastic Medieval Adventure Game)
The standard zombie is simply a corpse animated to do its creator’s bidding. (White Box: Fantastic Medieval Adventure Game)
It takes three rounds for a hierglyphicroc to completely swallow a victim, but the victim will turn into a zombie within 1d4+1 rounds after being swallowed. (Knockspell Magazine #2)
Animate Dead spell. (Swords and Wizardry Complete Rulebook)
Animate Dead spell. (Crypts & Things Remastered)
Animate Dead spell. (For Coin & Blood)
Animate Dead spell. (Ruins & Ronin)
Animate Dead spell. (The Hero's Journey Fantasy Roleplaying)
Animate Dead spell. (Untold Adventures: Deluxe Edition)
Animate Dead spell. (White Box: Fantastic Medieval Adventure Game)
Create Zombies spell. (Black Books Tomes of the Outer Dark)
Grand Celebration of the Chthonic Gods spell. (Chthonic Codex)
Lost Company spell. (Chthonic Codex)
Raise Lesser Undead spell. (The Little Book of Adventuring Classes Vol. 1)
Zombify spell. (Chthonic Codex)
Banebone Sacrifice magic sword. (White Box Tome - Arioth I )
Cauldron of the Dead magic item. (The Witch for Swords & Wizardry White Box)
Raise the Horde magic staff. (White Box Tome - Arioth I )
Individual Curse Death Magic. (Tome of Adventure Design)
Cerebral Stalker Create Zombie power. (Cults of the Sundered Kingdoms (S&W))
Zombie, Evasheen: See Zombie, Reanimated Corpse, Evasheen.
Zombie, Kalina: A follower of a god of knowledge, 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. (Rappan Athuk – Swords and Wizardry)
Zombie, Reanimated Corpse, Evasheen: 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. (Cry Havoc! (The Dogs of Orcus))
Zombie, Sir Ralph Halifax: ?
Zombie Basilisk: Zombies can also be created from many different corpses, as illustrated by the deadly basilisk zombie and the demonic vrock zombie. (Tome of Horrors Swords and Wizardry Update)
Zombie Beetle Fire: See Zombie Fire Beetle.
Zombie Beetle Giant: See Zombie Giant Beetle.
Zombie Beetle Rhinoceros: See Zombie Rhinoceros Beetle.
Zombie Beetlor: ?
Zombie Behir: A zombie behir is the animated remains of the serpentine monster. (Tome of Horrors Swords and Wizardry Update)
Zombie Black Dragon: See Zombie Dragon Black.
Zombie Brain-Eating: ?
Zombie Brine: While most of the crew died, the captain and his most ruthless pirates rose again in undeath. (Rappan Athuk - Swords and Wizardry)
Zombies of those who have drowned, with a certain resistance to fire. (The Northlands Saga Complete Swords and Wizardry Edition)
Brine zombies are the remnants of a ship’s crew that has perished at sea. (The Northlands Saga Complete Swords and Wizardry Edition)
Storms are swift and sudden on the North Sea, and these gales have left the wrack of many a longship of doughty warriors upon some desolate shore or at the bottom of Rán’s domain. As a result, ghost ships crewed by draug and worse haunt the campfire tales of many a stalwart sword brother, and it is not unknown for brine zombies to rise from the surf on a foggy coastal night. (The Northlands Saga Complete Swords and Wizardry Edition)
Manning the ship are the common crew of the Jarl of the Seas, a group of wretched men caught in the death curse and fated to continue their existence long after they should have passed to whatever afterlife awaited them. (The Northlands Saga Complete Swords and Wizardry Edition)
Brine zombies are the remnants of a ship’s crew that has perished at sea. (Tome of Horrors Complete - Swords and Wizardry Edition)
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. (Tome of Horrors Complete - Swords and Wizardry Edition)
So it was, a month ago, that the Kingfish left the port with a load of ironwood and a bit of sabotage. It went down about 10 miles off shore and its crew has been walking along the bottom ever since to enact their revenge on the prince and his precious city. (Tome of Horrors Complete - Swords and Wizardry Edition)
If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. (Tome of Horrors Complete - Swords and Wizardry Edition)
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Complete - Swords and Wizardry Edition)
For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently. (Tome of Horrors Complete - Swords and Wizardry Edition)
Zombie Buoy, Zombie-Buoy: Zombie-buoys are zombies tethered to one of the floating rocks in a void. (Cyclopean Deeps Volume 2 Swords and Wizardry)
Zombie Charcharodon: ?
Zombie Child: ?
Zombie Contagious: If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience. (Swords and Wizardry Complete Rulebook)
If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience. (Swords and Wizardry Monster Book)
If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience. (Monstrosities)
These zombies carry within their bite or scratch a disease that turns those infected into mindless undead. (Battle Axes & Beasties)
Those slain by Contagious Zombies rise in 1d3 combat rounds as common zombies. (Battle Axes & Beasties)
If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. (Crypts & Things Remastered)
If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. (Ruins & Ronin)
If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. (The Hero's Journey Fantasy Roleplaying)
If their undeath is contagious, zombies are more of a threat than described here, and if a single hit from a zombie causes contagion or any other sort of disease they are a considerably larger threat. (Untold Adventures: Deluxe Edition)
If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. (White Box: Fantastic Medieval Adventure Game)
Zombie Corpsespun: Corpsespun zombies are the victims of a corpsespinner, whose poison animates the dead as an automaton sheathed in webs. The victim’s insides are replaced by thousands of tiny spiders crawling over its body and into and out of its ears, eyes, and mouth. These spiders take over and devour the insides of the creature, but keep it moving with a semblance of its former self.
Creatures killed by a corpsespinner rise in 1 hour as corpsespun zombies. (Tome of Horrors Complete - Swords and Wizardry Edition)
Zombie Crayfish Giant: See Zombie Giant Crayfish.
Zombie Crocodile, Hieroglypicroc: Raised by ancient methods long forgotten or suppressed, zombie crocodiles are actually more akin to mummies than to zombies, at least in terms of the preservation process. (Knockspell Magazine #2)
Zombie Demon Vrock: The body of a slain demon animated with unholy power. (Tome of Horrors Swords and Wizardry Update)
Zombies can also be created from many different corpses, as illustrated by the deadly basilisk zombie and the demonic vrock zombie. (Tome of Horrors Swords and Wizardry Update)
Zombie Dissolving: The zombies dissolve into foul greenish goo that will eat your flesh and turn you into one of them! (Rappan Athuk - Swords and Wizardry)
Zombie Dragon Black: ?
Zombie Drow: Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. (The Lost City of Barakus (S&W))
Zombie Dust: Once per day, a dust ghoul can animate 11d4 dust zombies. (Tome of Horrors Complete - Swords and Wizardry Edition)
Zombie Dwarf: Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. (The Lost City of Barakus (S&W))
Zombie Enchanted Hardier: 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. (Rappan Athuk - Swords and Wizardry)
Zombie Fire Beetle: ?
Zombie Frog: ?
Zombie Gallows Tree: The gallows tree slices open victims for their organs, then fills them with a greenish sap that turns them into gallows tree zombies. The newly created undead rises in 1d4 days. (Tome of Horrors Complete - Swords and Wizardry Edition)
Zombie Giant: ?
Zombie Giant Beetle: ?
Zombie Giant Crayfish: ?
Zombie Giant Octopus: ?
Zombie Giant Rat: ?
Zombie Giant Shark: ?
Zombie Goblin: ?
Zombie Gray Render: ?
Zombie Grub: Through ancient and profane rituals, powerful necromancers are able to transform disgusting rot grubs into an even more vile creature with a variety of evil uses. (Monster Mash Rehash: A Host of Horrors & Creatures)
Zombie Guard: ?
Zombie Gynosphinx, Travvok: During the library’s last chaotic days, the cowardly Thanopsis cajoled the library’s most frequent visitors and patrons into fighting against the orcs besieging the surrounding settlement. Most gladly took up arms at the powerful wizard’s behest, but the aloof sphinx, Travvok, refused. 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 an gynosphinx zombie that guards the library today. (Quests of Doom 4: A Little Knowledge (S&W))
Zombie Hacked: ?
Zombie Halfling Hungry: See Zombie Hungry Halfling.
Zombie Hardier Enchanted: See Zombie Enchanted Hardier.
Zombie Horde: This is the army brought forth by Islaug the Breathless from the now-exposed tunnels of the bitumen mines that ran underneath the field of battle. It is composed primarily of skeletons and zombies, all of which are stained black with long exposure to the bitumen mines, and more than a few of which are actually still on fire from the explosion. Assorted ghouls and more intelligent undead are mixed among these hordes, but not enough to constitute an army of their own or change the overall complexion of these armies. (The Northlands Saga Complete Swords and Wizardry Edition)
Zombie Horse: ?
Zombie Human: Each morning, the desperate necromancer animates his former test subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison now guarding the Southern Pass. (Quests of Doom 4: A Little Knowledge (S&W))
Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. (The Lost City of Barakus (S&W))
Zombie Humanoid: ?
Zombie Hungry: ?
Zombie Hungry Halfling: ?
Zombie Juju: Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a juju zombie. (Rappan Athuk - Swords and Wizardry)
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. (Rappan Athuk - Swords and Wizardry)
When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a juju zombie. (Rappan Athuk Bestiary Swords and Wizardry Edition)
Unfortunately, these are actually all Mulstabhin prisoners that have already been sacrificed and now exist as 48 juju zombies created by the devouring mist that lurks within the barrel marked with an asterisk on the map. (The Northlands Saga Complete Swords and Wizardry Edition)
If the characters manage to destroy Mulstabha’s Black Heart, all of the juju zombies and the devouring mist are instantly destroyed as undead that were created using the stone. (The Northlands Saga Complete Swords and Wizardry Edition)
Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a juju zombie. (Tome of Horrors Complete - Swords and Wizardry Edition)
Zombie Juju, Hróarr Skjálgr: These are the Skjálgr Brothers, the last-known victims of Hlundel.
The Skjálgr Brothers were powerful warriors from deep in the Olf Mountains that lived generations ago. It was said that they had the blood of trolls and stood as giants among men. They sought the power that could be had at the testing upon Skirnyth Crull and climbed the hill to claim it. They were never seen again. (The Northlands Saga Complete Swords and Wizardry Edition)
A primordial creature known only as Hlundel was buried beneath Skirnyth Crull. The accursed creature longs to escape the prison imposed upon it by Wotan. A mortal who dares can ascend the hill to challenge Hlundel to a battle called the Test of Hlundel. Great glory awaits the victor. Those who are defeated join Hlundel in his cursed corpse-hall beneath the hill. With every victory over its challengers, Hlundel grows closer to breaking free from its earthly prison. (The Northlands Saga Complete Swords and Wizardry Edition)
The troll-kin brothers, Hróarr and Örn Skjálgr came to Skirnyth Crull to take the Test of Hlundel nearly two centuries ago. They climbed the hill at sunset and were never seen again. (The Northlands Saga Complete Swords and Wizardry Edition)
Zombie Juju, Örn Skjálgr: These are the Skjálgr Brothers, the last-known victims of Hlundel.
The Skjálgr Brothers were powerful warriors from deep in the Olf Mountains that lived generations ago. It was said that they had the blood of trolls and stood as giants among men. They sought the power that could be had at the testing upon Skirnyth Crull and climbed the hill to claim it. They were never seen again. (The Northlands Saga Complete Swords and Wizardry Edition)
A primordial creature known only as Hlundel was buried beneath Skirnyth Crull. The accursed creature longs to escape the prison imposed upon it by Wotan. A mortal who dares can ascend the hill to challenge Hlundel to a battle called the Test of Hlundel. Great glory awaits the victor. Those who are defeated join Hlundel in his cursed corpse-hall beneath the hill. With every victory over its challengers, Hlundel grows closer to breaking free from its earthly prison. (The Northlands Saga Complete Swords and Wizardry Edition)
The troll-kin brothers, Hróarr and Örn Skjálgr came to Skirnyth Crull to take the Test of Hlundel nearly two centuries ago. They climbed the hill at sunset and were never seen again. (The Northlands Saga Complete Swords and Wizardry Edition)
Zombie Juju Goblin: ?
Zombie Juju Soldier: ?
Zombie Kraken, Undead Kraken: ?
Zombie Legend Elf Dark: No one is sure where this breed of Zombies came from but they’re definitely unique. (White Box Zombies Dark Elf Zombies)
While no one has an answer to account for them, one thing is crystal clear: They are dangerous. Very dangerous. (White Box Zombies Dark Elf Zombies)
Zombie Leper: Any who battle them must save vs disease at the end of the fight or contract Zombie Leprosy (die in 3 days and return as a Leper Zombie). (Swords and Wizardry Monster Book)
Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds. (Swords and Wizardry Monster Book)
Carrying equipment, arms or armor of one slain by a leper zombie or used to destroy a leper zombie carries a risk to the bearer, they must save vs disease at +4 each day or contract Zombie Leprosy. Holy water, remove curse and other methods of cleansing may render the gear safe again. (Swords and Wizardry Monster Book)
Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds. (Monstrosities)
The woman and her companions drank from the tainted pond and turned into 8 leper zombies. (Monstrosities)
All of the clothes are tainted with leprosy that turns someone wearing them into a leper zombie if they fail a saving throw. (Monstrosities)
Zombie Mould Yellow: See Zombie Yellow Mould.
Zombie Null: When a Cleric or Magic-User dies while affected by Feeblemind, the corpse may reanimate as a null, a rare and terrible form of zombie. (Chance Encounters)
Zombie Orc: Each morning, the desperate necromancer animates his former test subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison now guarding the Southern Pass. (Quests of Doom 4: A Little Knowledge (S&W))
Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. (The Lost City of Barakus (S&W))
Zombie Otyugh: ?
Zombie Plague: Pestilence disease. (Rappan Athuk - Swords and Wizardry)
Zombie Purple Worm: ?
Zombie Putrid: ?
Zombie Pyre: These undead creatures are weirdly enchanted with some sort of necromancy. (Monstrosities)
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 body from destruction by the fire, and the undead form escaped the pyre to wreak vengeance on the living. (Tome of Horrors Swords and Wizardry Update)
Zombie Rat Giant: See Zombie Giant Rat.
Zombie Raven: Zombie Ravens are the rotting, undead bodies of ravens. (Swords and Wizardry Monster Book)
Zombie Ravens are the rotting, undead bodies of ravens. (Monstrosities)
Zombie Red: These plague infected zombies are becoming a distressingly more common sight, as the Red Death spreads outwards from the Locust Star into the world. Primary carriers of the disease are the Red Zombies themselves and they seem to seek out living beings to pass it on. Any victim of their attack will rise two hours after death as one, and anyone wounded by them can be infected by the disease. Player characters may Test their Luck to avoid infection. (Crypts & Things Remastered)
This was once the Merchant’s guild house and the Red Zombies are the inner circle of the guild who failed to escape being transformed when Wimble entered the Shroud. (Crypts & Things Remastered)
Zombie Rhinoceros Beetle: ?
Zombie Science Fiction: Here is an idea for one level of a ship to have some sort of zombie plague, whether by disease, radiation, or the effects of some plant or animal poison. Would it only affect humans, or mutated humans, or any animal forms. What about intelligent plants? (Mini Bestiary)
● Does being killed by a zombie make you a zombie? (Mini Bestiary)
● If it is caused by radiation, does any dead body left near the radiation become a zombie, or only those killed by the radiation? (Mini Bestiary)
● If caused by a plant or animal poison, what are the limitations and possible antidotes to that poison? (Mini Bestiary)
● If caused by a virus or microbe, is there a cure or inoculation? (Mini Bestiary)
● Is the nature of the substance that makes a zombie able to spread throughout the ship? (Mini Bestiary)
Zombie Screamer Elf Dark: ?
Zombie Sea Cat: ?
Zombie Semi-Liquefied: ?
Zombie Serpentfolk: In short, Yiquooloome breeds the serpentfolk and grows them to maturity on bizarre trees that accelerate the growing process, kill the adult serpent-person, and then turn it into a zombie. Before the zombie begins to rot, the body is “harvested” from the tree, and its brains are removed. (Cyclopean Deeps Volume 2 Swords and Wizardry)
Yiquooloome’s Trees. (Cyclopean Deeps Volume 2 Swords and Wizardry)
Zombie Servant: ?
Zombie Slime: A slime zombie is the undead remnant of a Xilonoc resident who was not faithful to Ibholtheg. Now cursed with a vibrant green slime that coats their skin and oozes from their mouths, they exist only to serve the Squamous Toad. (TG1 Lost Temple of Ibholtheg (SnW))
Zombie Spellgorged: If this occurs, the troubled magic-user 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. (Quests of Doom 4: A Little Knowledge (S&W))
A spellgorged zombie is a zombie crafted from the corpse of a Magic-User or Cleric to serve as a ring of spell storing. (Tome of Horrors Complete - Swords and Wizardry Edition)
Zombie Spore: “In accordance with the mistress’s wishes I placed Ozric’s corpse in the dungeon with the giant mushroom fiend he had discovered. She was pretty certain he had been infected but wanted to be sure. I was ordered to watch through the door panel. The next day I observed his corpse, ridden with mini-mushrooms, shambling around the room.” (Crypts & Things Remastered)
Spore Zombies are victims of a Spore Fiend risen under the control of the fiend, to protect it from harm and to gather more food. (Crypts & Things Remastered)
Spore Fiends are otherworld mushroom monsters, who trap living beings using their spores which cause madding hallucinations on a failed Test vs Luck. These hallucinations in turn lead to a Sanity check. While the victim is incapacitated the Spore Fiend moves in to kill the victim, sucking its life force out with a bite from a ‘mouth’ hidden under its hood. A day later the slain victim rises as a Spore Zombie under control of the Fiend. (Crypts & Things Remastered)
Zombie Torso Upper: See Zombie Upper Torso.
Zombie Tower: Tower zombies are the creation of the Tower of Bone, its unholy emanations despoiling everything around it and twisting it into a cruel mockery of life. (Cults of the Sundered Kingdoms (S&W))
The city and caverns are filled with undead creatures, unintentionally created by ambient death radiation seeping from the Tower. (Cults of the Sundered Kingdoms (S&W))
The Tower is dedicated to a single overriding purpose: the creation of undead creatures. Bereft of fresh corpses from which to fashion undead it allows the latent energy that is normally used to animate the dead to leak out into the surrounding area, thus creating tower zombies. (Cults of the Sundered Kingdoms (S&W))
Zombie Tower Bugbear: ?
Zombie Tower Bugbear Chieftain, Ashthrak: ?
Zombie Tower Dwarf Cook: ?
Zombie Tower Dwarf Guard: ?
Zombie Tower Dwarf Miner: ?
Zombie Tower Dwarf Worker: ?
Zombie Tower Dwarf, Branwyr, Protector of Durandel: ?
Zombie Tower Gnoll: ?
Zombie Tower Gnoll Chieftain, Hatur: ?
Zombie Tower Human, Maurits Felldrake: ?
Zombie Tower Human Guard: ?
Zombie Tower Mine Captain, Dagfa Durbis: ?
Zombie Tower Minotaur: ?
Zombie Tower Ogre: ?
Zombie Tower Otyugh: ?
Zombie Troll: ?
Zombie Troll Yellow Mold-Encrusted: ?
Zombie Upper Torso: A zombie that has been cut in half. (Gary vs the Monsters)
Zombie Vrock: See Zombie Demon Vrock.
Zombie Vrock Demon: See Zombie Demon Vrock.
Zombie Walkin' Dead Drowned One: Drowned Ones are a type of walkin' dead, the lost sailors returned from Davy Jones' Locker to haunt the living. (YARR!)
Zombie Walkin' Dead: Animate & Command the Dead spell. (YARR!)
Zombie Waterlogged: ?
Zombie Worm Purple: See Zombie Purple Worm.
Zombie Yellow Mold-Encrusted Troll: See Zombie Troll Yellow Mold-Encrusted.
Zombie Yellow Mould, Barzon III: ?
Zombie Zeshir's: ?
Zombie Zeshir's Mouse-Zombie: ?
Zombie-Buoy: See Zombie Buoy, Zombie-Buoy.

Swords & Wizardry Books
Swords and Wizardry Complete Rulebook
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 the demon lord’s 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 the demon lord’s armies.
Banshee: One particularly unusual thing about banshees is that they often associate with living faerie creatures of the less savory variety; they might even be an undead form of faerie.
Ghost: ?
Ghoul: Zombies are mindless creatures, the walking dead. (These are merely animated corpses, not carriers of any sort of undead contagion as are ghouls.)
Lich: Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).
Mummy: ?
Shadow: Their chill touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0, he or she is transformed into a new shadow.
Skeleton: Skeletons are animated bones of the dead, usually under the control of some evil master.
Animate Dead spell.
Spectre: Any being killed (or drained below level 0) by a spectre becomes a spectre as well, a pitiful thrall to its creator.
Vampire: ?
Wight: Any human killed or completely drained of levels by a wight becomes a wight.
Wraith: ?
Zombie: The standard zombie is simply a corpse animated to do its creator’s bidding.
Animate Dead spell.
Zombie Contagious: If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience.

Animate Dead
Spell Level: Magic-User, 5th Level
Range: Referee’s Discretion
Duration: Permanent
This spell animates skeletons or zombies from dead bodies. 1D6 undead are animated per level of the caster above 8th. The corpses remain animated until slain.

Swords and Wizardry Monster Book
Allip: The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days.
Banshee: ?
Skeletal Remains: In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round. Each of these animated body parts may attack once, inflicting 1d4 damage. A cleric may turn these newly living bits of skeletal remains as if they were Type 1 undead. The bone mound may shift its animate dead power from one set of bones to another at any time.
Cat Feral Undead: Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies.
Ethereal Shade: ?
Exoskeleton Giant Ant: Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic.
Exoskeleton Giant Beetle: Giant beetle exoskeletons are animated by necromantic magic quite different from that used in the Animate Dead spell.
Exoskeleton Giant Crab: Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter).
Exploding Bones: ?
Eyeless Filcher: An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either flee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance).
Ghast: ?
Ghoul: ?
Ghoul Ao-Nyobo, Blue Wife: ?
Glitterskull: ?
Gravebird: Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic.
Head-Stealer: A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck.
Jackal of Darkness: ?
Lich: Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).
Mummy: ?
Nykoul: Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world.
Rusalka: Rusalka are undead maiden-witches that haunt the cold rivers and lakes in which they drowned.
Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed.
Shadow: Their chill touch drains one point of strength with a successful hit, and if a victim is brought to a Strength of 0, he becomes a shadow.
Silent Knight: ?
Skeletal Fury: The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets.
Skeleton: Skeletons are animated bones of the dead, usually under the control of some evil master.
Fossil Skeleton: 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.
Spectral Scavenger: ?
Spectre: Any being killed (or drained below level 0) by a specter becomes a specter himself, a pitiful thrall to its creator.
Spectre Parasitic: ?
Sumatran Rat-Ghoul: ?
Tree Ghost: Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature.
Vampire: ?
Vierd: ?
Wight: Any human killed or completely drained of levels by a wight becomes a wight.
If a creature possessed by a parasitic spectre is slain, the corpse will instantly transform into an undead creature, having abilities identical to those of a wight. If such a “wight” is destroyed, the spectre is expelled, taking 2d8 hit points of damage in the process. Non-magical weapons cannot harm a parasitic spectre. Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes.
Wraith: ?
Zombie: The standard zombie is simply a corpse animated to do its creator’s bidding.
If the eyeless filcher manages to kill an officer of the law, whether guard or magistrate or scribe of the court, the unfortunate victim rises from the dead the next day as a double-strength zombie under its control.
Zombie Contagious: If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience.
Zombie Brain-Eating: ?
Zombie Leper: Any who battle them must save vs disease at the end of the fight or contract Zombie Leprosy (die in 3 days and return as a Leper Zombie).
Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds.
Carrying equipment, arms or armor of one slain by a leper zombie or used to destroy a leper zombie carries a risk to the bearer, they must save vs disease at +4 each day or contract Zombie Leprosy. Holy water, remove curse and other methods of cleansing may render the gear safe again.
Zombie Pyre: ?
Zombie Raven: Zombie Ravens are the rotting, undead bodies of ravens.

Monstrosities
Allip: The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days.
Banshee: ?
Banshee, Ellyllon: Ellyllon was an elf warrior who visited the monastery to learn the secrets of the world and to achieve his own inner peace. He instead found ancient words carved into the hollow bells. Reciting them turned him into a deadly banshee.
Skeletal Remains: In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round.
Cat Feral Undead: Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies.
Unfortunately, her beloved cats wandered into a necromancer’s garden and were turned into 18 feral undead cats.
Ghoul Aquatic: ?
Kraken Zombie: ?
Demonvessel: A demonvessel is a corpse that has been animated by trapping the essence of a demon within the body rather than relying on the more basic necromantic means of animating corpses. Depending upon the exact method used to bind the demon into a dead corpse, these undead creatures usually resemble mummies, but in some cases they will appear to be zombies with strange runes tattooed into the skin.
Demonvessel, Corliss: Since his wife’s natural death, the successful lamp merchant Garrick has wallowed in self-pity. He offered his vast fortune to anyone who could bring Corliss back to life. Unfortunately, the gods deemed her time had come and resurrection lies beyond mortal magic. A priestess of Orcus (under the guise of a cleric of Freya) named Edlyn (Cleric 8) approached Garrick with empty promises.
Edlyn indeed brought Corliss back from death. Her body, infused with a demonic spirit, became a demonvessel.
Ethereal Shade: ?
Shade Ethereal, Lady Baymoral: Lady Baymoral is the true danger in the room. She became an ethereal shade after her death. Her spirit haunts the dining table.
Exoskeleton Giant Ant: Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic.
Exoskeleton Giant Beetle: Giant beetle exoskeletons are animated by necromantic magic quite different from that used in the Animate Dead spell.
Exoskeleton Giant Crab: Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter).
Exploding Bones: ?
Eyeless Filcher: An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either flee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance).
Eyeless Filcher, Jelida Daribe: The cavern is the home of Jelida Daribe, a vile killer who attacked villages in the dead of night – and left none alive to tell of his foul deeds. Jelida was eventually caught and convicted, but the relatives of his victims tore him apart shortly after his trial. Jelida returned as an eyeless filcher.
Flenser: ?
Flenser, Vrinnor, The Skinner: ?
Ghast: ?
Ghost: There are innumerable types of ghosts with varying qualities, often depending on the nature and circumstances under which the person died.
Ghost Strangling: Anyone strangled by a strangling ghost will rise as a strangling ghost within 1d6 days.
At night, the alley is haunted by 3 strangling ghosts, a trio of assassins who were cut down by mysterious means after leaving the manse one dark and stormy night. They had killed the inhabitant, a sorceress of no little influence in the courts of Hell (where she is said to rule to this day).
Ghoul: Zombies are mindless creatures, the walking dead. (These are merely animated corpses, not carriers of any sort of undead contagion as are ghouls.)
Ghoul Ao-Nyobo, Blue Wife: ?
Ghoul Ao-Nyobo, Obomay: The palace of the emperor is enormous, but even the emperor knows not how enormous. Behind the walls covered in gilt plaster and mosaics of tortoise shell and amber there are secret, dank passages haunted by the former empress, a woman called Obomay, who would have ruled the empire from behind the imperial throne had not the emperor took a liking to a dancing girl called Othea who was practiced in the secret art of the of seven venoms. Othea now holds the place of power behind the man-child emperor, and Obomay dwells in the shadows after being unceremoniously dumped into a dry well in the Anemone Garden, her hatred re-awakening her as an ao-nyobo ghoul.
Ghoul Crimson: Crimson ghouls are created by strange and terrible magical procedures worked by necromancers upon a normal ghoul.
Gravebird: Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic.
Head-Stealer: A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck.
Jackal of Darkness: ?
Lich: Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).
Lich, Arus Kezanlizil: The lich Arus Kezanlizil rules the Forge-Temple, claiming it after an unforeseen accident transferred his undead spirit into the body of the dwarven cleric Arbor Oakenchisel.
Mummy: ?
Nykoul: Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world.
Redwraith: Weaker redwraiths slowly gain strength over a period of years, eventually becoming full redwraiths that are no longer under the control of the original.
Redwraith Weaker: If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control.
Rusalka, Water Witch: Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed.
Shadow: Their chill touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0, he or she is transformed into a new shadow.
Silent Knight: ?
Skeletal Fury: The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets.
Skeleton: Skeletons are animated bones of the dead, usually under the control of some evil master.
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.
The caves contain the remains of the first creatures to call the Seething Jungle their home. The native lizardmen died during a natural disaster that collapsed their tunnel homes into the ground around them. The lizardmen’s broken bodies merged with the flowing limestone to create 18 skeleton fossils trapped in the walls.
Spectral Scavenger: ?
Spectre: Any being killed (or drained below level 0) by a spectre becomes a spectre as well, a pitiful thrall to its creator.
Parasitic Spectre: ?
Sumatran Rat-Ghoul: ?
Tree Ghost: Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature.
Tree Ghost, Melene: The pale woman is a dryad named Melene slain years ago by the vampire Valmont De Shade as he traveled the countryside seeking a permanent lair.
Vampire: Any human killed by a vampire becomes a vampire under the control of its creator.
Four bone pillars stand about this 30-foot-square ossuary. Each four-foot-diameter pillar is crafted from hundreds of random bits of bones and skulls. A low wall of femurs runs from one pillar to the next. Four skull chalices sit on the wall. Each chalice is filled with steaming blood. Anyone drinking from a chalice must make a saving throw or be cursed so he can only drink blood from that moment onward until cured. If the curse is not reversed within 3 months, the victim becomes a vampire.
Vampire, Valmont De Shade: ?
Varn: These are the restless spirits of dead fighters and warriors whose armor continues to fight long after they are gone.
Inside the structure is a sarcophagus set into the tiled floor. It is carved to resemble the man buried within. Standing before the grave is the warden’s guardian, a Varn who fell in battle protecting the body from those who would defile it, and continues to do so after death.
Vierd: ?
Wight: Any human killed or completely drained of levels by a wight becomes a wight.
If a possessed creature possessed by a parasitic spectre is slain, the corpse will instantly transform
into an undead creature, having abilities identical to those of a wight.
Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes.
If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control.
Wight Sea: Sea-wights are highly similar to normal wights, originating from bodies in ocean-flooded tombs, bodies that were consigned to the depths of the ocean, or from individuals – usually those of some power – who perished beneath the dark waves.
As with normal wights, a successful attack by a sea-wight drains one level of experience from the victim, and a fully-drained victim rises as a sea-wight of half normal strength under the command of its killer.
Zombie Giant Shark: ?
Zombie Giant Octopus: ?
Zombie: The standard zombie is simply a corpse animated to do its creator’s bidding.
The bodies of six dwarves are tied to the dead trees of the Hallawstack Trees by their black beards. Each dwarf’s body is cut and bruised, and arrows protrude from their backs. The arrows have ostrich feather fletching. The dwarven bodies have no treasure. They have been dead for six days. One of the dead dwarves is now a zombie that sits facing tree until PCs approach. Its violent death caused it to awake as one of the undead.
If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control.
Zombie Contagious: If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience.
Zombie Waterlogged: ?
Zombie Brain-Eating: ?
Zombie Leper: Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds.
The woman and her companions drank from the tainted pond and turned into 8 leper zombies.
All of the clothes are tainted with leprosy that turns someone wearing them into a leper zombie if they fail a saving throw.
Zombie Pyre: These undead creatures are weirdly enchanted with some sort of necromancy.
Zombie Raven: Zombie Ravens are the rotting, undead bodies of ravens.

(DP 2) The Bishop's Secret
Ghoul: These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition.
Skeleton: These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition.
Zombie: A victim drained to 0 Intelligence by the trapped spirits dies, but does not stay dead. In 1d6 rounds, the victim rises again as a zombie.
These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition.
Enslaved Spirit: Pausanias has desecrated 11 corpses, stripping the bodies, and hacking off the heads while screaming blasphemous imprecations. He mounted the heads in the Wicked Chapel. The spirits of those whose resting places were violated remain trapped in the severed heads.

(DP 3) Narvon's Sinister Stair
Proklyat: In life, proklyats were those who served diabolical masters by seducing others into committing profane acts. In death, those same servants find themselves stripped of all corporeal existence, reduced to invisible phantoms whose voices hold terrible power.
Skeleton: The undead throne is difficult to turn. A successful turn undead expels one skeleton from the throne's body if the undead throne makes a saving throw. This causes 4 points of damage to throne and reduces its number of attacks by -1 (but to never less than 1 attack).
Conjoined Skeletons: Two cultists died clinging to each other in terror in this chamber. 1D4+1 rounds after explorers enter the reception room, the skeletons animate as a single monster.
Semi-Liquefied Zombie: ?
Undead Throne: ?

Adventures in the Borderland Provinces (S&W)
Ghost Spectral Warden: A spectral warden is a variant Lawful-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 Hound: Ghost hounds are the spectral shades of hunting dogs or guard dogs that have accompanied their masters to undeath.
Soulstealer: These foul undead are created by dark and secret rituals, and remain forever under the control of their creator.
The lich known as the Dread Master was a figure of ancient legend entombed in the black spire, and who created the soulstealers as his servants. “The lich was bound, the legends said. Helpless and starved in his Black Spire tomb. But even helpless, he shaped bone and spirit from the dead of the sea to do his bidding. And so did his evil rise again.”
But though the Dread Master was physically prevented from escaping the tomb, long years of imprisonment reduced the lich to a mental essence that was able to slip beyond the wards that bound him. 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.
Undead Dragon: ?
Ghost: ?
Lord Ectarlin, Spectral Lord, Ghost: With the Dread Master’s return to power, Ectarlin has returned as a mad ghost driven to fulfill his mission to protect the folk of the Lowwater lands.
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.
Ghost Ride, Ghost Spectral Warden: ?
Ghoul: ?
Dread Master, Lich: ?
Specter: ?
Vampire: ?
Wight: ?
Wraith: The attack force consists of 3 soulstealers, along with 9 wraiths that have risen in response to the Dread Lord’s servants moving farther afield.
Ghast: ?

Bard's Gate (S&W)
Undead: The City of Ashes true masters are the members of the Cult of Orcus, who haunt the vicinity at night, digging up corpses for sale or use in foul rites, or performing their own dark rituals. As a result of these activities, the dead in the City of Ashes do not rest easy, and often rise from their graves as undead.
The cultists’ most notable act was a fearsome ritual called the March of Bones, in which hundreds of undead were raised from the cemetery and sent to wander the countryside.
Granette'rout, Undead Treant: Hel’s Forest is ruled by an intelligent, chaotic, and partially petrified stump of a treant, known now as Granette’rout, who was chopped down by the druids, and later given life by Hel herself.
Animated Claws in Chains: ?
Ghast: A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD.
Total HD
Opponent Rises as
Less than 3
Ghoul or ghast (50% chance for either)
4–7 HD
Wraith
8–11 HD
Spectre
12+ HD
Ghost
Salipus, Ghast: ?
Myrean, Ghost: She was murdered by the dark elf assassin, F’arin Du`n, whose affections she had arrogantly spurned. Myrean’s corpse is hidden in one of the theater’s many labyrinthine storage areas; finding her body and giving her a proper burial lets her spirit rest at last.
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.
Ghost: A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD.
Total HD
Opponent Rises as
Less than 3
Ghoul or ghast (50% chance for either)
4–7 HD
Wraith
8–11 HD
Spectre
12+ HD
Ghost
Ghoul: A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD.
Total HD
Opponent Rises as
Less than 3
Ghoul or ghast (50% chance for either)
4–7 HD
Wraith
8–11 HD
Spectre
12+ HD
Ghost
A cleric or necromancer of Orcus created these fiends from the corpses of criminals and set the beasts loose within the city.
Ratling Ghoul: This room is partially dry, and serves as a backflow when the whirlpool temporarily clogs. During one of its clogging moments, a hungry ghast named Salipus that had escaped into the sewers found itself here.
Salipus has since managed to ensnare a few ratlings who now dwell with him as ghouls in the darkness, snatching living things from the water of the backflow pool, and enticing ratlings and wererats to their doom.
Gremag, Phoromyceaen Sorcerer-King of Tharistra, Lich: ?
Trystecce, Lich-Queen: ?
Salvager of Death, Servant of Orcus, Lich: ?
Bill Nockt Nog: Consecrated beneath the upper shrine is the secret crypt of Bil Nockt Nog; a devout follower of Bowbe in life, his remains were granted burial beneath the dolman in death.
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.
Spirit Grizzly, Bear-Shaped Shadow: ?
High Lord of Death, Mummy Cleric 7: ?
Mummy: Canopic Urn of the Undead magic item.
Clopek, Mummy: A set of three alabaster canopic jars sits on an ornate bookshelf filled with scrolls and ecclesiastical texts about the worship of the cat goddess. If the contents of the canopic jars are poured together on the floor, a mummy can be raised from their contents if a cleric reads the scrolls. The mummy is a former priest of the Temple of Bast named Clopek. When raised from the canopic jars, Clopek serves a worshipper of Bast completely until it is destroyed.
Shadow: Eventually, he acquired a fabulous jewel from a defeated vampire’s tomb that was subsequently identified as the fabled Glimmer Gem long ago stolen from the tower of the efreeti Grand Vizier himself in the legendary City of Brass. Upon its authentication, the gem was shown off to the rest of the guild at a great party held for all the various bosses and their henchmen.
It was on this night that the Vizier’s Curse was unleashed. The thieves in the hall were transformed into shades (called afya among the denizens of the City of Brass), and a dark fog filled the Slip-Gallows Abbey before spreading out across the river and into the city, consuming or carrying away the remainder of the Gray Deacons.
There are 1d6+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.
Shade, Undead Shade: Eventually, he acquired a fabulous jewel from a defeated vampire’s tomb that was subsequently identified as the fabled Glimmer Gem long ago stolen from the tower of the efreeti Grand Vizier himself in the legendary City of Brass. Upon its authentication, the gem was shown off to the rest of the guild at a great party held for all the various bosses and their henchmen.
It was on this night that the Vizier’s Curse was unleashed. The thieves in the hall were transformed into shades (called afya among the denizens of the City of Brass), and a dark fog filled the Slip-Gallows Abbey before spreading out across the river and into the city, consuming or carrying away the remainder of the Gray Deacons.
This chamber is still dimly lit, and the air seems to swirl with traces of fragrant smoke. Shadowy figures sit around a large table in mockery of their last moments. Some are half-standing; most have blades drawn. As the party watches, the figures begin to move, and shadowy claws reach out from beneath the table. The figures turn to shadow themselves as their essences are drawn into a small dark gem that appears in midair, slowly rotating above the table.
Now, a huge figure in purple robes, wreathed in flames appears at the head of the table.
“Be you all cursed,” it intones grimly. “Henceforth your shades shall be imprisoned within the walls of this Abbey, never again to feel the sunlight or taste the rain. This is my curse!”
A dark fog bursts forth from the creature’s mouth, enveloping all the writhing thieves, and rolling out into the corridors beyond. “This mist shall devour all the others who bear the mark of your cursed guild! Only you will linger now and see the ruin of all your works!”
In the middle of the table lies a fist-sized, multifaceted, reddish-orange stone, the Glimmer Gem. Any living creature that comes within 10ft of the gem must make a saving throw or instantly be drawn into the gem as if affected by a magic jar spell and replaced by a shade.
Glimmer Gem magic item.
Deacon Shade: ?
Deacon Shade Skirmisher: ?
Deacon Shade Guard: ?
Rawling Jawk, Shade: ?
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.
Entering the halls, his small party found that the burial halls had been thoroughly desecrated by the followers of Orcus and in a central chamber a corrupted fountain produced wave after wave of undead skeletons.
Skeleton: As with the ghoul encounter, a cleric or necromancer of Orcus freed these animated corpses and set them loose within the city to watch the chaos.
Spectre: A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD.
Total HD
Opponent Rises as
Less than 3
Ghoul or ghast (50% chance for either)
4–7 HD
Wraith
8–11 HD
Spectre
12+ HD
Ghost
This encounter is with the spectre of a cruel old resident of the neighborhood or one of its victims. The original spectre is likely the mean old man from up the street, or the creepy cat lady.
Vampire, Bloodless Folk, Bloodless: Any vampire spawn [of Entrade's] that escape final destruction at the hands of the characters become full-fledged vampires if Entrade is killed and soon begin hunting the characters across the city at night to take their vengeance.
Vampire Spawn: Felicity created these unfortunate beings recently, so they have not matured fully yet.
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.
Nosferatu: ?
Penanggalen: ?
Felicity Bigh, 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, Vampire: ?
Alecia, Vampire: Spawn of Hethel.
Hethel, Vampire: ?
Tjorvi, 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.
Wight: ?
Loomin, Inn-Wight: Krants is being haunted by Loomin, an inn wight, the spirit of a little boy who died from neglect here many years ago.
Balcoth, Wraith-Mage: ?
Wraith: A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD.
Total HD
Opponent Rises as
Less than 3
Ghoul or ghast (50% chance for either)
4–7 HD
Wraith
8–11 HD
Spectre
12+ HD
Ghost
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.
Zombie: Mawrr uses his scroll of animate dead to raise any fallen gnolls as zombies if the need should arise.
Allip: ?
Banshee: ?
Mohrg: ?
Silent Knight: ?
Leper Zombie: ?
Gloom Haunt: ?
Bloody Bones: ?
Cinder Ghoul: ?
Devouring Mist: ?
Ghoul Wolf: ?
Mortuary Cyclone: ?
Cadaver: ?
Shadow Rat Swarm: 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.

Canopic Urn of the Undead
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 as a mummy.
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 using dark rituals at the height of the Blood Moon. If the urn is destroyed while the mummy is active, the mummy becomes uncontrolled.

Glimmer Gem
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 magic-user 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 save at –2 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 an additional 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 weapon, or by means of magic spells such as disintegrate. It has an AC of 0[19] and 25hp.
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 resurrection or wish.

Bard's Gate - The Riot Act (S&W)
Zombie: ?

Battle Axes & Beasties
Undead: The restless dead, corpses that are animated by malevolent spirits or foul magics.
Lich: Powerful Wizards or Faithful sometimes want to live forever, even if ‘live’ is a loosely defined term for those who pursue the path to becoming a powerful undead creature.
A spellcaster intentionally pursues the path to becoming a lich, and it is a long, arduous, and irreversible path, ending with the spellcaster becoming ‘blessed’ with eternal undeath.
There are rumors that some of these creatures gained this state accidentally as the result of magical research gone horribly wrong.
Mummy: The desiccated, undead remains are inhabited and animated by a malevolent spirit.
Skeletal Warrior: Bones animated by the malevolent spirit of a warrior.
Skeleton: The animated bones of the dead, imbued with a souless semblance of life by the spirit that animates their remains.
Specter: Any creature reduced to less than 0 Constitution by the touch of a specter dies and returns in 1d3 days as a specter themselves.
Vampire: ?
Wampyre: The bite of a vampire drains 2d3 points of Strength from the victim. Those reduced to 0 Strength or lower in this manner become wampyre (lesser vampires) under the control of the creator vampire.
Wight: The touch of a Wraith will drain 1d4 points of Strength from their victim (save for half – minimum of 1 point drained). Victims reduced to 0 Strength or lower will return as a wight in 1d4 days.
Wraith: Powerful, older wights.
Zombie: Zombies are mindless undead creatures, driven by a spirit that hungers for the taste of fresh flesh.
Any humanoid killed or completely drained of strength (1 point per hit unless a successful saving throw is made) by a wight returns as a zombie after 1d3 days.
Zombie Contagious: These zombies carry within their bite or scratch a disease that turns those infected into mindless undead.
Those slain by Contagious Zombies rise in 1d3 combat rounds as common zombies.

Black Books Tomes of the Outer Dark
Zombie: The zombie's bite causes D4 damage and, if the victim is killed as a result of a bite, will infect the victim. This infection turns the victim into a zombie in 1D6 hours.
Create Zombies spell.

Create Zombies This spell requires a human corpse which retains sufficient flesh to allow mobility after activation. The caster puts an ounce of his or her own blood in the mouth of the corpse, then kisses the lips of the corpse and 'breathes part of himself' into the body. Once the spell is cast, the corpse awakes ready to obey simple commands from its creator. Should the caster die, the zombie becomes inactive. The number of zombies than can be created is unlimited (as long as the caster can pay the SAN cost). Part of the invocation refers collectively to the Outer Gods - every caster knows such entities exist, though no names are used. These zombies stay useful indefinitely. SAN: 1D2

Borderland Provinces (S&W)
Undead: ?
Skeleton: ?
Zombie: ?
Ghoul: ?
Ghast: ?
Shadow: ?
Wight: ?
Wraith: ?
Ghost: ?
Trystecce, Lich-Queen: ?
Singed Man, Infernal Tyrant, Vampire Lord: ?
Battle-Duke Ormand, Vampire: ?
Vampiric Ooze: ?
Rusalka: ?
Dullahan: ?
Groaning Spirit: ?

Chance Encounters
Null: When a Cleric or Magic-User dies while affected by Feeblemind, the corpse may reanimate as a null, a rare and terrible form of zombie.
Sibilant Corpse: Rarely, after a Chaotic Magic-User dies, especially if in life he sowed dissension through deceit and gossip, the mage's evil takes new form as an undead sibilant corpse. The necromantic forces that animate a sibilant corpse also grant it frightening sorcerous power.

Chthonic Codex
Lecternomancer: Grand Sorcerer of the Valley of Fire Deleterios III killed, in a single stroke, all of his 15 apprentices. Opinions on the reasons differ. Of his detractors, the Chimerists mention he needed corpses of spellcasters for his own nefarious experiments, while the Orthodox Necromancers remind that Deleterios III was reckless during experimentations.
Rumours circulate about how all of his apprentices might or might not have been corrupted by their Master’s enemies to plot against him, that somehow Deleterios III found out and crushed their hearts with magic.
Anyway, he took their corpses and retired for a long while, a couple of years, in his laboratories, flayed the bodies, tanned the skins with their brains to make vellum, wrote on their skin with their blood, then stitched them in codexes with their hair and bound them in books.
Skullsnatcher: Orthodox Necromancers usually satisfy their mad power ravings by achieving immortality and leading giant undead armies. Others, like the Reformed Necromancers, are not happy with simple massacre, and desire to fight their enemies using the Black Art in much subtler ways.
Skullsnatchers are sometimes used for this purpose, using the rites developed by Grand Sorceress of the Valley of Fire Deleterios II. She created these headless undeads by performing rituals on the decapitated remains of the rebellious Orthodox Necromancy apprentices after the revolts following her predecessor's Apotheosis ritual.
Savant Emeritus: Savants never truly retire. As they become older and wiser, more and more bent and withered, even more haughty and crotchety, often they die. And while sometimes it's not noticeable, some other times it is, and it's ok. So when they do go properly dead and motionless, we usually bury them in the catacombs, so that we can protect them. And when we can't do that, they're reanimated and buried in crypts or in their hermitage with all their stuff. Or sometimes they just go there by themselves. Away from the Schools, because it would be trouble to keep them close or keep them unprotected; th reasoning goes that, if they can cast spells, they can prevent the plundering of their tomb, to say the least.
Hypogean Dragon Ghostly: ?
Hypogean Dragon Mummified: ?
Undead: These creatures are non-living corpses animated by their psyche, somehow still lingering with the corpse. More rarely they are simply a disembodied lost psyche roaming our world.
School of Necromancy Level 5 - Drink of Immortality - it’s a deadly poison brewed from the brewer’s blood and unwholesome ingredients like human bone meal, ground polycerate goat horn, amethyst and 2 random results from the Pharmacopeia Rare IngredientsTable. The first time the drinker dies, they will become a undead after 1d6 rounds. When drunk, immediately SAVE OR DIE. And become an undead in 1d6 rounds, ofcourse, because the Drink stillworks.
School of Necromancy Level 8 - Drink of Eternal Power - it’s an even deadlier poison brewed from mana-tar, seven caster pineal glands, a bucket of honey and 6 random results from the Pharmacopeia Rare Ingredients Table. When drunk, immediately SAVE OR DIE. If the caster survives, the first time they die, they will return as an undead after 1d6 rounds. The ordeal will confer them a power from the Savant Necropowers Table: the player can pick any power lower than 1d6 + caster level. The potion immediately kills any drinker except the brewer, NO SAVE.
Interrupted Rest spell.
Zombify spell.
Back from the Graves spell.
Gift of Immortality spell.
Great Gift of Immortality spell.
Lost Company spell.
Grand Celebration of the Chthonic Gods spell.
Zombie: Zombify spell.
Lost Company spell.
Grand Celebration of the Chthonic Gods spell.
Dead Head: Dead Head spell.

Interrupted Rest
Level: 1/i. Range: touch. Casting time: 1 round. Duration: instantaneous.
The touched corpse corpse animates as an undead oflevel 1. Its personality has
been completely corrupted by the ordeal ofwaking up as a rotting corpse; it is
free-willed but spiteful, ravenous and angry with all that is alive.
Dispensation - the caster must pour a pint ofinnocent blood on the corpse.

Zombify
Level: 2/i. Range: touch. Casting time: 8 hours. Duration: instantaneous.
The caster lights incense and candles around a corpse, then rubs it with special
powders and mhyrr. The corpse animates as an undead of level equal to the Tier of the Caster. It is completely subject to the Casters will. The ingredients cost 50c per level of the undead created.
Alteration - Necrosurgery - this spell must be cast within 2d6 rounds of the subject's death. The caster treats the corpse with oils (500c) and replaces the heart with a stone. The subject is animated as a zombie, their powers, skills, levels, personality, will and agency escaping the clutch of death completely preserved, but completely subject to the caster's will. The undead will lose 1 level per month until, at level 0, they instead become a mindless ravenous lvl1 undead.

Back from the Graves
Level: 5/iii. Range: 20'. Casting time: 1 turn. Duration: instantaneous.
The closest humanoid corpses to the caster will animate as undead. The spell affects 2 corpses per Caster level and the undead created are level 1. Their personalities have been completely corrupted by the ordeal of waking up as rotting corpses: they are spiteful, ravenous and angry with all that is alive, but they must save or obey every wish of the caster. The spell ingredients cost 1000c.
Dispensation - the casting time is 1 turn per corpse to be reanimated.

Gift of Immortality
Level: 6/iii. Range: touch. Casting time: 8 hours. Duration: instantaneous.
Like Interrupted Rest except that the subject's powers, skills, levels, personality, will and agency escape the clutch ofdeath completely preserved. The spell also laces the corpse with necromantic energy. The subject gains undead immunities, one Undead Ability determined rolling 1d6 on the following table, plus the ability to see in the dark. The spell needs ingredients costing 1000c.
1: any physical contact transfers 1d6 hits from the victim to the undead
2: immunity to cold and spells up to level 1d6+1
3: any victim killed with natural attacks will raise as a lvl 1 undead minion in 1 turn
4: once per day the undead can teleport between shadows
5: victims hit by the undead natural attack must save or be paralyzed for 1 turn
6: become incorporeal for up to 1 hour, either once per day or spending 1 mana.
While incorporeal the undead can't interact with non-magic objects.

Great Gift of Immortality
Level: 10/v. Range: touch. Casting time: 12 hours. Duration: instantaneous.
Like Gift of Immortality except the subject gains one random undead ability per Tier it had before death. The spell requires ingredients costing 5000c.

Lost Company
Level: 11/iv. Range: 100 yards. Casting time: 1 round. Duration: instantaneous.
Like Zombify except it affects the closest 250 corpses. The spell needs ingredients costing 10000c.

Grand Celebration of the Chthonic Gods
Level: 12/vi. Range: 1 mile. Casting time: 8 hours. Duration: instantaneous.
The caster finds a suitable threshold for having a meal of dog meat and burying
alive 12 innocent people, 6 men and 6 women, each person wearing jewelry worth 2500c. Two hours after the burial 250 corpses within range animate like Zombify. At the fourth, sixth and eight hour of casting a characters of level 1d6+1 animates as per the spell Great Gift of Immortality. They report for duty as lieutenants, their devotion to the caster unshakable. Each lieutenant independently controls 250 corpses that animate together with them. If a lieutenant is destroyed its now free-willed company will do its best to take as many lives as possible. The 12 victims are never reanimated: after the burial they simply vanish from below the ground.
Alteration - Totentanz - Like Interrupted Rest except affecting all corpses in range. The ingredients cost 10000c.

Dead Head
Level: 4/ii. Range: touch. Casting time: instantaneous. Duration: until dawn.
The Caster animates an undead severed head, known as a Dead Head, completely subject to the caster’s will. The head has 1 Hit per caster’s Tier and whispers with a really quiet voice. If an appendage is stitched to it, the Dead Head will be able to use it to move around, flying with bird or bat wings, hopping on a foot, crawling on a hand.
Alteration - Heeding Head - Duration: permanent - a head is set up to watch over a passage or an entrance, and the caster can order it to watch for a particular event or creature. When the head witnesses the event or creature it will report it by talking, whispering or shouting.

Crimson Blades 2: Dark Fantasy RPG d20 Version
Undead: Undead are either the dead bodies of people that have been reanimated by evil sorcerers and cultists to serve them as bodyguard or, tormented souls that due to the way they died have been unable to leave the earthly realm.
Crypt Corpse: ?
Ghoul: ?
Lich: Liches are the undead remnants of sorcerers and wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magic, gone awry).
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: ?
Zombie: Zombies are mindless creatures; created from the more recent dead. The standard zombie is simply a corpse animated to do its creator’s bidding, but the GM can give them extra HD or abilities if required.
Banshee: ?
Ghost: They are often stuck in the material realm because they have unfinished business; which when completed allows them to “die”.
Shadow: Any person reduced to 0 STR becomes a shadow under the control of the shadow that killed him.
Wight: Anyone reduced to 0 DEX by a wight becomes a wight under the control of the wight that killed him.
Wisp: ?
Wraith: ?
Vampire Prince: Vampires are creatures that have been infected by vampirism; a disease that is transmitted from some creature already infected to another, by biting them and draining all their blood.
Lich Lord: ?

Cry Havoc! (The Dogs of Orcus)
Bloody Skeletal Dire Tiger: ?
Lich Shade: Lich shades attempted to achieve lichdom but failed.
Bloody Skeletal Dire Tiger, Undead Sabre-Toothed Tiger That Drips Blood: ?
Bloody Skeletal Dire Tiger, Ferocious Bloody Skeletal Dire Tiger, Undead Mount: ?
Lich Shade, Rotting Skeletal Humanoid: ?
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, Flying Flaming Skull, 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 S&W
Techno-Mummy: These mummies are prepared with technology and science, not dark magic or curses. The 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. Observing the mummy being animated by powers other than the gods fills all onlookers with a sense of nihilism and dread. Any viewer within 30 feet must make a successful saving throw. If the save is failed, the viewer is frightened and suffers a –2 penalty to all rolls for 1 minute. If the save is failed by 5 or more, the viewer is unconscious for the same duration. If the save is successful, viewers may act normally.
The chemicals and preservatives used to prepare the techno-mummy have potentially damaging effects upon living tissue.

Crypts & Things Remastered
Undead: With the Gods departed from Zarth there is no clear passage to the afterlife, so many people return from the grave as grisly animated rotting corpses.
Evil Priest powers that require blood soaked rituals to invoke include raising the undead
Corpse Colossus: “I watched in horror as the necromancer’s acolytes set about their master’s grisly work in that hellish ruined castle. From the great pile of bodies gathered from local graveyards, they stripped the flesh from them and tossed them into giant cauldrons. The bones were ground up and similarly prepared. Great black magics where cast that night, and in the light of a fearful and hesitant dawn the rotting Giant stood there, eyes burning like fire ready to terrorize the lands of the living.”
Made of a small mountain of freshly dead bodies, that are reanimated by ancient and powerful magics in a long and expensive ritual, a Corpse Colossus usually serves the evil will of a necromancer.
Crypt Fiend: ?
Faceless: ?
Ghoul: Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.
The woman is the Countess, the would be bride of the Nizur-Thun slain in her sleep before her wedding night day and returned from the grave as a Ghoul.
Anyone wearing the Countess' diamond wedding ring at the time of death, on a successful Saving Throw, will return from the dead as a ghoul 1D6 nights after their death.
Hanged Man: These undead assassins are created by foul black magic that reanimates thieves after their death by hanging.
Lich: “The priests of the Isle of the Dead have formed an unholy pact with their master the Silent One. In return for perpetual life, they form and act out plans to bring the whole of Zarth under the Silent One’s Eternal Night.”
A Lich is the undead remnants of a wizard, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).
Mummy: “Some Kings and High-Priests are rich enough and powerful enough to cheat death.”
Red Zombie: These plague infected zombies are becoming a distressingly more common sight, as the Red Death spreads outwards from the Locust Star into the world. Primary carriers of the disease are the Red Zombies themselves and they seem to seek out living beings to pass it on. Any victim of their attack will rise two hours after death as one, and anyone wounded by them can be infected by the disease. Player characters may Test their Luck to avoid infection.
This was once the Merchant’s guild house and the Red Zombies are the inner circle of the guild who failed to escape being transformed when Wimble entered the Shroud.
Reincarnate: The Reincarnate is a sorcerer who has ritually sacrificed their living soul to join the ranks of the undead.
Skeleton: Skeletons are animated bones of the dead, usually under the control of some evil master.
Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.
Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round.
Animate Dead spell.
Spore Zombie: “In accordance with the mistress’s wishes I placed Ozric’s corpse in the dungeon with the giant mushroom fiend he had discovered. She was pretty certain he had been infected but wanted to be sure. I was ordered to watch through the door panel. The next day I observed his corpse, ridden with mini-mushrooms, shambling around the room.”
Spore Zombies are victims of a Spore Fiend risen under the control of the fiend, to protect it from harm and to gather more food.
Spore Fiends are otherworld mushroom monsters, who trap living beings using their spores which cause madding hallucinations on a failed Test vs Luck. These hallucinations in turn lead to a Sanity check. While the victim is incapacitated the Spore Fiend moves in to kill the victim, sucking its life force out with a bite from a ‘mouth’ hidden under its hood. A day later the slain victim rises as a Spore Zombie under control of the Fiend.
Tattooed Warrior: “A famed warrior, long dead but preserved by black arts to fight on the tribes behalf.”
Created by foul black arcane rituals from the dead bodies of tribal champions, these are the elite of the undead.
Wight: Any human killed or completely drained of levels by a wight becomes a wight.
Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.
Wind Wraith: Wind Wraiths are created by special rituals to act as advanced shock troops for invading armies, or from deaths during server storms.
Zombie: The standard zombie is simply a corpse animated to do its creator’s bidding.
A crypt fiend raises 2D6 of the dead as Zombies per round with its right hand.
Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.
Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round.
Animate Dead spell.
Zombie Contagious: If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience.
Great Undead Whale: ?
Hollow: The Hollows are the soulless husks of the victims of the House. Cast away but some how still linked to the House, which psychically controls them.
Ozzark the Dead King, The Plague Lord: ?
Blood Pope: ?
The Green Man, Minor Corpse Colossus: When the Haunted lands initially went to the Shroud, the surviving villagers buried the people who died of shock in a mass grave (see the pit below). Malek’s apprentice, a suitably half mad and childlike young man called Mildark, used the last of his magical knowledge to summon them back into undead life as a small Corpse Colossus (his magical power was not great enough to summon a full version of this monster and besides there wasn’t enough corpses).
A large mass grave where the villagers of Wimble buried the folk who died of shock when the Village moved to the Shroud. Although Windy Mildark reanimated the dead as the Green Man.
Giant Undead Pike: ?

Animate Dead
Spell Level: 5th Level
Colour: Black
Range: Crypt Keeper’s Discretion
Duration: Permanent
This spell animates skeletons or zombies from dead bodies. 1D6 undead are animated per level of the caster above 8th. The corpses remain animated until slain.

The Countess’ diamond Wedding ring.
This is worn by the Countess and will have to be taken from her cold undead fingers. It is engraved with “Death shall not part us!”’Anyone wearing the ring at the time of death, on a successful Saving Throw, will return from the dead as a ghoul 1D6 nights after their death. Of course they must pass another Saving Throw or else go insane from the transformation. Further Sanity rolls are required when ever the character feeds on raw sentient flesh, which they need to do at least once a weak, or uses their Ghoulish abilities. Furthermore the now Ghoul only heals Hit Points and lost Constitution via feeding (full Hit Points and 2D6 Constitution per corpse) and must make a Saving Throw whenever passing a fresh corpse or stop and feed. The ring has a monetary value of 100 GP.

Cults of the Sundered Kingdoms (S&W)
Undead Guardian: ?
Undead: The Tower of Bone’s lower levels broke through into the dwarven city, and the tower’s ability to create unique varieties of undead caused the city to become besieged from its own catacombs.
The Tower of Bone was crafted by the hand of Orcus himself as both a mobile fortress from which to wage his ceaseless war in the Abyss and also as a factory to churn out an endless supply of undead legions.
Mindless Undead: ?
Skeletal Fish, Undead Fish: ?
Banshee, Groaning Spirit: ?
Ghast: ?
Dwarven Ghost: ?
Lord Wynston Mathen, Ghost: ?
Ghost: ?
Ron Bottom, Ghost: ?
Ghoul: ?
Trystecce, Lich-Queen: ?
Lich: ?
Devron the Necromancer, Lich: ?
Damat, Lich: ?
Bog Mummy: ?
Mummy: ?
Mummy Priest of Orcus: Two of the bodies are inanimate, failed experiments, but in the third the Animator succeeded in creating a mummy priest of Orcus.
Shadow: ?
Paleoskeleton Creature: ?
Skeleton Warrior: ?
Skeleton: ?
Human Skeleton: ?
Dreva, Skeleton Warrior: ?
Madrana Mathen, Spectre: ?
Vampire: ?
Aracor, King-Chieftain of the Island of War, Vampire: The shock of the earthquake struck the mountain of Mynydd Marfal just as the sons of Aram finished killing their grandfather. As the mountain suddenly shook, the fortress of Broch Marfal was thrown down and crashed into the valley below. But from the rubble crawled the lifeless body of Aracor, given new life. The blood price of all of his family had been paid, Aracor now lived as a creature of the night that survived on the blood of the living.
No cult worships at the obelisk buried in the granite of Mount Marvel, but an incredibly powerful vampire called Aracor, created by the obelisk at the moment of his death, has hunted the nights of Ramthion Island for nearly 8000 years spawning numerous myths, legends, and superstitions among the inhabitants of its mountains and lowlands.
Matriarch Isabel Gorezeval, Alcadritch Vampire: ?
Wight: ?
Wraith: ?
Oblivion Wraith: ?
Dread Wraith: ?
Zombie: The zombies wear ragged amber robes and have their mouths stitched shut. They are the remains of adherents who died and were never buried before Turgeon animated them.
If reduced to 0 hp, the [zombie] horde breaks up into 2d6 zombies that continue attacking.
Cerebral Stalker Create Zombie power.
Tower Zombie: Tower zombies are the creation of the Tower of Bone, its unholy emanations despoiling everything around it and twisting it into a cruel mockery of life.
The city and caverns are filled with undead creatures, unintentionally created by ambient death radiation seeping from the Tower.
The Tower is dedicated to a single overriding purpose: the creation of undead creatures. Bereft of fresh corpses from which to fashion undead it allows the latent energy that is normally used to animate the dead to leak out into the surrounding area, thus creating tower zombies.
Juju Zombie: ?
Tower Zombie Dwarf Guard: ?
Tower Zombie Dwarf Worker: ?
Tower Zombie Dwarf Cook: ?
Tower Zombie Dwarf Miner: ?
Dagfa Durbis, Tower Zombie Mine Captain: ?
Tower Zombie Gnoll: ?
Tower Zombie Bugbear: ?
Ashthrak, Tower Zombie Bugbear Chieftain: ?
Hatur, Tower Zombie Gnoll Chieftain: ?
Branwyr, Protector of Durandel, Tower Zombie Dwarf: ?
Tower Zombie Human Guard: ?
Maurits Felldrake, Tower Zombie Human: ?
Tower Zombie Ogre: ?
Tower Zombie Minotaur: ?
Tower Zombie Otyugh: ?
Zombie Horde: ?
Bhuta: He is a victim sacrificed by drowning, and now serves the cult in undeath.
Whenever suitable sacrifices are found, rituals are held in the main nave of the chapel for the purpose of creating new undead guardians (the bhutas, see below).
The undead known as bhutas are not formally a part of the cult, but are a byproduct of its worship and sacrifices. Whenever a living sacrifice is drowned in the well, there is a 20% chance that the sacrifice is brought back as a bhuta.
Obelisk of Chaos artifact.
Bogeyman: ?
Fear Guard: ?
Grave Risen: ?
Lantern Goat: ?
Undead Ooze: It was once a common gelatinous cube but its feasting on the remains of the undead creatures created by the Tower of Bone has mutated it horribly.
Corpse Orgy: If the horde is destroyed, the actual guardian of the obelisk appears. The destroyed zombie horde creeps together into a mass of broken and dismembered zombie corpses intermixed with the fragments of armor and weapons that they bore. This amalgamation of horror is an undead creature called a corpse orgy and is the true guardian of the obelisk, appointed by Orcus personally millennia ago.
Flenser: ?
Mohrg: In addition, the obelisk bears a magical trap that unleashes a powerful death spell (creatures with fewer than 7HD die, no save; creatures with 8–12HD save or die) centered on itself immediately followed by an animate dead spell that animates them as mohrgs.

Obelisk of Chaos
The Obelisk of Chaos beneath the Chapel-on-the-Moor is still mostly buried in the bedrock below the catacombs. Only the top 3ft of the obelisk, its pyramidal pinnacle, is exposed. The stone is a strange yellowish color with whorls of darker coloration. The obelisk below the pinnacle is 3ft thick and 20ft tall. It is dedicated to Hastur and summons a gibbering mouther when someone of non-Chaotic alignment touches it. Likewise, anyone of non-Chaotic alignment who touches it must make a saving throw or be affected by a confusion spell.
In addition to summoning the gibbering mouther, the obelisk gives forth a 30ft-radius aura directed inward that activates only when a Lawful creature comes within 10ft. Lawful creatures cannot cross the circle to leave except with a successful dispel magic against a 15th-level caster. This only dampens the effect for 1d4 hours after which it functions again unless the obelisk is destroyed.
The obelisk is AC –2[21], magic resistance (50%), and has 250 hit points.
Finally, if any non-Chaotic creature is sacrificed by drowning in the well, there is a 20% chance that the victim rises as a bhuta in 24 hours under the influence of the obelisk and serving the Brothers In Yellow.

create zombie (slain creature rises in 1d4 rounds).

Cyclopean Deeps Volume 1 Swords and Wizardry
Swords & Wizardry
Ghost-Ammonite: Unlike Leng-fossils, which are virtually unique to the Leng Plateau, ghost-ammonites are apparently the remnants of some unspeakably ancient race that once traveled through many planes of existence.
Necrohemoth: Necrohemoths are massive creatures formed of thousands of corpses and bits of corpses, all bound together by necromantically-animated sinew and bone. The entrails pulse with horrid life, pumping bile and reeking fluids through the body, much of which leaks out and trails down the putrescent side of the vast monstrosity. Usually necrohemoths are shaped like serpents or are just enormous piles of horror, but extremely powerful necromancers have created some that are bipedal — albeit still largely formless.
The unspeakably evil process for creating a necrohemoth is known only to a few of the great, dark necromancers of the serpentfolk.
Zeshir's Zombie: ?
Zeshir's Mouse-Zombie: ?
Zombie Frog: ?
Serpentfolk Zombie: ?
Ghast: ?
Ghoul: ?
Lich: ?
Mummy: ?
Shadow: ?
Wight: ?
Wraith: ?
Zombie: ?

Cyclopean Deeps Volume 2 Swords and Wizardry
Ash-Abti: Ash-abtis are undead creatures formed by their own cremated ashes, most often found in the tombs of Ancient Khemit.
The dust of an ash-abti's disintegrated victim has a 5% chance to rise as an ash-abti (most ash-abtis are created by funerary processes rather than these wild ones created by a victim’s disintegration).
Ghost-Ammonite: Unlike Leng-fossils, which are virtually unique to the Leng Plateau, ghost-ammonites are apparently the remnants of some unspeakably ancient race that once traveled through many planes of existence.
Mantis Tomb Guardian: These undead creatures are the animated carapaces of mantis-priests.
The creatures are animated by ancient necromancy, but apparently were prepared in a manner that made them immune to clerical turning.
Serpentfolk Zombie: In short, Yiquooloome breeds the serpentfolk and grows them to maturity on bizarre trees that accelerate the growing process, kill the adult serpent-person, and then turn it into a zombie. Before the zombie begins to rot, the body is “harvested” from the tree, and its brains are removed.
Yiquooloome’s Trees.
Zombie Buoy: Zombie-buoys are zombies tethered to one of the floating rocks in a void.

Ghast: ?
Ghoul: ?
Lich: Each time the Octopus Diadem’s owner puts it to use (other than for regeneration or flying), there is a 1% chance that the powerful magic item sucks the user’s soul into it, immediately creating a being that is, effectively, a lich.
Mummy: ?
Shadow: ?
Wight: ?
Wraith: ?
Zombie: In short, Yiquooloome breeds the serpentfolk and grows them to maturity on bizarre trees that accelerate the growing process, kill the adult serpent-person, and then turn it into a zombie.

Yiquooloome’s Trees
The trees in Yiquooloome’s orchard are one of the more horrible growths found in the Cyclopean Deeps. They were fashioned by the elder being from flesh and bits of elder ambergris, and are an essential part of Yiquooloome’s bizarre ecology-economy. The trees have their roots in the loamy substance of the cavern floor, but they run far deeper, more than a mile down into the cold stone below. Clawing minerals and water from the depths, the trees are able to grow their horrid fruit, transforming newly-hatched serpentfolk into fully-developed bodies, devoid of intellect. The process may be summarized as follows:
1. Yiquooloome created the loamy earth of the cavern and then caused the trees to grow, using its own mind and some seeds of elder ambergris. This infusion of power began the process, and is not part of the ongoing lifecycle of the trees.
2. Serpentfolk eggs hatch on the loamy soil of the cavern, and the hatchlings smell the scent of the trees, which is almost irresistibly attractive to them.
3. The hatchlings climb into the tree, attracted to the higher part of the trunk by smell, and in the highest part of the tree’s trunk they smell the tree as food.
4. When the hatchling bites the tree, they are paralyzed by the sap. Tendrils grow rapidly from the tree into the hatchling, beginning to feed it rapidly.
5. The captured hatchling grows extraordinarily quickly from the nutrients the tree provides, using its vast root network to supply the process. The brain enlarges along with the rest of the body — faster, indeed, if the hatchling came from the Breeding Pits, where the gene pool has been artificially manipulated specifically for the benefit of these trees. The artificially-grown “fruit” of the tree is barely more intelligent than the hatchling, despite the large brain.
6. Within 2–4 weeks, the “fruit” is grown to maturity. The tree cuts off the flow of nutrients and instead infuses the dying creature with a drug that makes it able to hear and obey Yiquooloome’s mental commands. Once the creature dies from the lack of nutrient (about a day), it detaches as a zombie under Yiquooloome’s mental control. These detached zombies are periodically told to walk over to the Zombie Storage Cavern (Area 20Z-18).

For Coin & Blood
Undead: ?
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Wight: ?
Wraith: ?
Mummy: ?
Spectre: ?
Vampire: ?
Lich: ?

Animate Dead
Spell Level: M5 Range: Narrator’s discretion Duration: Permanent
This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated (per level of the caster above 8th). The corpses remain animated until destroyed or dispelled.

Gary vs the Monsters
Dream Stalker: Dream Stalkers are a special kind of ghost of people who have done truly heinous acts during their lives and then came to an unfortunate (and usually violent) end.
Ghost: Ghosts are the tortured souls of mortals who have stuck around because something keeps them anchored to the material world. This could be lots of things from loose ends of a mortal life, a violent or tragic death, trapped by some crazy necromancer, or even trapped by a more powerful and evil ghost.
Mummy: ?
Necroid: The Necroids are evil demon-like beings who enter the real world and possess corpses.
Psycho-Slasher: Some evil won't die. It keeps going and going. It won't stop. Nothing seems to stop it. Ever.
Spirit: While ghosts were once living mortals, spirits have always been, well, spirits.
Vampire Master: ?
Vampire Thrall: A Vampire may attempt to bite a victim. If the attack is successful then the Vampire latches on and begins to drain the victim's blood at a rate of 1d6 damage per round and healing the Vampire for an equal amount. A victim may attempt an opposed Attack Roll to free themselves. A charmed victim will not attempt to break free. If the blood drain kills the victim then the victim attempts a Saving Throw. If the roll is successful then the victim will come back as a Vampire (Thrall) at the next sunset.
Zombie: If a character is bitten by a zombie attempt a Saving Throw. On a failure, the character dies in 1d6 hours and turns into a zombie.
Zombie Upper Torso: A zombie that has been cut in half.

Grimmsgate
Tomb Guardian: ?
Guardian Skeleton: The sarcophagi in this room all contain normal (not animated) skeletons. 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 undead beings.

Skeleton: ?

Hex Crawl Chronicles 1 Valley of the Hawks Swords and Wizardry Edition
Zombie: ?
Rusalka: Over 200 years ago, a wise woman of the elves drowned in the river here, killed by a prince whose affections she spurned. Her spirit became a rusalka, a undead being that seeks vengeance on the living.
Shadow: ?
Wraith: ?
Countess Jordelia, Vampire: ?
Vampire: ?
Mummy: Mummified Snake Men.
Count Kardofo, Vampire: ?
Haimonna, Vampire: Kardofo has taken residence in the root cellar behind the home of the village mayor, Tamosirus, and has already turned the mayor’s wife, Haimonna, into his willing bride.
Vampire Thug: Ten other villagers have been turned, and now patrol the village at night wielding long, bronze daggers and enforcing their master’s new order.

Hex Crawl Chronicles 2 The Winter Woods - Swords and Wizardry Edition
Undead High Priest: ?
Undead War Horse: ?
Undead Priest: ?
Maiden of the Maze: ?
Ghoul Aquatic: ?
King Ottin, Shadow Fighter 8: King Ottin and his people were cursed in ancient times to never again see the sun or feel its warmth.
Shadow Knight: King Ottin and his people were cursed in ancient times to never again see the sun or feel its warmth.
Dweomer Wraith: ?

Ghoul: ?
Lich: ?
Mummy: ?
Shadow: King Ottin and his people were cursed in ancient times to never again see the sun or feel its warmth.
Skeleton: ?
Vampire: ?
Zombie: Zombies are humanoids who have died at sea or galley slaves from the black arks that have somehow fallen overboard.

Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition
Veporth, Mummy Priest: ?
Ghostly Scribe: The souls claimed by Gohl one of the Petty Deaths.
Ghostly Philosopher: The souls claimed by Gohl one of the Petty Deaths.
Palocar, The Palocar: ?
Ghostly Slave: ?
Skeletal Elephant: ?
Spectral Lady: ?
Noble Wraith: ?
Imperial Crypt Thing: ?
Ghostly Servant: ?
Sea Vampire: ?
Adrimiret, Lich: ?
Shade: Atoda is the petty death who takes charge of those who die from old age or unfortunate accidents.
Ghostly Doppelganger: ?
Ghostly Rat: ?Zombie Giant: ?
Alu, Lich: ?

Zombie: The Land Beyond the Black Water is both of the mortal world and beyond the mortal world, a nexus of the lands of life and death. The country is always shrouded in twilight, with a moon that rises and sets in the manner of the sun in the land of the living. The souls of the dead wash up on the land’s rocky shores as spirits made corporeal and trapped in lifeless bodies. Some float up the river, for the Sluggish River flows from the sea to the mountains, rather than the reverse. Some souls animate their fleshy prisons in the form of zombies, others escape as ghostly shadows and many are extracted and traded as commodities by the weird citizens of this terrible country.
Shadow: The Land Beyond the Black Water is both of the mortal world and beyond the mortal world, a nexus of the lands of life and death. The country is always shrouded in twilight, with a moon that rises and sets in the manner of the sun in the land of the living. The souls of the dead wash up on the land’s rocky shores as spirits made corporeal and trapped in lifeless bodies. Some float up the river, for the Sluggish River flows from the sea to the mountains, rather than the reverse. Some souls animate their fleshy prisons in the form of zombies, others escape as ghostly shadows and many are extracted and traded as commodities by the weird citizens of this terrible country.
Ghoul: ?
Wight: ?
Ghast: ?
Wraith: ?
Mummy: The mummies of the embalmers should not be confused with those of the ancient Egyptians or Incas. In the embalmer culture, a corpse is initially prepared in a way similar to the Egyptians, using a fragrant oils and a conglomeration of herbs in a secret formula. After steeping in this formula, the skin of the mummy peels away. Its organs are then removed and placed in funerary urns. The corpse is them methodically dipped in beeswax, the color of the wax depending on its rank and position in life, with a deep purple-crimson wax being used for kings and a saffron wax for philosophers. A jet imbroglio depicting the corpse as it looked in life is placed under the tongue, it is dressed in flowing robes of black, a gold, conical hat is placed on its head and the ritual to animate the corpse then takes place. The corpse is animated in its closet to keep it from spreading mummy rot to the priests.
Lacedon, Aquatic Ghoul: ?
Allip: ?
Skeleton: ?
Cinder Ghoul: The guests of the lord, stuffing their faces with sweets and savories while the old woman went hungry, were burnt to a cinder in the meteoric conflagration and rose as three cinder ghouls who rise like smoke from the floor if the meteor is touched.
Poltergeist: ?

Hex Crawl Chronicles 4 The Shattered Empire - Swords and Wizardry Edition
Gavos, Spectre: ?
Reptilian Mummy: ?

Zombie: That night their sentries were attacked by a pack of 30 zombies raised by the inhabitants of the craggy hill.
Skeleton: ?
Wight: ?
Shadow Rat: ?

Hex Crawl Chronicles 5 The Pirate Coast - Swords and Wizardry Edition
Oblivion Wraith: ?
Humladil, Lich: ?
Infre, Phantom: The child was called Infre, and was the issue of a magic-user of questionable sanity and a demon. After poisoning several playmates, Infre was chased to the river and killed by an arrow in the back from a local hunter. Infre’s body shriveled unnaturally and his bones were placed within the stonework of the bridge, was then under construction.
Giant Skeleton: ?
Cumont, Lich: ?
Shade: These battlements are haunted by warrior shades, sailors who lost their lives in the dangerous straits and found their souls bound to the island.

Ghoul: ?
Zombie: ?
Phantom: Phantoms are translucent spirits of creatures that died a particularly violent death.
Fire Phantom: At the bottom of the spiral there is a large, empty throne room where once sat Florius the Kobold King before he angered those spirits that lurk beyond the veil. Florius is now a great mass of wriggling flesh that shifts and mutates before one’s eyes. Five handmaidens surround the thing that was Florius. They wear green robes and alternately fan the creature with palm fronds and whip it with leather straps. The whipping is concentrated on pustules that appear on the skin. As these pustules burst, thoqqua fall onto the floor and rush to the walls, burrowing into and cocooning themselves – a month later, they emerge as fire phantoms.

Hex Crawl Chronicles 6 The Troll Hills - Swords and Wizardry Edition
Headless Ghost: ?

Wight: ?
Exploding Bones: ?
Spectral Troll: ?
Bodak: ?
Ghoul: ?
Zombie: ?

Hex Crawl Chronicles 7 The Golden Meadows - Swords and Wizardry Edition
Infant Vampire: An undead variant, infant vampires hatch from blood soaked eggs rather than being created from living humanoids. These creatures are quite rare, created under unusual circumstances. Generally, a spell casting vampire will encase a stillborn child in a caul-like substance that he or she creates, which then hardens as it preserves the body. Left near a source of negative energy, they infant vampires gradually incubates, waiting for the necessary blood to hatch.
Varghoul: ?
Giant Beetle Exoskeleton: ?
Vazgar, Lich: ?
Mishka, Vampire: ?
Dancing Spirit: ?
Icthyosaur Skeleton: The petrified skeleton of an ichthyosaur lurks beneath the sands here. Animated long ago by a necromancer, it guards the hex from intruders, for hidden deeper beneath the sands there is a large bunker complex that the necromancer used as his base of operations.

Shadow: These chalk caves capture the shadows of creatures that enter and spend more than 10 minutes within, assuming they have a light source with which to cast those shadows.
Ghoul: ?
Skeleton: ?
Lich: ?
Undead: ?
Spectre: The miners lost in the cave-in still dwell in these tunnels as three specters.
Vampire: A valley here in the deep mountains is well watered by springs and filled with willow-like trees with coppery bark and dark green leaves. The branches are heavy with bunches of berries that look like white grapes. These berries are red on the inside and their flesh tastes of blood. Strange, gaunt squirrels inhabit these trees and favor these berries. When they are stolen, these creatures become quite irate and attack the invaders, revealing that they are also fond of humanoid blood. The only other inhabitants of the valley are a band of haggard-looking vampires. The vampires were once human adventurers who sampled the berries – each berry that is eaten carries with it a 5% chance of infecting the eater with a blood disease that slowly transforms them into vampires over the course of 30 days.

Midgard Swords & Wizardry Guidebook
Darakhul: Like ordinary ghouls, the darakhul ghoul rises from the infected corpses of other races.
Darakhul Fever disease.
Darakhul Warrior: ?
Darakhul Necromage: ?
Firegeist: When a fire elemental meets its destruction in a particularly humiliating fashion, what returns is a firegeist.
Gray Thirster: ?
Lich Hound: ?
Risen Reaver: The risen reaver is an undead creature 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.
Sarcophogus Slime: A sarcophogus slime can target one foe within 30ft every 1d4 rounds with its corrupting gaze. The target must make a saving throw or take 2d4 points of damage. A creature killed by this gaze becomes a sarcophagus slime within 24 hours.
Black King Lucas, Vampire Lord: ?
Otmar the Sallow, Vampire Lord: ?
Vaettir: ?

Wraith: ?
Ghoul: Darakhul Fever disease.
Ghast: Darakhul Fever disease.
Ghost: ?

Darakhul Fever
Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by debilitating the infected. A creature so afflicted must make a saving throw or take 2d6 points of damage every hour until cured. A creature that dies from darakhul fever has a chance to rise as an undead. Roll 1d20 on the following table:
1d20
Result
1–9
None; victim is simply dead
10–15
Ghoul
16–19
Ghast
20
Darakhul

Mini Bestiary
Science Fiction Zombie: Here is an idea for one level of a ship to have some sort of zombie plague, whether by disease, radiation, or the effects of some plant or animal poison. Would it only affect humans, or mutated humans, or any animal forms. What about intelligent plants?
● Does being killed by a zombie make you a zombie?
● If it is caused by radiation, does any dead body left near the radiation become a zombie, or only those killed by the radiation?
● If caused by a plant or animal poison, what are the limitations and possible antidotes to that poison?
● If caused by a virus or microbe, is there a cure or inoculation?
● Is the nature of the substance that makes a zombie able to spread throughout the ship?

Monster Mash Rehash: A Host of Horrors & Creatures
Ghoul Cat: ?
Ghoul: There are legends that a scratch from a Ghoul Cat can turn a human into a ghoul.
Any character who has been paralyzed by a Ghoul Cat and survived must also make a saving throw or be turned into a ghoul in 2d6 days. A Cure Disease spell will cure this condition.
Zombie Grub: Through ancient and profane rituals, powerful necromancers are able to transform disgusting rot grubs into an even more vile creature with a variety of evil uses.

Operation Unfathomable
Beetle Ghost: Incorporeal remnants of the Beetle civilization.
Ape Mummy Two-Headed Medium: The reanimation process activates a dim consciousness in the eon-old apes, allowing them a modicum of silent personality.
Ape Mummy Two-Headed Giant: The reanimation process activates a dim consciousness in the eon-old apes, allowing them a modicum of silent personality.
Ghost Giant Hamster: ?
Revenant: ?
Ilgoriath, Lesser Lich: ?
Lesser Lich: ?
Grandfather Lich: ?
Vancirian of the Black Ooze River Valley, Vampire: ?
Vampire: ?

Operation Unfathomable Player's Guide
Citizen Lich: In civilized areas of Planet Uluros, where magocracy remains the predominant form of government, magic-users frequently attempt to extend their lives by making a transition to an undead condition. These attempts succeed often enough, but more commonly end in the magic-user’s destruction, or, more rarely, in a transformation to a lesser form of lich called a citizen lich.

Quests of Doom 4: A Little Knowledge (S&W)
Zombie, Walking Dead: Each morning, the desperate necromancer animates his former test subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison now guarding the Southern Pass.
If the characters arrive at the library while Thanopsis’ undead warriors are away in battle at Burvaadun, the library is surprisingly undefended. Shortly after their destruction, Thanopsis immediately raises a force of 12 skeletons and 12 zombies to defend the library. They form in Area L1, where they wait quietly and occasionally wander around the building’s perimeter.
Skeleton: Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass.
If the characters arrive at the library while Thanopsis’ undead warriors are away in battle at Burvaadun, the library is surprisingly undefended. Shortly after their destruction, Thanopsis immediately raises a force of 12 skeletons and 12 zombies to defend the library. They form in Area L1, where they wait quietly and occasionally wander around the building’s perimeter.
Undead: 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.
The Khemitites, the library’s builders, were obsessed with the afterlife. Those unwilling to pass onto the next world were sometimes transformed into undead monstrosities. Mummification was also a common practice, and it was not uncommon for the dead to arise from their coffins and terrorize the living.
Lantern Goat: ?
Human Zombie: Each morning, the desperate necromancer animates his former test subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison now guarding the Southern Pass.
Orc Zombie: Each morning, the desperate necromancer animates his former test subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison now guarding the Southern Pass.
Spellgorged Zombie: If this occurs, the troubled magic-user 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.
Travvok, Gynosphinx Zombie: During the library’s last chaotic days, the cowardly Thanopsis cajoled the library’s most frequent visitors and patrons into fighting against the orcs besieging the surrounding settlement. Most gladly took up arms at the powerful wizard’s behest, but the aloof sphinx, Travvok, refused. 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 an gynosphinx zombie that guards the library today.
Hoar Spirit: ?
Crypt Thing: Thanopsis and a visiting priest combined forces to create the crypt thing that protects the ossuary and Thanopsis’ tomb from defilement.

Quests of Doom 4: Between a Rock and a Charred Place (S&W)
Emissary of Mirkeer, Bloody Bones: ?

Quests of Doom 4: Fishers of Men (S&W)
Tyler Ebbensflow, Draug Captain: Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge.
Draug Mate: Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge.
William the Mad Crawdad, Bhuta: 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-ttaen foolishly denied him. Instead, the despicable William’s spirit rose from the grave as a bhuta.
Eaten Alive Haunt: Although the wizard’s body is no longer here, his horrific demise left its lasting impression on his quarters, giving rise to a sinister haunt.
Thalius Degeners, Spectre: 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 spectre that still haunts his bedchamber.
Though he continues his attack, he tells the characters that crabmen and a much-larger lobster-like creature with writhing tentacles on its face killed him.
Joy Montez, 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.
Lilly Montez, 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.
Human Meat Puppet: 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-ttaen, the revelry of carnage infused the boneless corpses with the necromantic energy that suffuses the marshlands here and animated them as revolting undead creatures.
Ghast: The chuul-ttaen 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.

Quests of Doom 4: Forgive and Regret (S&W)
Hamish MacDuncan, Vampire: 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.
Shambling Corpses: The characters’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide.
Vengeful Undead: The characters’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide.
Pathetic Spirit: The characters’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide.
Eladrian, Groaning Spirit: ?
Bog Mummy: 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 bog mummies rise from the peaty graves to batter the living.
Unrequited: Unrequiteds are the lingering forms of adolescents who died suddenly and violently at the hands of another.
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 unrequiteds coalesced at the spot.

Quests of Doom 4: Pictures at an Exhibition (S&W)
Undead: ?
Vampire: ?
Saint Matilda, Biting Skull: ?
High Priest Paulus, Biting Skull: ?
Saint Carlos, Biting Skull: ?
Father Damien, Biting Skull: ?
Father William, Biting Skull: ?
Sister Mary Catherine, Biting Skull: ?
Father Donatello, Biting Skull: ?

Quests of Doom 4: War of Shadows (S&W)
Swords & Wizardry
Undead Sorcerer: ?
Shadow: 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 shadow demon. The vengeful Ankehaton slew two of his killers, turning them into 2 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.
Haunt: Unfortunately, not all of the refugees survived the perilous descent. Though their unpreserved flesh and bones rotted away long ago, their fear and anguish in the final moments as [they] fell to their untimely deaths linger in the form of a haunt.
Emissary of Mirkeer, Bloody Bones: ?

Rantz's Fair Multitude
Undead: When the Ebon Contagion swept across the Cairn Lands, not even the Kivulis could stem the tide of soulless evil that followed. The sacred burial grounds guarded by the Kivulis for generations became corrupted, and the cairns themselves cracked open as the hallowed dead within clawed their way to the surface as undead horrors.
Hungry Ghost: A hungry ghost was a person with a passion for some pleasure that ruled his life, leading him to commit all manner of crimes to sate his inordinate desires.
Kummua: ?

Rappan Athuk - Swords and Wizardry
Barrow Wight: Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed.
Devouring Mist: Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy.
If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds.
A fearful exhalation of the Bloodwraith, the devouring mist seeks only to feed its insatiable hunger for blood.
Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy.
Duke Aerim the Bloodwraith can cough up a devouring mist 3/day.
Meat Puppet: Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies.
Enemies killed by a bonesucker's attack reanimate within the Temple as meat puppets 24 hours after dying.
The room also holds 8 human meat puppets, the legacy of past bonesucker victims.
Mordnaissant: Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother.
Anyone entering the room must make a saving throw or succumb to the scent’s intoxicating effect. Those who make their save are immune to its effects for a day. It generates a feeling of pleasurable lassitude coupled with heightened lust. This prompts those affected to copulate again and again, exhausting themselves. Once they begin, victims sustain 1 point of constitution damage per ten minutes spent in this vigorous pursuit. When their constitution drops to 1 point, they become too weak to continue, though the drive remains; victims typically die of thirst or starvation even while they continue to feel the need to mate.
Additional saving throws are allowed for failed victims once every 30 minutes for as long as they remain within the room, or once per minute if they are removed from the chamber. The scent is produced by a specially bred form of magical mold infesting the cushions and carpet, and a thorough cleansing of the room with fire (at least 20 points of damage to all surfaces) eliminates the mold and the threat.
The bodies lying amid the cushions have been looted by past adventurers, and bear only tattered robes or ancient, non-magical armor that is in too poor of shape to function. 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.
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.
Black Skeleton: ?
Zelkor, Lich: Zelkor was a powerful wizard who led the army of Light into Rappan Athuk to attack the high priests of Orcus. They say that he didn’t die, and one day he’ll return.
Zelkor the Spectre-Mage, Magic User 9: Zelkor was a powerful wizard who led the army of Light into Rappan Athuk to attack the high priests of Orcus. They say that he didn’t die, and one day he’ll return.
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 Nodroj the spectre once he agreed to worship of Orcus.
Nadroj the Spectre-Wizard: [F]ormerly a magic-user/merchant favored by Orcus, and thus allowed to retain his knowledge of spells.
Restless Spirits: A powerful adventuring group called the Dancing Blades were slain in the dungeon. Their restless spirits now wander its halls, attacking anyone they come across with their phantom weapons.
Exploding Skeleton: ?
Dissolving Zombie: The zombies dissolve into foul greenish goo that will eat your flesh and turn you into one of them!
Duke Aerim the Bloodwraith: ?
Damien, Lich: ?
Simrath the Vampire: Simrath the vampire 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.
Shekahn the Vampire: ?
Agamemnon Vampire-Wizard: Agamemnon was a 19th level magic-user 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 him free to roam and do as he pleased without a controlling master. Sadly, this process caused him to lose 2 levels of experience; hence, now Agamemnon is only a 17th level magic-user.
Vampire Spawn: ?
Oldaric, Human Fighter 6 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.
Swoana, Vampire: ?
Mhao, Vampire: ?
Itara, Vampire: ?
Grezell, Vampire: ?
Vampire Harlot: ?
Auriferous, Vampiric Gold Dragon: In an attempt to draw forth the soul of an ancient gold dragon named Auriferous, the beast was instead turned in to a vampire.
Meat Puppet Human: These loathsome, twitching undead either descended from the Temple of Final Sacrament, or arose spontaneously from the corpses of victims slain within the Bloodways.
Meat Puppet Otyugh: 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.
Black Skeleton Artillery: ?
Yokim, Banshee: 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.
Malliw Catspar, Ghost: ?
Kor, Storm Giant Ghost: ?
Phalen, Ghost: Once a devout worshiper of Hecate, Phalen was corrupted by the Orcus clerics and damned to guard their burial grounds for eternity.
Igni, Paladin 12 Ghost: 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 of Igni’s abilities into those of an antipaladin. Under the curse Igni is compelled to slay any who try to open the doors. Because the change from paladin to antipaladin was involuntary Igni remains lawful, but cannot act on his alignment, further adding to his torture.
Iron Ghoul: ?
Deserach, Demi-Lich: ?
Deserach, Lich-Mage: ?
Slavish, Lich, Arch-Lich, Sorcerer-Lich 18: ?
Magerly, Lich Necromancer: ?
Cleric Lich: ?
Wizard Lich: ?
Patrol Captain Luther Dwarf Graveknight: ?
Graveknight: In death, the graveknight’s life force lingers on in its armor, not its corpse, in much the same way that a lich’s essence is bound within a phylactery.
Captain Killbessa, Mummy of the Deep: While most of the crew died, the captain and his most ruthless pirates rose again in undeath.
Brine Zombie: While most of the crew died, the captain and his most ruthless pirates rose again in undeath.
Amurru: ?
Mummy Guardian: ?
King Goov, Greater Mummy: 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.
Mummy Priest of Orcus: ?
Plethor, Mummy Cleric 15: ?
Xillin, Mummy Magic-User 15: ?
Naphra-Tep, Greater Mummy: 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.
Goat-Human Skeleton: ?
False-Black Skeleton: These alcoves each contain a false black skeleton (8 total) which are simply normal skeletons painted black, with a minor enchantment allowing limited spell casting.
Abbot Cyngamon, Wight: ?
Guardian of Cyngamon, Undead Swordsman: ?
Bone Warrior: ?
Sword Wight: Creatures killed by Duke Aerim the Bloodwraith rise as a sword wight in 1d4+1 rounds.
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.
Putrid Zombie: ?
Zombie Horse: ?
Zombie Charcharodon: ?
Kalina, Zombie: A follower of a god of knowledge, 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.
Goblin Juju Zombie: ?
Hacked Zombie: ?
Fire Beetle Zombie: ?
Giant Rat Zombie: ?
Troll Zombie: ?
Otyugh Zombie: ?
Humanoid Zombie: ?
Giant Crayfish Zombie: ?
Giant Beetle Zombie: ?
Goblin Zombie: ?
Basilisk Zombie: ?
Yellow Mold-Encrusted Troll Zombie: ?
Zombie Behir: ?
Black Dragon Zombie: ?
Beetlor Zombie: ?
Purple Worm Zombie: ?
Rhinoceros Beetle Zombie: ?
Gray Render Zombie: ?
Vrock Demon Zombie: ?
Haunted Choir: These poor souls, survivors of the retreat but not their master’s cruelty, have each offended one of the clergy of Orcus in some way.
Zombie Horde: ?
Aaphia, Crypt Thing: ?
Bodak Priest: ?
Nightcrawler: ?
Ghul: ?

Ghoul: Inside are the gnawed-on skeletons of some thirty frog-cultists who had rebelled against a long-dead abbot, but 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.
Lich: ?
Mummy: ?
Shadow: Any targets drained by the shadows join their ranks in this room forever.
Skeleton: ?
Spectre: The souls of paladins slain by Nadroj.
Lorvius is extremely cautious about anyone meeting him on this level (fear of assassinations) and never meets with outsiders without his retinue of 4 spectre bodyguards he specifically created for the task and never leaves his side.
The 10 builders have become powerful allips, and the wizard who created the prismatic wall is bound here as a horribly malignant spectre. As all their bones were ground to powder and included in the finishing touches of the room, their restless spirits cannot leave the room, nor pursue beyond the vault door.
The Cursed Tomb curse.
Vampire: If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse arises as a vampire in 1d4 days, unless the remains are blessed prior to this rising.
Those killed by a devouring mist rise as vampires 1d4 days later unless their remains are blessed.
Shekahn wants to make spawn rather than kill the PCs outright. Anyone taken prisoner is drained and turned into a vampire.
Agamemnon cast spells until engaged, then he fights using his bite attacks until he spawns 1or 2 new vampires.
Wight: The wights gang up on one character at a time; any PC killed by a wight adds to their number and joins the fight on their side.
Wraith: The wraiths are the restless spirits of those slain in the dungeon, out to seek revenge on all living things.
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.
Ulman Dark's Raising the Dead Failure.
Zombie: Any character killed by mohrg will rise after 1d4 days as a zombie under the morhg’s control.
Greatly diminished, the order of Tsathogga now counts 8 acolytes (all heavily armed ruffians), and 4 under-clerics, who in turn control 16 zombies raised in the under-temple.
This room contains 4 zombies. They do not roam around the dungeon because they were raised to protect the room’s treasure.
those killed by the mohrg rise in 1d4 days as zombies under its control.
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.
Any creature slain on this level immediately rises as a zombie (1d3 rounds, except in Areas 13C–9 and 13C–10) of HD equal to 1+ the base HD of the creature.
When a zombie horde is destroyed there are 2d6 zombies from the horde remaining.
Plague Zombie: Pestilence disease.
Juju Zombie: Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a 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.
Mohrg: Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.
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.
Demi-Lich: ?
Undead Ooze: ?
Oblivion Wraith: ?
Allip: The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days.
Devourer: ?

The Pestilence: The Pestilence is a disease that was spread into this level of the dungeon when the Healers failed to control the demonic power they had summoned. Various monsters and hazards in the level can infect intruders with the Pestilence. Anyone infected will begin losing hit points at a rate of one per hour until death. A saving throw at +4 is allowed each hour to avoid the hit point loss for that hour, but the process continues afterwards. Magical healing will increase the victim’s hit points, but the progress of the disease will continue after the curing. Cure disease will completely remove the disease and return the victim back to health, although it will not restore the lost hit points. If the victim dies from the course of the disease, the body will rise as a plague zombie in 1d4+1 rounds. A sprinkling of holy water or a cure disease spell cast on the body will prevent this from happening. The body may be raised from the dead normally, but not while it is still “alive” as a plague zombie.

10A–26. The Cursed Tomb
On top of this short hill is a hidden, locked trapdoor. Once opened, it reveals a narrow set of stairs that descends 20 ft. to a paved stone landing and an iron bound oak door. Written in Orc across the top of the door are the words, “Those Who Enter Will Someday Return.”
Beyond the door is a tomb, 30 ft. square, containing 4 spectres who attack immediately. Anyone who crosses the threshold of the tomb is instantly cursed (no saving throw; see below). While there are many open chests, sarcophagi, and urns throughout the chamber, all are empty.
The Curse
A cursed PC is doomed to one day return to the tomb as a spectre. When that PC dies, he is immediately transformed into a spectre and begins journeying back to the tomb to guard it against intruders. A cursed PC who dies cannot be aided by a raise dead or resurrection spell. Moreover, a cursed PC cannot remove the curse, either on himself or another, with a remove curse spell; only a non-cursed cleric can do so. A cursed PC is not aware of his affliction while alive except that once a year, on the anniversary of the day he was cursed, the PC 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.

The Zombiestone of Karsh
Artifact, Chaotic
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 magic of the greatest power.
Minor powers
—curse (all living creatures, as a reversed bless spell, 60’ radius continuous)
—cause disease 40-foot radius, continuous (save avoids for 10 rounds each save)
Major powers
—anti-turning field, 100 foot radius (100%), -8 levels (300 feet), and -4 levels (700 feet), continuous
—Toughen undead, 100 foot radius (12 hp absorbed) -8 hp absorbed (300 feet), and –4 hp absorbed (700 feet), continuous — anti-magic shell, continuous (all magic except artifact or deity level powers)
Primary Power
— Any creature slain on this level immediately rises as a zombie (1d3 rounds, except in Areas 13C–9 and 13C–10) of HD equal to 1+ the base HD of the creature. The possessor of the stone cannot control the newly risen zombies.
Deleterious effects
— turn evil (save avoids, new check 1/ hour) if exposed to the stone for more than 1 hour (within 100 ft.)
—Lose will (–1 wisdom per hour within 100 ft. of the stone (save avoids)
Method of 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).

Raising the Dead: Ulman charges 3,000 gp to attempt this difficult task, and has a 20% chance to fail in some way (see below). If he fails, he weakens and is unable to do anything but lie abed for a period of one month thereafter. If three 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:
1 Character remains dead
2 Character returns from the dead but with 1d2 lost Constitution points and must rest for 2 weeks
3 Character’s body turns into a grey ooze (not the monster, just disgusting putrescence)
4 Character returns from the dead, but grows to ogre size, gaining 4 extra hit points 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

Rappan Athuk Bestiary Swords and Wizardry Edition
Barrow Wight: Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed.
Devouring Mist: Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy.
If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds.
Juju Zombie: When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a juju zombie.
Crimthann, Ghast Lord: The Mojango belonged to Crimthann, a dark priest of Orcus who abandoned the swamp to oversee a temple to his demon lord. The ship, powered by 11 juju zombies, still plies the swamps, searching on its own for a missing power source named the All-Seeing Eye of Mojango. This malevolent orb fits neatly into the empty tree trunk and foretells doom for all it surveys.
The Eye is also searching for the ship, appearing in the tallest trees randomly throughout the swamp to gain the best vantages. The Eye is dangerous, draining 1d4 levels from anyone touching it. Crimthann himself cast the orb off the boat for fear it would someday become powerful enough to overthrow even his master. His action cost him his life, and turned him into a ghast lord.
Meat Puppet: Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies.
The Bone Crusher artifact.
Otyugh Meat Puppet: The unfortunate otyugh, which the laboratory’s alchemist used as waste disposal, suffered from a necromantic explosion in the lab. The catastrophe transformed the creature into its current undead state.
Mordnaissant: Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother.
The earth mother idol is a massive emerald-and-bamboo construction standing 15-feet-tall in the center of a jungle clearing. A low altar of black igneous rock stands before the statue of the earth goddess. Piled-up emerald stones form her head, shoulders and arms. Sharpened bamboo branches curve to form her fertile belly. Her legs are stone arches rising from the ground. The superstitious villagers sacrifice virgins each full moon by tying the women to the fast-growing bamboo. The sharp shoots slowly impale and kill the struggling women. Skeletons are still entwined in the thick bamboo, with more bones littering the jungle floor around the statue.
Unfortunately for the villagers, the last woman sacrificed was not a virgin. She was a few months pregnant, but hid her condition from the villagers. When the woman died on the sharpened stakes, her unborn child became a mordnaissant that inhabits the idol’s barren bamboo womb.
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.
Black Skeleton: ?

Zombie: ?
Skeleton: ?
Ghoul: ?
Ghast: ?
Wraith: ?
Wight: ?
Spectre: ?
Vampire: If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse rises as a vampire in 1d4 days unless the remains are blessed before this rising.

The ground rumbles and shakes as the Bone Crusher (AC 3 [16], 300 hit points) approaches. This five-ton contraption from hell is a massive stone roller carved with thousands of grinning skulls. Massive femurs attached on each end of the roller support a cobbled-together platform of bone that hovers above and slightly behind the massive roller. A single stone wheel below the platform serves as a steering mechanism. The roller inflicts 10d6 points of crushing damage to anything caught in its path.
Despite moving at a mere 15 ft., the Bone Crusher animates any living corporeal creature it crushes as a meat puppet in its wake. Currently, 6 human meat puppets follow the Bone Crusher. Commanding the massive crusher is the vrock, Beek Vrut, who carries a wand of paralyzing (15 charges) and a long spear.
Only those who serve Orcus can command the Bone Crusher or access its powers. If the juggernaut’s commander is slain, the entire machine falls into thousands of jumbled bones and stones. The Bone Crusher can only reform through months of vile rituals and the desecration of at least 100 graves.

Rappan Athuk Expansions 1 - Swords and Wizardry
Fragmented Skeleton: The foul magic binding these skeletons together may disintegrate at any moment, and even if the skeletons survive the combat, they usually fall apart after an hour.
Undead Hummingbird: The darting shapes are undead hummingbirds, a wicked and terrible creation.
Shade: A shade is an undead creature that rises when a living creature willingly sacrifices itself in a ritual to Orcus.
White Lady: A white lady is a twisted 9ft tall monstrosity warped by the foul presence of the club it carries.
The ladies are not creations of this place; rather, it is their clubs that curse them and twist their flesh into their current form. The clubs were created by a priest of Orcus many years ago as an experiment and have no goodly use.
The marble table has a single twisted iron club resting on it. It is visually identical to the ones carried by the white ladies, except it looks cleaner and somehow fresher. It radiates a magical aura. An inscription next to the weapon reads: “To achieve victory, you will need to sacrifice part of yourself. The safety of the world must overrule the safety for one’s own self. Take up this weapon, and lose that which would doom you to defeat”
The weapon is a trap. The first person to pick up the weapon must make a saving throw each round he holds onto the weapon. If someone holding the club fails a save, he gains a sudden understanding of his own might as his muscles bulge. The victim’s strength and constitution immediately increase by 3 points each (to a maximum of 18). The curse continues to raise his strength by 1 point each day for the next 10 days (to a maximum of 18). Over that time, the person becomes increasingly emotionally distant, focusing only on killing those who stand between him and his goals. After the 10th day, he gains the ability to regenerate 3 hit points per round, like a troll. He marches inexorably toward his goal with no regard for personal safety, destroying everything in his path. He likely is killed in short order, although that doesn’t slow him down. The corpse continues its doomed march. Over the days that follow, he violently twists and morphs until he becomes another white lady.
Old Jim, Ghoul: Jim fell overboard during a violent storm “some time ago” and washed up on shore. He is now waiting for a boat to rescue him. If pressed, he tersely admits that he has not seen a single ship during his vigil.
Jim survived by going to the nearby stream and filling his helmet with water and scraps of meat floating by. He built a small fire on the beach and boiled a stew using the water and meat scraps. Because the wood was driftwood, it did not attract the attention of the aelom, although Jim’s unwise choice of food explains his current condition.
Alumaxis, Knight Gaunt: This is the last resting place for the former captain-of-the-guard-turned-architect, Alumaxis. 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 Chaos. Orcus himself found the humor in returning his soldier to the field in such a form.
Kenard, Warden of the Dead, Vampire: Along the southern wall, in a mundane but comfortable chair, flanked by two doors, sits the Warden of the Dead, a former ranger and hero who chose to be infected with vampirism to ensure the feral vampires in Area 3D-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 short sword 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: 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 short sword 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.
Tabitha Mirax, Shade: With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will.
The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead.
Davith, Half-Orc Warrior of Orcus, Shade: With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will.
The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead.
Vallis Blacklocke, Shade: With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will.
The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead.
Kenneth, Lord Darkblade von Nightkill, Shade: With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will.
The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead.
Kenneth, like many evil magic-users, turned to necromancy as a way of discovering a path to immortality, which he eventually found.
Kenneth Junior, Black Skeleton: ?
Juju Zombie Soldier: ?
Skeleton Archer: ?
Black Skeleton Champion: ?
Jawbone: Neither Vallis nor Kenneth has the power to properly animate such a creation, so they’ve taken a shortcut. As long as Vallis is not pinned by the Ghostbind, she can use her essence to activate the creature (Vallis assumes her incorporeal form and occupies the skeleton’s space, wearing it like armor). If Vallis is not present, one of the other shades takes control, although Jawbone loses its regeneration if controlled in this manner.
Kallinstraids, Vampiric Red Dragon, Bone Dragon, Undead Dragon: ?
Risen Goblin, Ghast: No one that goes into Rappan Athuk comes out the same, if they come out at all. This is just as true for monsters as it is for adventurers. These six goblins snuck into the early levels of Rappan Athuk hoping for treasure, or at least a place to hide. What they found was something darker, and in their desperate search for a way back to the surface they took to cannibalism to survive. Now they have escaped and roam the surface, their goblin appetites augmented with a hunger for flesh, bone and marrow.
One turn after one of these corrupted goblins dies its flesh tightens over its frame (regenerating if needed) and with a sickening crunch the now intact body rises as a ghast.
[Ravenous] Goblins that drop to 0 hit points or below rise as ghasts on the next combat round, retaining their place on the initiative order. This can be prevented by destroying the corpse with 5 points of fire damage, or pouring holy water over the corpse.

Skeleton: 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. She hopes one day to replace her raiding parties with teams of undead lead by goblins, to supply them with all the food they could want.
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, and is working on a corpse, this time attempting to make a zombie.
Ghoul: ?
Ghast: ?
Coffer Corpse: ?
Shadow: ?
Mummy: ?
Cadaver Lord: ?
Cadaver: ?
Strangling Ghost: ?
Fear Guard: The fear guards were former temple warriors, bound to this place after death.
Undead Mimic: 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.
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 rose eventually rose from death as a guardian cimota, forever tasked to guard these scrolls.
Undead Troll: This beast was a former guardian of the path to Level 3D, Section 2. 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.
Pyre Zombie: ?
Brain-Eating Zombie: ?
Zombie: ?
Vampire: ?

Rappan Athuk Expansions 2 - Swords and Wizardry
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 Trystece: ?
Nadroj the Wraith: ?
Zelkor: Nadroj the wraith breaks Zelkor and makes him an undead minion of Orcus.
Slavish, Lich: ?
King Goov: ?
Zelkor, Lich: ?
Restless Spirits: ?
Exploding Skeleton: ?
Dissolving Zombie: ?
Bartholomew Ragusovitch, Red Jester: As one of Orcus’ few amusing creations, Bartholomew can be permanently destroyed only if the characters slay him while he is prone (Orcus granted him his deathly reward after accidently breaking his neck in a pratfall.)
Azraggad, Vampiric Cleric of Orcus: When Tsathogga’s followers infiltrated Rappan Athuk, Azraggad, a devout cleric of Orcus, swore his undying loyalty to the demon lord. To cement his pact, the priest joined the ranks of the undead as a vampire.
The Conductor, Lich MU 18: He amassed enough magical might that he was able to thwart death, and he has lived as a lich for millennia.

Black Skeleton: ?
Ghast: A human treasure-hunter became trapped in the oyster, transforming into a ghast after drowning.
Skeleton: This staff’s single purpose is to command the infamous Army of the Shoreline Dead. The members of this skeletal fighting force are believed to have been among the first settlers in the area around Rappan Athuk, and among its first victims. They died on or near the shore on which they arrived, falling prey to disease, in-fighting, native hazards, and sahuagin raids.
Nihiloplasm magic item.
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 search for secret doors reveals a section of mismatched stones in the floor, 6ft long by 2ft 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 successful open door checks from 2 characters working together to lift the lid. Inside is a mostly crumbled skeleton … and the wraith the priest became after death.
Bone Swarm: Composed of tiny bits of bone culled from the remnants of fallen undead monsters as well as Azraggad’s past victims.
Wight: ?
Shadow Rat: ?
Feral Undead Cat: ?
Specter: ?
Ghost: 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.

Nihiloplasm
Appearing as a dull green, viscous fluid that has the instant effect of cause disease when it contacts living flesh. No saving throw is allowed. Nihiloplasm may be used as an ingredient in any number of malign magic items, but its primary purpose is to create skeletons and infuse them with negative energy so that they seek retribution on the living. For every cup of nihiloplasm poured onto the ground, 2d4 skeletons rise from the sizzling liquid, their eye sockets burning the same dull green color as the unusual material that created them. On the round following their appearance, the skeletons attack any living creature they see — including the person who summoned them. The skeletons behave as standard undead of their type. Despite the skeletons’ tendency to attack the nihiloplasm’s owner, clever users devise means of using the substance to their advantage.

Ruins & Ronin
Ao-Nyobo, Blue Wife: ?
Azuki-Arai: ?
Banshee: ?
Gaki, Hungry Spirits: Gaki are the undead spirits of the wicked dead turned into horrible monsters for their horrid sins. The precise nature of the crimes committed by the Gaki in life determines their type, 3 kinds are commonly known but they may be more.
Jiki-Ketsu-Gaki: ?
Jiki-Niku-Gaki: ?
Shikki-Gaki: ?
Ghoul: ?
Jikininki, Trash Eating Ghoul: Similar to the Gaki in appearance, these undead originate from greedy, selfish or impious individuals who are cursed after death to seek out and eat human corpses.
Kubi-no-nai-bushi: A Kubi-no-nai-bushi (headless warrior) is a particularly rare and powerful form of undead that is sometimes created when the spirit of a honorable Samurai that was unlawfully or unjustly forced to commit Sepukku returns from the grave in search of vengeance.
Kyonshi, Hopping Vampire: Sometimes when a body is buried improperly or in an inauspicious location, it reanimates with a hunger to kill mortals and consume their lifeforce.
Anyone who suffers damage from a Kyonshi runs the risk of becoming a vampire in turn. Exactly how this occurs is a mystery, but most sages agree it is a form of curse. The percentage chance of turning into a vampire is equal to the amount of hit points lost on a 1d100. Those who succumb to the curse slowly turn into vampires themselves, growing fangs and long fingernails and becoming more and more bestial. The process a number of days equal to the victim’s CON minus 1d6 and usually only becomes evident after a couple of days have passed. To stop the transformation a Remove Curse spell must be cast on the victim.
Lich: Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).
Mummy: ?
Shadow: A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes (9 turns).
Skeleton: Skeletons are animated bones of the dead, usually under the control of some evil master.
Animate Dead spell.
Spectre: Any being killed (or drained below level 0) by a spectre becomes a spectre himself, a pitiful thrall to its creator.
Vampire: Any human killed by a vampire becomes a vampire under the control of its creator.
Wight: Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight.
Wraith: ?
Zombie: The standard zombie is simply a corpse animated to do its creator’s bidding.
Animate Dead spell.
Zombie Contagious: If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience.

Animate Dead
Spell Level: Sh5
Range: Referee’s discretion
Duration: Permanent
This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated per Level of the caster above 8th. The corpses remain animated until slain.

Swords & Wizardry Continual Light
Ghoul: ?
Shadow: ?
Skeleton: Bones of the dead, animated by vile necromancy.
Wight: ?
Zombie: ?

TG1 Lost Temple of Ibholtheg (SnW)
Wraith: The spectral remains of Ibholtheg’s human servants from Xilonoc, the wraith is a shadowy form of a near-naked man with an elaborate headdress.
Spectral Crocodile: The crocodiles of the Great Jungle have always been a sacred beast to the faithful of Ibholtheg (the creatures being one third of the Squamous Toad’s being). When the golden temple was built, the spirits of several of the animals were bound to defend it, creating spectral crocodiles.
Ghast: Human servants of Ibholtheg the Squamous Toad left to rot in the golden temple have devolved into ghasts.
There are 5 ghasts here who were once priests of Ibholtheg. The croaking in the chamber is a result of Ibholtheg’s movements and used to only occur on an infrequent basis. Now it never stops and it has called its priests back to the world of the living.
Slime Zombie: A slime zombie is the undead remnant of a Xilonoc resident who was not faithful to Ibholtheg. Now cursed with a vibrant green slime that coats their skin and oozes from their mouths, they exist only to serve the Squamous Toad.

TG2 Tongues of the Screaming Toad (SnW)
Zombie: In his studies of the forbidden arts, Natan has learned to create zombies from the corpses of the living. He has passed this knowledge down to his most devout disciples, who in turn use it to make good use of fallen enemies. The ritual to create a zombie takes many hours, however.
Inside, the stench of death is overpowering. The Noviortum House agents have reanimated the corpses of the Carrico family so that they serve now as 6 zombies in the house that lurch forward to attack anyone who isn’t affiliated with Noviortum House.
Black Tongue Victim: People who consume the egg of a cipactli are doomed to become black tongue victims. The abominable process generally takes a day or so to manifest, but when it does it takes over quickly, turning the victim into a brute that can withstand the toughest hits.
Natan experimented with the cipactli eggs on native slaves before unleashing them on Kraden’s Hill, and the 5 black tongue victims here were the first successful creations. They quickly fell to worshipping the statue of Ibholtheg the wizard brought here to study, a curious practice that Natan was studying to understand the effects of the black tongue better.
Lambert Glover, Black Tongue Victim: You’re just about to order another round of that spicy viper fruit drink when a gurgled choke catches your attention at the door. Night has fallen completely on Kraden’s Hill, and in from the darkness staggers a man clawing at his throat. He leans heavily on the wall, gasping and muttering for a moment, as the rest of the Thirsty Serpent patrons turn to see. “Lambert?” one man asks in a concerned voice as the man – Lambert apparently – lets loose a choked cry and falls to the floor. He retches and black vomit hits the dirty floor with a sickening splash.
Lambert Glover is currently suffering from the end of the second phase of the black tongue of Ibholtheg. People around him back up after the black vomit hits the floor and Lambert begins to mutter incoherent words – “ozalko,” z’dyrr’kuu,” and “yongulluu,” followed by a drawn out “Ibholtheg.”
The characters can try to push through to get to him but by the time they arrive the curse has taken full effect. Lambert Glover stands up suddenly, now fully a black tongue victim, his elongated tongue pitch black and hanging out of his mouth.

TG3 Shadow Out of Sapphire Lake (SnW)
Wraith: In the Black Gulfs, victims that give in to the despair inherent on the plane are eventually transformed into wraiths – twisted, evil, shadowy apparitions of their former selves.
Mummy: The practice of mummification was common in Xilonoc, and priests and other leaders often enchanted loyal guards as mummies to live forever guarding a sacred site.

The Black Monastery (S&W)
Cimota: These undead creatures are the images of evil still imprinted on the place, acting out the roles and deeds of the long-dead monks.
Cimota are the physical manifestations of evil thoughts and actions. They manifest in the Prime Material as cloaked figures. 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 itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached.
Cimota are bound to repeat the evil thoughts and actions that created them. When they manifest they will endlessly repeat the deeds that spawned them. So, for instance, a group of cimota may haunt a ruined temple, re-enacting evil rituals. Cimota may guard an unholy site such as a city, forest or building. They will fight to the death to defend these places. Cimota who are bound to an artifact may act out the intentions of that artifact.
These undead creatures are the images of evil still imprinted on the place, acting out the roles and deeds of the long-dead monks. The acts of human sacrifice and other evil deeds associated with the oracle stone are what have given the cimota power within the Black Monastery. They are echoes and reflections of the Black Brotherhood and the vile deeds they committed here. As long as the oracle stone exists, the Black Monastery will return and the cimota will continue their dark existence.
Ghost Strangling: Anyone strangled by a strangling ghost will rise as a strangling ghost within 1d6 days.
The ghosts of intruders who have died in the Black Monastery are trapped here, held prisoner in death.
Mohrg: Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.
Buried six feet below the garden’s surface are the bodies of seven former members of the Black Brotherhood, condemned by their brethren for betraying the order. Digging in the garden has the potential of disturbing these corpses, which will rise as morhgs.
Black Skeleton: The Black Brotherhood created these undead warriors as the special guardians of their monastery and the dungeons below.
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.
Soul Knight: A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. The evil spirit continues to inhabit its old armor, repeating the deeds that brought about the living knight’s ruin.
The Black Monastery: The twisted thoughts and evil deeds of the Black Brotherhood are long ended. There is no need to fully recite them here. Suffice to say that their actions included necromancy, pacts with evil outsiders and the human sacrifices those evil outsiders demand. The Black Monastery was the scene of dark sorcery and magical research that left behind many deadly traces. What manifests atop the Hill of Mornay from decade to decade is a lethal ghost of those repugnant deeds.
Ghost Relatively Weak: ?
Leader Cimota: ?
High Cimota: If the cloak of the high cimota is worn for a full 24 hours, the wearer will begin to fade out of existence, becoming the new high cimota. Nothing short of a wish spell can reverse this terrible fate.
Gareth the Reaper, Soul Knight: One of these soul knights was Gareth the Reaper, an adventurer who turned upon his comrades while adventuring in the Black Monastery out of greed and spite. Gareth himself was slain before he could escape the monastery’s halls and has remained to haunt this room ever since.
Undead: An appearance of the Black Monastery also carries curses for the local countryside. In an area of 20 miles around the monastery there is usually an outbreak of magical diseases announcing the return of the Black Brotherhood. Cases of fevers that cause the dead to rise as undead occur among local people without any known source of infection.
Banshee: ?
Ghoul: The four cots are all occupied by human commoners, including three women and a man. These are local peasants who have been infected with ghoul fever. In their growing madness, they have been drawn to the Black Monastery and have laid down on the cots. These sufferers are victims of the curses that always accompany Black Monastery’s evil presence. Although they are in the last stages of the disease, they are not beyond saving. A cure disease, or similar magical intervention, will revive them and allow these innocent people to return to their homes. If the party does not heal them within 24 hours, all four victims will be gone from this room. They will be transformed into full ghouls and off to run through the monastery halls in search of food.
Doctor Brutus, Ghoul: When the Black Monastery fell, Doctor Brutus was destroyed along with the other black monks, but it was not his fate to stay dead. Some of the potions Doctor Brutus tested on himself took hold and raised him to undeath as a powerful and abnormal ghoul. It is now his curse to live in undead twilight, bound to the Black Monastery.
Sacavious, Lich: Inside the room is a clay vessel studded with gems and bound with gold bands. The vessel has a value of at least 8,000gp. It is the jar that the lich Sacavious used to hold most of desiccated internal organs as part of the necromantic rituals that were intended to turn him into a lich.
At the time of the Black Monastery’s fall, Sacavious was coming to the end of his mortal life. His potions and experiments were no longer able to sustain his failing body, so he had completed the research, potions and incantations to transform himself into a lich. Sacavious had put off his final transformation for more than a decade when the monastery was besieged. His plan had included a betrayal of his brothers, whom he had intended to make his undead minions.
The Black Brotherhood’s violent end frustrated Sacavious’ plans and forced him to undergo his transformation only moments before the Black Monastery was immolated and disappeared in arcane fire. With his spells exhausted, and the monastery gates about to be breached, Sacavious rushed to his tower and drank down the final potion. He expected to become an immortal being of ultimate power. The result was something quite different.
The immolation of the Black Monastery unleashed forces unknown to Sacavious. Instead of falling to the floor and rising up as a free-willed wraith, ready to dominate his enemies, Sacavious’ mind was badly damaged by the arcane powers unleashed around him. The pieces of his conscious mind were scattered as wisps, blowing between the planes. Only fragments of these wisps returned to his animated corpse, trapping him forever in a dead shell, re-living his final moments as a mortal. What is left of Sacavious may be found in the large chamber at the top of his tower, waiting to destroy anyone who dares intrude on his eldritch domain.
Lich: The floor of this large chamber is covered with scrawled magical symbols and diagrams. These are various necromantic spells, spells a necromancer must gather and cast in order to become a lich. There are rags, pieces of candles, feathers, and patches of glittering dust scattered everywhere on the floor.
Sacavious, Lich Fully Armed and Operational Sacavious: In this variation, the Referee assumes that Sacavious completed his transformation into a lich and has been able to recuperate all of his spells.
Sacavious, Lich Depleted Sacavious: The necromancer has completed his botched transformation into a lich, but his spells have been seriously depleted by the final siege of the Black Monastery. This version of Sacavious is still a deadly threat, but has already exhausted most of his spells in the final battle. This broken remnant of the Black Brotherhood’s pet necromancer has been lying face down on his spell book ever since.
Sacavious, Lich Deranged and Crawling Sacavious: The necromancer’s failed transformation has left him almost completely broken. The Referee should assume that Sacavious has no spells, or possibly just a few left. At the Referee’s discretion, Sacavious should have his hit points and armor class reduced to reflect the fact that he has not cast spells in preparation for the party’s arrival. After he turns toward the party from his workbench, the lich emits a ragged gasp and either staggers toward the adventurers or falls to the floor. Sacavious is still capable of harming the party with his innate lich and necromancer powers, but is only a shell of what he might have been.
Mummy: When they drank the potions that Sacavious said would make them powerful and immortal, all four assistants were transformed into the equivalent of mummies. The transformation was agonizing and maddening.
Whenever these particular mummies move or fight a fine dust fills the air around them. This dust also covers the bodies on the floor. Anyone who suffers a wound from these mummies, or any other type of wound in this room, will be afflicted with a special type of mummy rot. Once a victim has succumbed to the disease, the corpse will rise as a mummy (although not wrapped) and shamble across any distance to return to this room. There, the victim will take his place as a new guardian of the dungeons beneath the Black Monastery.
Shadow: There is a bowl on top of a table in the middle of the room. The bowl is filled with water and inscribed with runes on its exterior. A Magic-User reading the incriptions will be able to identify that the inscriptions on the bowl are used as part of a necromantic ritual. If the Magic-User has an Intelligence score over 15, he will also discern that the bowl is specifically used in a ritual to create shadows.
These are the shades of 13 brothers who took the most pleasure in the displays put on here. Their doom, in death, has been to haunt the place where they did so many evil acts while they were living.
The Shadow of Kran the Dungeon Master is akin to a normal shadow, but much more powerful. If it drains a character’s strength to 0, the character will die and within 1d3 rounds the character’s spirit will rise as a normal shadow in Kran’s service.
Kran the Dungeon Master, Powerful Shadow: What remains of Kran the Dungeon Master is standing in this room. Kran’s body was destroyed in battle but his evil soul survived, cursed to haunt his tower forever as a powerful shadow.
Troll Skeleton: ?
Skeleton: ?
Undead Menagerie Human Skeleton: These animals were given experimental draughts of the various potions that Sacavious intended to use to transform himself into a lich.
Undead Critter: These animals were given experimental draughts of the various potions that Sacavious intended to use to transform himself into a lich.
Undead Menagerie Human Skeleton: ?
Undead Menagerie Wolf Skeleton: ?
Undead Menagerie Dried Dwarf Corpse: ?
Undead Menagerie Dried Elf Corpse: ?
Manticore Skeleton: ?
Spectre: ?
Vampire: ?
Samuel Knock, Wight: His former comrades locked him in this room weeks ago when he fell under the influence of a cursed amulet that changed him into a wight.
The amulet is still around Samuel’s neck. It is a silver skull, marked with the teardrop and pentagram symbol of the Black Brotherhood. The amulet can be removed by a remove curse spell, if it is cast within two hours of the moment the victim put it around his neck. It comes off easily if the wearer is slain.
Anyone who puts on Samuel’s amulet will immediately begin to scream gibberish and tear at his face and clothing. The transformation will be complete 12 hours later. Party members may only save their companion from a hideous fate by acting quickly to remove the amulet, or the new victim will suffer Samuel’s fate.
Wight: This unfortunate person was a member of an adventuring party that was trapped by the iron doors. The horror of his situation transformed him into a wight.
Wraith: ?
Zombie: Any character killed by mohrg will rise after 1d4 days as a zombie under the morhg’s control.
Two gold bracelets with a teardrop and pentagram engraved on each of them are suspended five feet off the ground, floating in mid-air. This is a pair of bracelets of undeath. If both bracelets are placed on both arms, the wearer gains certain traits of the undead: immunity to sleep, charm and hold spells. Cold-based attacks also have no effect on the wearer, who is also immune to all poisons.
Choosing to wear the bracers of undeath may be a fateful decision for a player character. For each week the bracers are worn the wearer must succeed on saving throw or fall under the bracers’ control, permanently changing the character’s alignment to Chaotic. A second failed saving throw means that the character will begin to lose 1d4 constitution points per day until death, or until a remove curse spell is cast on the character.
Anyone who dies from this effect will immediately rise as a zombie. The newly risen zombie will have the overwhelming urge to return the bracelets of undeath to their place in this room of the Black Monastery.
Sir Ralph Halifax, Zombie: ?
Zombie Sea Cat: ?

The Cartographer's Guide to the Creatures of Eira
Bone Spider: Bone Spiders are malign spirits who form their bodies from the bones of the dead and who haunt the ancient barrows, tombs, bone pits and crypts of the world growing and gaining power as they add more bones (fresh and ancient) to their form.
The Chained: No one knows for certain what The Chained is, some say it is the avatar of the Goddess of Pure Death, others a freak magical accident created by a mage with a vengeance streak. The stories are endless, but all end the same way; The Chained comes for bad folks and when it does they die.
Guest: Spirits that cannot rest, cursed by broken oaths, business left undone, or something else. Left in this world and slowly driven mad by it. Guests were never meant to be in the realms of the mortals and every day they do not pass on is yet another day insanity inducing pain.
Unquiet Bodere: The undead remnants of a mortal who looked into the Outside and didn't have enough sense to die immediately. Driven insane by what they saw the mortal went through what remained of their short life muttering and rambling in their madness revealing truths – oh so dark truths – of what existed Outside. Even when death finally claimed them the things they saw and remembered refused to die with them.

The Ghost Woods Adventure
Valen Darkfast, Lich Lord: ?
Cursed Headless Woman: ?
Undead Raven: ?
Skeletal Horse: ?

Undead:?
Ghoul: ?
Zombie: Valen Darkfast's touch drains a level (save to avoid loss, if all levels are lost the character dies and turns into a zombie).
Skeleton: ?
Spectre: A spectre haunts this area, looking to kill and transform characters into new spectres.

The Hero's Journey Fantasy Roleplaying
Banshee: ?
Death Knight: ?
Ghoul: Animate Dead spell.
Liche: Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry).
Mummy: ?
Poltergeist: Poltergeists are incorporeal spirits animated by anger.
Sanguine Fog: ?
Shade Lord: ?
Shadow: A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes.
Skeleton: Skeletons are animated bones of the dead and are usually under the control of some evil master.
Animate Dead spell.
Skeleton Flaming: Flaming skeletons have been animated with an unholy fire that radiates from them.
Specter: Any being killed (or drained below level 0) by a specter becomes a specter himself—a pitiful thrall to its creator.
Vampire: Any human killed by a vampire becomes a vampire under the control of its creator.
Wight: Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight.
Animate Dead spell.
Wraith: ?
Zombie: These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are.
The standard zombie is simply a corpse animated to do its creator’s bidding.
Animate Dead spell.
Zombie Contagious: If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience.

Animate Dead
Spell Level: Wizard 5
Range: Referee’s discretion
Duration: Permanent
This spell animates skeletons, zombies, ghouls or wights from dead bodies. The caster determines which type of creature is animated from the corpse. Each casting of this spell produces either 1d6+1 skeletons, 1d6 zombies, 1d6−3 ghouls, or 1 wight. The corpses remain animated and under the command of the caster until destroyed or banished.

The Kingdom of Richard
Valen Darkfast, Lich: The Darkfasts were cunning necromancers and when the father was mortally wounded in a battle, he was turned into a lich.
Ghost: The ruined villages along the Ruined Coast on the Katarian Sea have been largely ignored by the Elves who sacked them since their destruction over 100 years ago. Today, they are a strange and dangerous collection of ruins that are haunted by monsters, pirates, and the ghosts of those who died there.
Undead: ?

The Little Book of Adventuring Classes Vol. 1
Dead Dog Spirit: ?
Undead: Raise Greater Undead spell.
Wight: Raise Greater Undead spell.
Wraith: Raise Greater Undead spell.
Skeleton: Raise Lesser Undead spell.
Zombie: Raise Lesser Undead spell.
Ghoul: Raise Lesser Undead spell.
Unliving: Unliving are created by dying and being resurrected by a necromancer, in much the same way a zombie is.

RAISE GREATER UNDEAD
Spell Level: Deathwitch 5th level, Magic-User 7th level
Range: 240 feet
Duration: Permanent
Greater undead such as wights or wraiths can be created from dead bodies, 1d4 for each level of the caster. They remain under the command of the caster, and will remain until slain.

RAISE LESSER UNDEAD
Spell Level: Deathwitch 3rd level, Magic-User 5th level
Range: 240 feet
Duration: Permanent
Lesser undead such as skeletons (1d8), zombies (1d6), or ghouls (1d4) can be created from dead bodies for each level of the caster. They remain under the command of the caster, and will remain until slain.

The Lost City of Barakus (S&W)
Undead Doppelganger: ?
Undead: Many years ago, a wicked cleric named Asgaroth came to this area to build a shrine to himself and his god. He gathered about him a cluster of undead and began the construction of his temple. Unfortunately, while searching for a powerful evil relic, he was slain by a paladin named Van-Doren, and thus his shrine remained incomplete.
The undead, however, remained. Asgaroth had succeeded in infusing so much evil into the place that the undead he placed here to guard it remained, ever vigilant. Over the years, other undead, primarily ghouls and ghasts, have been attracted to this place for its evil aura. What’s more, all creatures slain anywhere in these caves eventually rise as an undead creatures themselves.
Girda, Ghost: The hovel is haunted by the ghost, Girda, the deceased half-orc wife of Klar, the orc vampire who now resides in Barakus. When Klar was transformed into a vampire, instead of draining Girda’s blood so she could join in his hellish undeath, he chose to kill her in her sleep with his bare hands and then banished himself to Barakus. Girda, tormented by her terrible end, haunts this shack where she and Klar once lived.
Gilbert, Ghoul: ?
Klerk, Ghoul: ?
Ghoul: The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead].
Heaped in the northern corner of this small cave are the bodies of two humans: One dressed in chain mail and carrying a quarterstaff, the other dressed in leather armor with a rapier at his side. These two unfortunate fellows, along with three other party members, perished at the hands of the ghouls. The ghouls ate the other three, but Thelkor instructed his minions to leave these bodies be as he wished to add them to his ranks once they have risen. In two days they become ghouls. If the party cleric casts bless on the bodies, however, they can prevent this from occurring.
Thelkor, Ghoul Lord: ?
Devron, Lich Magic-User 8: ?
Lich: ?
Devron, Lich Magic-User 14: ?
Mummy: ?
Shadow: ?
Cave Bear Skeleton, Large Skeleton: Within the offering bowl is a medallion depicting a beautiful human eye attached to a simple silver necklace. Wearing the amulet grants the wearer protection from charm and sleep (see Sidebox). However, if the amulet is removed by anyone with an alignment other than Neutral, the bones on the cave floor below assemble themselves into a large skeleton that attacks the possessor of the amulet and anyone associated with him.
Skeleton: The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead].
Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders.
Vampire: ?
Osmund Pulanti, Vampire: ?
Kurant Pulanti, Vampire: ?
Esmerelda Pulanti, Vampire: ?
Thelonius Pulanti, Vampire: ?
Klar, Orc Vampire: Further, the Pulantis have recently been in contact with Klar, the orc vampire residing in Barakus. Klar, an old victim of theirs, has invited them to join him in Barakus “away from the prying eyes of daylight-afflicted society.”
Wight: ?
Wraith: At one time, a small number of frog-cultists, including four under-priests, rebelled against their demonic master, forsaking their perverted ways. Alas, the revolt was short-lived and the priests were placed alive in this former ante-chamber in perpetual imprisonment. Four barred niches, too low to stand up or move comfortably, contain the corpses of the priests. They remain as wraiths, envious of the living.
Zombie: The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead].
Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders.
Human Zombie: Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow.
Orc Zombie: Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow.
Dwarf Zombie: Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow.
Drow Zombie: Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow.
Gaston, Ghast Butler: ?
Ghast: ?
Basil, Strangling Ghost: ?
Allip: ?
Fear Guard: ?
Juju Zombie: ?

The Lost Lands: Stoneheart Valley Swords and Wizardry Edition
Font of Bones Skeleton, Font Skeleton: Font of Bones skeletons are created by the Font of Bones, a corrupted artifact of great power, in the burial halls of Thyr and Muir.
These skeletons are called “font skeletons” because they were created by the Font of Bones at Area 6 of the Entrance Level of the dungeon.
Disturbing the second sigil, which is highly unusual in appearance, causes the Font of Bones in Room 6 to create 8 font skeletons and send them toward the door.
This great hall contains over twenty stone sarcophagi and was once the main burial room. The holy symbols within the room have been desecrated and defiled. In the center of the room is something that is an abomination to behold: a fountain of what once was white marble, now stained crimson, filled with blood and bones. A glowing red rune, radiating pure Chaos, has been rudely carved into the once-pure fountain base. Gouts of blood bubble a spurt grotesquely from the top of the fountain, spattering the floor around the font with red ichor. The pall of evil hangs heavy here.
The sarcophagi are now all empty; their contents pillaged and piled in the Font of Bones. The entire room radiates unhallow. The presence of any Lawful-aligned character in the room cause 4 font skeletons to animate every other round within the font and move out to attack. There is no limit to the number of skeletons that may be generated this way; the skeletons continue to animate as long as any Lawful-aligned character remains in the room. After 10 rounds, the Font begins to produce skeletons every round. If any Lawful-aligned characters remain in the room after 20 rounds, the Font pauses for 1 round, then summons 1 vrock demon to the room, in addition to producing 2 skeletons. This continues every round a Lawful-aligned character remains in the main burial hall. The Font stops producing creatures as soon as no Lawful-aligned characters are in the room, restarting the cycle from where it left off should they re-enter. After 24 hours of no Lawful-aligned characters in the room, the Font resets to begin the cycle anew. The glowing rune on the font is a rune of undeath, learned by the priests of Orcus from Balcoth, the undead rune mage on Level 2A.
Presence of Lawful-aligned characters in these rooms triggers the creation of 4 font skeletons every other round.
Lich: Finally, in his darkest moment, Eralion turned to Orcus, the Demon-lord of the Undead, imploring the dread demon for the secret of unlife—the secret of becoming a lich. Orcus knew that Eralion lacked the power to complete the necessary rituals to become a lich, as Eralion had barely managed the use of a scroll to contact him in the depths of the Abyss in his Palace of Bones.
Zombie: ?
Eralion The Shadow-Mage, Shadow Magic-User 3: Orcus smiled a cruel smile as he promised the secret of lichdom to Eralion. But there was a price. Orcus required Eralion to give to him his shadow. “A trifling thing,” Orcus whispered to Eralion from the Abyss. “Something you will not need after the ritual which I shall give to you. For the darkness will be your home as you live for untold ages.”
In his pride, Eralion believed the demon-lord. He learned the ritual Orcus provided to him. He made one final trip to the city of Reme to purchase several items necessary for the phylactery required by the ritual. While there, he delivered a letter to his friend Feriblan the Mad, with whom he had discussed the prospect of lichdom—though only as a scholarly matter. Feriblan, known for his absent-mindedness, never read the letter, but instead promptly misplaced it and its companion silk-wrapped item.
Eralion returned to his keep and locked himself in his workroom. He began his ritual, guarded by zombies given to him by Orcus—servants that would make sure Eralion went through with the ritual, although supposedly just to “offer him aid.” As he uttered false words of power and consumed the transforming potion he realized the demon’s treachery. He felt his life essence slip away—transferring in part to his own shadow, which he had sold to the Demon Prince. Eralion found himself Orcus’s unwitting servant, trapped in his own keep.
This room is the home of Eralion, who, transformed by Orcus’ treachery, is now a shadow.
Eralion was, long ago, the mage of this keep. His failed attempt at lichdom, as a result of treachery by Orcus, turned him into a vile shadow. He was, at his peak, a 9th level magic-user. He retains some small bit of his prior arcane knowledge, though it has been twisted by his evil fate.
Skeleton: Once a force of law enters the room, the 6 skeletons animate.
Zombie Child: ?
Ghoul: This room once held graves of the faithful of Thyr and Muir, but they have since been unearthed—leaving foul-smelling open pits—and the contents turned into vile undead.
Ghast: This room once held graves of the faithful of Thyr and Muir, but they have since been unearthed—leaving foul-smelling open pits—and the contents turned into vile undead.
Shadow: ?
Giant Rat Shadow: The shadows at Area 10 captured a pack of giant rats that lived in the nest to the east of their room and turned them into 5 giant rat shadows. These rather strange undead befuddle anyone familiar with the power of normal shadows, which usually create only human shadows.
Draeligor the Wight: ?
Balcoth the Rune-Mage, Wraith Magic-User 9: Balcoth is a wizard from a far-off plane who specializes in rune magic. By an arcane and chaotic ritual Balcoth long ago turned himself into a wraith, but with the ability to temporarily manifest into a corporeal form (3/day, for 1d6 rounds). Balcoth is Chaotic because of his undead nature, but above all he seeks knowledge and will barter with the players for information.
This relatively small level contains the lair of Balcoth—a wizard from another dimension who practices strange magic and has transformed himself into a wraith.
Zombie Guard: ?
Zombie Servant: ?
Dargeleth The Bleeding Horror Dwarf Fighter 10: This cave is the home of Dargeleth—once a famed dwarf warrior, now an undead servant of the axe of blood. He came to these caves through the tunnel to the Under Realms at Area 15. He skirted the temple at 4 by heading past Area 1 and to the large cave at 21. There he fought a group of frog-priests. He was sorely pressed and fed the axe one final time—leading to his death and his current fate.
Bleeding Horror: If reduced to 0 hit points as a result of feeding the Axe of Blood, the wielder becomes a bleeding horror.
Mummy: Unfortunately, as soon as a stone begins to fall, the stone-encased spirits of the guardians awaken as mummies and claw through the stone to assault intruders.
Gremag the Lich, Magic User 18: ?
Vampire: ?

Minor Artifact
The Axe of Blood
The axe of blood is rather nondescript, being made of dull iron. Only the large, strange rune carved into the side of its double-bladed head gives any immediate indication that the axe may be more than it seems. The rune is one of lesser life stealing, carved on it long ago by a sect of evil sorcerers. This is, in fact, the only remaining copy of that particular rune, thus making the axe a valuable item. Further inspection reveals another strange characteristic: the entire length of the axe’s long haft of darkwood is wrapped in a thick leather thong stained black from years of being soaked in blood and sticky to the touch. When held, the axe feels strangely heavy but well balanced, and it possesses a keenly sharp blade.
Until activated, the axe is just a +1 battleaxe. The wielder must consult legend lore or some other similar source of information to learn the ritual required to feed the axe. Despite the gruesome ritual required to power the axe, the weapon is not Chaotic but is instead Neutral. Bound inside it is a rather savage earth spirit. The axe draws power from its wielder in order to become a mighty magic weapon. Each day, the wielder of the axe can choose to “feed” the axe, sacrificing some of his blood in a strange ritual. This ritual takes 30 minutes and must be done at dawn.
Using the axe, the wielder opens a wound on his person (dealing 1d6 points of damage) and feeds the axe with his own blood. The wielder sacrifices blood in the form of hit points. For each 1d6 hit points sacrificed, the wielder gains a +1 bonus on attack rolls and weapon damage rolls with the axe (to a maximum of +3). Hit points sacrificed to the axe cannot be healed magically, but heal at the rate of 1 point per day. Similarly, the damage caused by the opening of the wound may not be healed by any means until the sacrificed hit points are regained.
There is a chance that the hit points sacrificed to the axe is lost permanently. If the wielder always skips a day in between powering the axe and always powers the axe with the morning ritual, there is no chance of permanent loss. If, however, the axe is fed on consecutive days, there is a 1% chance plus a 1% cumulative chance per consecutive day the axe is powered that hit points sacrificed to the axe on that day is permanently lost. If reduced to 0 hit points as a result of feeding the axe, the wielder becomes a bleeding horror.

The Majestic Wilderlands
Vampire: Kalis, the blood goddess, has created several monsters using the power of blood. The power of blood can infuse mortals with powerful strength and other arcane abilities. However, that power comes at a price of one’s humanity and deadly weaknesses. Kalis has experimented with many ways of infusing the power of blood but the two most common are the vampires and the werewolves.
Vampires are the first of the Children of Blood. Vampires are undead; their immortality and thirst for blood was passed down from Avernus, the first vampire.
Vampire, Avernus: ?

The Midderlands - OSR Bestiary and Setting
Mephistophael, Gormoth, Kan-Thuul, Undead Angel-Demon: ?
Sir Valen the White, Vampire: ?

Ghost: ?
Vampire: ?

The Midderlands Expanded
Undead: Locals tell tales of a Deadlord that visited the island many years ago, and raised the deceased from their graves. The pirates fought back, destroying the Deadlord and his creations. For years after, anyone buried in the defiled earth rose again the following night. These undead would leave Piratetown alone, and walk into the sea, heading northeast, presumably towards Deadford in the Midderlands.
Ghost: ?

The Northlands Saga Complete Swords and Wizardry Edition
Baykok: Baykoks are flying corpses of hunters whose pursuit of game in the Northlands has tainted their souls to continue their passion long after death.
Blood Eagle: A form of torture and execution known as the blood-eagle was long ago outlawed in the Northlands, according to legend at the time when the ancestors of the modern Northlanders first arrived in the Vale. The act was considered too barbarous and devoid of honor and mind’s-worth to be tolerated within Northlander culture, and when discovered its practice resulted in the execution by burning of the offender to completely remove such a twisted and darkened soul from further corrupting Northlander society. Nevertheless, there continue to exist a few individuals depraved or wicked enough to conduct this practice, and the combined animus of the Northlander conscience sometimes causes the victims to return to horrid unlife in outrage over the injustice done them.
The act of the blood-eagle involves forcing the victim facedown on the ground or a sacrificial altar. The victim’s back is then opened with a blade to expose the ribcage beneath. The ribs are broken where they connect to the spinal column and the sides of the ribcage then opened in opposite directions out from the back to simulate bloodstained wings. The victim’s lungs were then likewise pulled out through these gaping wounds in his back. Sometimes the wounds were salted to add a further level of cruelty, but it normally didn’t matter as the victim had usually long-since expired from blood loss, shock, or suffocation.
Execution in this manner was considered a coward’s death that consigned the victim to the shadowy realm of Hel rather than the warriors’ halls of Valhalla. As a result, when it is performed upon a Northlander there is a 10% chance that the victim’s troubled soul reanimates the corpse as a blood eagle 1d4 rounds later. A risen blood eagle usually seeks vengeance upon its executioner, but in these times after the practice was forbidden, the ceremony is usually not performed in the name of justice but by a necromancer or one with similar powers specifically in order to raise the blood eagle and gain command of it.
Bog Hag: In ages past when the Andøvan ruled the region, those ancients would sacrifice to their gods by throwing bound captives into deep kettle ponds and letting them drown. Thus, the bog lands of the Northlands are often the home to bog mummies and, worse, the dreaded bog hag.
Bog hags are wretched creatures, their hair and skin, as well as their clothes, corrupted by their own hatred as well as centuries in a stagnant pond. Their bodies have withered, except where the waters have grotesquely swollen them, and their skin is stretched taut or hangs in loose folds.
These former sacrificial victims have come to hate all life, for to become a bog hag one must have been sacrificed unwillingly.
Bog Horse: A bog horse is the animated corpse of an animal sacrificed by the Andøvan to their gods in ages past by being cast into a bog and allowed to slowly sink to its watery death. Most such beasts become rotting corpses in short time, eventually dissolving entirely in the fetid pools. Those that end up in bogs that create a bog hag find themselves brought back from death into a state of undeath, summoned from their stagnant graves to carry their bog hag mistresses across the dry world.
Bog Hound: Much like the bog hag and bog horse, bog hounds were sacrificed by the ancient Andøvans by drowning them in fetid pools of water. The Andøvans seemed to either not know what undead horrors they were producing, or they simply didn’t care, for some of their victims rose from the dead with hearts full of vengeance.
Even small dogs sacrificed in this way swelled with evil and corruption, so that all bog hounds are the size of a war dog.
Winterwight: ?
Witchfire: ?
Kraki Haraldson, High Koenig, Wight: ?
Folkmar: His downfall came as he was aging, his old wounds catching up to him and driving him to increasingly more desperate acts. His men began to drift away, for there was less and less reward for the increasing risk, and it is hard for an old man to recruit young warriors to his cause when all he has to offer is a lifetime of pillaging. Finally, Folkmar sailed his ship to Yrsa’s Rock and attempted to force the daughter of Skuld to extend his life and give back his youth. Needless to say, he was less than heroic in his endeavor, and instead of being rewarded, Folkmar was cursed for having the temerity to make demands of a child of the gods. For all eternity, he would live, but he would continue to age, as would his ship and his men, cursed to rot yet remain alive.
Thus, he does to this day, an undead apparition of moldering bones leading a crew of rotted men.
Rotted Man: His downfall came as he was aging, his old wounds catching up to him and driving him to increasingly more desperate acts. His men began to drift away, for there was less and less reward for the increasing risk, and it is hard for an old man to recruit young warriors to his cause when all he has to offer is a lifetime of pillaging. Finally, Folkmar sailed his ship to Yrsa’s Rock and attempted to force the daughter of Skuld to extend his life and give back his youth. Needless to say, he was less than heroic in his endeavor, and instead of being rewarded, Folkmar was cursed for having the temerity to make demands of a child of the gods. For all eternity, he would live, but he would continue to age, as would his ship and his men, cursed to rot yet remain alive.
Thus, he does to this day, an undead apparition of moldering bones leading a crew of rotted men.
Barrow King: ?
Spirit of the Slave Master: During the fall of the prince, the slaves ran amok and broke in here to slay their cruel master. He was hacked apart in his bed, and his remains still lay there, frozen beneath the snow-dusted blankets. His spirit haunts this room.
Frozen Acolyte of Althuank: ?
Frozen Temple Guard: ?
Ghastly High Priest of Althunak: 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.
Ghastly Temple Guard Captain: 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.
Ghastly Servant of Althunak: 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.
Sea Ghoul: ?
Wraith, Hvram Kalsong the Third: Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths.
Wraith, She of the Fair Eyes: Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths.
Wraith, Hvram the Half-Born: Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths.
Kelvani, Fetch: Althunak chooses approximately this moment to unleash the rest of his curse. The ice encasing Kelvani cracks open, and he rises as a fetch.
Kaliope, Glacial Haunt: Unfortunately of the many heroes of old who died here, not all sleep well, troubled by the wickedness of Althunak that stirs once again across these frozen plains. The woman Kaliope now exists as a special, and very powerful, glacial haunt.
The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland, Unique Wraith: Sixty years ago, a viking named Sven Oakenfist was famed as a great warrior and a man touched by otherworldly powers. His grandfather was none other than Wotan himself, and his grandmother was an uncommonly comely milkmaid of Gatland who unwittingly tempted the All Father with her beauty. While by no means an immortal scion or demigod in his own right, this lineage did give Sven a spark of divinity and an inhuman courage and ferocity in battle, even allowing him to turn himself into a man-wolf when in the throes of a consuming passion for bloodletting. He led a band of Ulfhandars, savage berserkers who laid their hearts at the feet of Wotan’s darker nature in return for martial prowess and spiritual fulfillment. Sven and his men pillaged and plundered their way across the Northlands in their longship, the Terror of the North, taking great pride in their divine patronage and “heroic” deeds.
While raiding a fishing village along the coast of Estenfird, a peasant boy named Anud fatally stabbed Sven in the back. In his last moments, Sven cursed the boy with prosperity, with wealth, and with fame, for all of sixty-six years, so that in the end, Sven’s wight could come and take it away before Anud’s very eyes.
Skeletal Housecarl: ?
The Shadow of Death, Shadow Bear: In centuries past when the skraelings were more numerous in the western forests, they came to be preyed upon by a beast of terrible savagery and power. It tore through entire villages in its bloodlust before the skraeling tribes managed to trap it within a cave in the Wolf Cairn Mountains where it slowly succumbed to starvation. The beast did not sleep well, though, and on some nights it slips out of its cavern tomb as a shadow of its former self to prey upon those it catches wandering its former woodland home.
Ekimmu Icebound: The godi was killed when he was caught here by the flash freezing that the chamber underwent. Unfortunately, the horrific death and omnipresent taint of Althunak that Hengrid left upon the hall has caused the godi’s spirit to not rest easy.
Brykolakes: Hengrid was heedless of the danger when she arrived here during a storm and drove her ship straight into the beach, causing its beam to snap and many of her crewman to be thrown overboard to drown in the lashing seas. These dead crewman now exist under the waves as 8 brykolakases.
Winterwight, The First Winter King: The wendigo unleashes a single howl from a distance of 120ft, requiring those inside and outside the mound to make a save or be panicked for 1d4+4 rounds. It then swoops into the mound, past the startled characters, and sinks directly into the seated skeleton. This animates the headless First Winter King as a winterwight.
Ghost, Bvalin the Ageless: Though Hengrid dragged the dying Bvalin into this chamber and tied his blade in hand before killing him by nailing him to the statue, the guardian’s duties did not end with his death. Bvalin’s oath to Gunnlöd to guard the Gates of Hell until Ragnarök prevents him from departing the mortal world. He remains here guarding the gate as a ghost.
Death Naga, Hlundel: A great beast from the Ginnungagap called Hlundel challenged Wotan to battle for control of the mead hall of Valhalla. If Hlundel won, he would devour the souls of the warriors found within Valhalla like the serpent Nidhogg feasts on the corpses of adulterers, murders, and oath-breakers. Wotan defeated the beast in battle and cast it down to the Middle World where it was buried under a hill called Skirnyth Crull.
Juju Zombie, Hróarr Skjálgr: These are the Skjálgr Brothers, the last-known victims of Hlundel.
The Skjálgr Brothers were powerful warriors from deep in the Olf Mountains that lived generations ago. It was said that they had the blood of trolls and stood as giants among men. They sought the power that could be had at the testing upon Skirnyth Crull and climbed the hill to claim it. They were never seen again.
A primordial creature known only as Hlundel was buried beneath Skirnyth Crull. The accursed creature longs to escape the prison imposed upon it by Wotan. A mortal who dares can ascend the hill to challenge Hlundel to a battle called the Test of Hlundel. Great glory awaits the victor. Those who are defeated join Hlundel in his cursed corpse-hall beneath the hill. With every victory over its challengers, Hlundel grows closer to breaking free from its earthly prison.
The troll-kin brothers, Hróarr and Örn Skjálgr came to Skirnyth Crull to take the Test of Hlundel nearly two centuries ago. They climbed the hill at sunset and were never seen again.
Juju Zombie, Örn Skjálgr: These are the Skjálgr Brothers, the last-known victims of Hlundel.
The Skjálgr Brothers were powerful warriors from deep in the Olf Mountains that lived generations ago. It was said that they had the blood of trolls and stood as giants among men. They sought the power that could be had at the testing upon Skirnyth Crull and climbed the hill to claim it. They were never seen again.
A primordial creature known only as Hlundel was buried beneath Skirnyth Crull. The accursed creature longs to escape the prison imposed upon it by Wotan. A mortal who dares can ascend the hill to challenge Hlundel to a battle called the Test of Hlundel. Great glory awaits the victor. Those who are defeated join Hlundel in his cursed corpse-hall beneath the hill. With every victory over its challengers, Hlundel grows closer to breaking free from its earthly prison.
The troll-kin brothers, Hróarr and Örn Skjálgr came to Skirnyth Crull to take the Test of Hlundel nearly two centuries ago. They climbed the hill at sunset and were never seen again.
Death Knight, Islaug the Breathless: He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages).

Undead: ?
Banshee: ?
Ghost: ?
Ghoul: The first chamber is where the thralls most loyal to the Jarl of the Seas brought the grave goods that would see him through a long afterlife. Their reward was to be strangled and placed here, perpetual servants of a madman.
He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages).
Ghast: ?
Shadow: ?
Skeleton: However, the statuette is mounted on a vertical ice rod that can be broken if the skull is not lifted directly upward (and even then, a delicate tasks roll must be made successfully). If the ice rod breaks, it sets off a magical alarm that can be heard ringing throughout this level of the palace. This also immediately animates 6 skeletons that spring from the bas-reliefs to attack.
Spectre: ?
Vampire: ?
Wight: All that remains of the former sealing camp are the bones of several seals and fifteen cairns of stone carefully mounded facing the sea. It would be a great sacrilege to disturb these stones, especially if the intention is to loot them. If some foolish character should attempt this, any Northlander NPCs become not only hostile but violently so. Furthermore, any disturbed dead have a 50% chance to rise as wights within 1d2 days, seeking out those who committed the sacrilege.
Wraith: Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths.
Zombie: Six slaves who died here during the punishment of Uth’ilopiq have risen as 6 zombies and still shuffle around in the debris.
Apparition: Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil.
When the palace was abandoned, the 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.
Less than a quarter mile into the pass, the characters come upon the decayed bodies of 3 skraeling warriors and 12 women and children. They appear to have been left to the elements for some time, and are little more than bones covered in places with flesh cracking with dry rot. Strangely, they appear to have been left unmolested by scavengers; their bodies remain whole and their equipment remains with them. Examining the corpses can discern no cause of death. They were actually killed by a release of gas from the lake after a landslide over a year ago. Since the gas that killed them was carbon dioxide, it did not leave any residue to be detected as poison. The skraelings superstitiously avoid the corpses — they do not know the cause but these are not the first they have found over the years — and local scavengers tend to avoid the pass as well out of instinct.
The arrival of Half-Face in the valley has disturbed the peace of these skraelings, and the warriors have arisen as 3 apparitions
Shadow Bear: ?
Crucifixion Spirit: The Jomsvikings used this as a torture chamber where they could question prisoners before the Jomsking Ût had these activities moved into the tower for his personal amusement. Since then, the room has fallen into disuse and its last victim left hanging where he died. This victim has now risen as a crucifixion spirit, an incorporeal image of the prisoner as he appeared in death that suddenly steps from the wall and attacks interlopers.
Bog Mummy: Humanoids killed by a bog mummy rise as bog mummies themselves in 1d4 days unless their bodies are removed from the swamp or a cure disease spell is cast on the corpse.
In ages past when the Andøvan ruled the region, those ancients would sacrifice to their gods by throwing bound captives into deep kettle ponds and letting them drown. Thus, the bog lands of the Northlands are often the home to bog mummies and, worse, the dreaded bog hag.
Long ago, before the Beast Cult took over this site, the original builders placed their honored dead in this bog as sacrifices to their own fell gods. These dead remain, and are now thralls of the cult, rising up as 2 bog mummies every 60ft that the characters travel to kill and drag down trespassers.
Glacial Haunt: Humans who freeze to death in the icy wastes may rise as undead glacial haunts, resembling zombies.
Brine Zombie: Zombies of those who have drowned, with a certain resistance to fire.
Brine zombies are the remnants of a ship’s crew that has perished at sea.
Storms are swift and sudden on the North Sea, and these gales have left the wrack of many a longship of doughty warriors upon some desolate shore or at the bottom of Rán’s domain. As a result, ghost ships crewed by draug and worse haunt the campfire tales of many a stalwart sword brother, and it is not unknown for brine zombies to rise from the surf on a foggy coastal night.
Manning the ship are the common crew of the Jarl of the Seas, a group of wretched men caught in the death curse and fated to continue their existence long after they should have passed to whatever afterlife awaited them.
Juju Zombie: Unfortunately, these are actually all Mulstabhin prisoners that have already been sacrificed and now exist as 48 juju zombies created by the devouring mist that lurks within the barrel marked with an asterisk on the map.
If the characters manage to destroy Mulstabha’s Black Heart, all of the juju zombies and the devouring mist are instantly destroyed as undead that were created using the stone.
Draug: Storms are swift and sudden on the North Sea, and these gales have left the wrack of many a longship of doughty warriors upon some desolate shore or at the bottom of Rán’s domain. As a result, ghost ships crewed by draug and worse haunt the campfire tales of many a stalwart sword brother, and it is not unknown for brine zombies to rise from the surf on a foggy coastal night.
Fetch Horde: Loptr sent agents to slay every inhabitant of Mir and set up a special reception for the characters.
Fetch: If the fetch horde is broken up (reduced to 0hp), 2d6 fetch survive and attack the characters until destroyed.
Greater Shadow: ?
Lacedon, Aquatic Ghoul: Brykolakes's Create Spawn power.
Eyeless Filcher: ?
Spider Lich: ?
Devouring Mist: A stretch of road that leads more or less toward Jem Karteis — at least for a short way — has been used by the Mulstabhins to dispose of and make an example out of many Northlander prisoners that they were able to take in the fighting over the many months of Njal’s invasion. The first hint that the characters will have of this abominable sight will be what appears to be rows of thin, dead, branchless trees growing along either side of the dirt track. As the characters get closer, they see that it is actually ranks of wooden poles ranging in height from 8ft to just over 15ft, and atop each of them is a single skull or the desiccated remains of a bearded Northlander head. Upon getting closer still, the characters see that at the base of each of these poles is the skeletal or desiccated corpse of a Northlander warrior, spread eagle on the ground and held in place by stakes before being ritually disemboweled. Afterward, each of the sacrificed corpses was beheaded and its head mounted on the pole that stands where the corpse’s head should actually be. There are several hundred of these corpses lining either side of this road for almost a mile, fresher corpses lying closer to the city and older corpses lying farther away.
Anyone seeing this foul desecration can recall that this is similar to how the murdered citizens of Hrolfsberg were found. The staking to the ground and ritual disemboweling is a form of human sacrifice, likely to some evil deity or power (if the characters identified the footprints found at The Killing Fields above, then they may be starting to get some inkling of the true situation in Mulstabha). However, the beheading and mounting of the warriors’ heads is something different entirely — like some sort of second religious tradition tacked onto the first. Some of Mulstabha’s legendary diviners use the heads of their slain enemies as a sort of divinatory power. But the ritual sacrifice of the sort displayed here and previously in Hrolfsberg is not something typical of the Mulstabhins’ religious practices.
The fact of the matter is that, like the citizens of Hrolfsberg, the reason and method of the sacrifice of these many Northlander prisoners is a part of the obeisance practiced by the vile Huun for their dark deity Nergal in order to bring them further victory in their conquest, though the characters do not yet have any way of knowing this. The decapitation and head mounting is a part of the Mulstabhin tradition of diviners known as deathspeakers, oracles who claim to receive divine revelation through consorting with the dead. The Grand Necromancer (see Area E in Chapter 1) is ostensibly the head of this tradition, though in truth the one who holds that position is often not a diviner at all (as in the case of Shith Kalhe) and holds only an honorary title as such with the deathspeakers. Like the astrology-based ephemerides, the deathspeakers use their divinatory powers for the masters of Mulstabha to further the interests of their city-state.
In regards to this particular display of the deathspeakers’ practice, the Nergal-worshipping priests of the Huun didn’t care where the sacrifices were carried out so long as they were conducted to honor their foul god. It was the prophecy of a deathspeaker who stated that if the Northlander prisoners were sacrificed along this particular road and their spirits made accessible to the death oracles of the city, then once the road of corpses had reached a certain length the war against the Northlanders would be won. Unfortunately, the deathspeakers and ephemerides couldn’t agree on exactly what length the “Road of Souls” — as they called it — had to be to fulfill the oracle’s prophecy, so for nearly a year a deathspeaker has remained at this site daily consulting the spirits of the dead to find the answer and the means to finally defeat the Northlanders. A deathspeaker remains at the site even now, walking among the poles and using a hooked staff to carefully bring down one skull after another to seek to gain its secret knowledge. It just so happens that the deathspeaker here today is the most powerful member of the order and second only to the Grand Necromancer in rank, so important are the current portents believed to be. When the characters arrive, he spots them unless they are particularly stealthy and attempts to hide among the ranks of poles. If spotted and attacked, he taps upon the necromantic power inherent to this site and calls forth the host of cursed spirits that have been trapped here by the foul work of the Huun and the deathspeakers. These spirits rise as a devouring mist composed of motes of negative energy that are equal parts necromancy and malice that fight for the deathspeaker.
At the Road of Souls, Deathspeaker Artrais can call forth the spirits of the sacrificed Northlander dead. This takes a full round but cannot be disrupted by attacks or damage. On the following round, the spirits of the dead Northlanders rise as a devouring mist under the control of the deathspeaker.
Victims of a devouring mist turn into devouring mist in 1d4 rounds.
If the characters manage to destroy Mulstabha’s Black Heart, all of the juju zombies and the devouring mist are instantly destroyed as undead that were created using the stone.
Mohrg: ?
Flenser Huntmaster: ?
Ghoul Dire Wolf: ?
Hanged Man: ?
Cadaver Lord: ?
Skeleton Warrior: He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages).
Crimson Ghoul: He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages).
Skeleton Horde: This is the army brought forth by Islaug the Breathless from the now-exposed tunnels of the bitumen mines that ran underneath the field of battle. It is composed primarily of skeletons and zombies, all of which are stained black with long exposure to the bitumen mines, and more than a few of which are actually still on fire from the explosion. Assorted ghouls and more intelligent undead are mixed among these hordes, but not enough to constitute an army of their own or change the overall complexion of these armies.
Zombie Horde: This is the army brought forth by Islaug the Breathless from the now-exposed tunnels of the bitumen mines that ran underneath the field of battle. It is composed primarily of skeletons and zombies, all of which are stained black with long exposure to the bitumen mines, and more than a few of which are actually still on fire from the explosion. Assorted ghouls and more intelligent undead are mixed among these hordes, but not enough to constitute an army of their own or change the overall complexion of these armies.

The Northlands Series 3: The Drowned Maiden (S&W)
Brykolakas: The illusion of its movement is caused by 3 brykolakas, rotting humanoid corpses with sunken eyes and bluish-gray skin that are animated by a ravenous diseased fury to prey upon the living.
Narwight: Not just ordinary narwhals that have been transformed into wights, narwights are actually the undead remnant of an entire species of sentient whale-like creatures called primecetans. In fact, narwights represent all that remains of the primecetan race, apparently the result of some primordial cataclysm that destroyed all primecetans that were not transformed into narwights. Whether this ancient cataclysm caused all surviving primecetans to become narwights or if some ancient primecetans used necromancy to transform themselves into narwights to escape the cataclysm is unknown.
The creature that the characters face is a narwight, a powerful undead creature of the depths infused with the dark powers of the Underworld.
Vampire: ?
Wight: ?
Sings-To-The-Deep-He-That-Cometh, Narwight: ?
Cold-On-Darkness-Below-In-Blood, Narwight: ?
Bones-Of-The-Sea-Evermore, Narwight: ?
Elder Narwight: ?

The Northlands Series 4: Oath of the Predator (S&W)
Tree Ghost: ?
Elk-Running, Groaning Spirit: Unfortunately, Elk-Running has been exposed to the powerful corruption of the Black Oak for many long years, and its effects have been held at bay only by the magic of the circle. If the characters are successful in breaking the circle’s enchantment, the years of dark magic it has contained suddenly floods in upon the Nûk woman, and she falls to the ground, writhing in pain as evil energy visibly devours her. Sores and wounds open on her body as the energy engulfs her. If quick-thinking characters immediately begin casting healing spells to protect Elk-Running, they can protect her from the negative effects of the tree’s corruption if they give her the equivalent of 20 hp of healing within 3 rounds. Otherwise, at the end of the third round she is fully consumed by the long-denied dark forces of the tree, leaving only her equipment and empty clothing behind. Worse than even this fate, Elk-Running rises in 1d6 rounds as a groaning spirit and pursues the characters for vengeance until destroyed.
Wight: These poor souls are the last wretches who died in the service of Thorvald’s ill-fated quest into the deep woods. The life-sapping energy of the Black Oak, combined with Ivar’s oath, have bent them to the service of the evil power whose temple lies at the farthest height of the tree.
Thorvald the Betrayed, Blood Wight: When Ivar betrayed and murdered his friend and mentor in the name of dark powers, he cut the hero’s throat and drained his blood into the pool at the roots of the Black Oak. From this morass of blood and vile mud, Thorvald’s spirit rose again as a vengeful blood wight.

The Northlands Series 5: The Hidden Huscarl (S&W)
Ghast: ?
Entrade, Vampire: ?
Vampire Spawn: ?

The Northlands Series 6: One Night in Valhalla (S&W)
Fallen Northlander: The red eyes belong to 5 fallen Northlanders brought into Valhalla by the same power as that behind the thieves. They are ghostly images of armed and armored Northlanders (much like the characters) who were once-noble warriors denied the honor of a proper burial or funeral pyre and now find their souls at the mercy of the goddess Hel, their wills twisted to her dark purposes.
Mimir, Demi-Lich: ?

The Rising Dark: An Introduction to Agraphar
Undead: The people of Agraphar believe that when you die, you either reincarnate if your soul has not yet advanced enough to ascend, or you are taken to one of two places. If you have led a good and virtuous life, you are ascended; valkyries of the heavens descend, and you are taken to the cosmic landscape of the Beyond, where the gods dwell, and you are cast in to the role of soldier in the never ending war between the light and chaos. Most often, a man who has proven himself a virtuous or determined soul who is a master of his craft is believed to ascend as such to the heavens. If, however, you are a vile and wicked person, and you revel in misery, then you are most likely cast down, dragged by the shadow demons of the underworld to the underworld below even the subterranean realms of Agraphar, where you are shaped in to one of the nameless demons of the horde of chaos, turned in to an undead being, or worse. A few wicked souls go willingly, and they are often promoted, it is said, to sadistic roles as archdemons and lords of undeath. Some people lose their way, or are so tangled with the affairs of their living self that they come back as ghosts and spirits to haunt the land; some demonic beings have powers so vile that they can cause this to happen to otherwise good souls, severing the celestial cords that bind the soul to the heavens of the afterlife.
Lord of the undead, Maligaunt is an enigmatic being who is said to have been the first mortal of Agraphar to master the existence of undeath.
Lich, Varimoth: The necromancer Crotus perished, but his acolyte Varimoth lived and has stolen his master’s secret cache of lore, allowing himself to become a lich! (The Rising Dark: An Introduction to Agraphar)
Burning Skeleton: ?

The Treasure Vaults of Zadabad [Swords & Wizardry]
Undead Bodyguard: ?
Shrunken Head of Bartholeus: ?
Plague Wraith: The founding of the village of Sindanore was not the first time in history that Kalmatta was used as a plague colony. Generations before, the small islands called The Damned Cays were used as a settlement for sufferers of vermilion ague, a terribly infectious disease. When the fever broke out on the mainland, warships arrived and slaughtered all of the colonists and torched the settlements.
Today the islands are universally avoided by the villagers at Sindanore, as well as the few ships that navigate The Plague Waters. Old timers in the village tell tales that the spirits of the betrayed colonists haunt the islands and devour any who dare stay on the cays after nightfall.

Ghoul: Inside the coffins are the cursed remains of 4 criminals who were meant to guide the dead king through the perils of the underworld to paradise.
Book of the Dead magic item.
Mummy: ?
Demi-Lich: Book of the Dead magic item.

Book of the Dead
This is an age-blackened book constructed of thin sheets of bronze. It has only one purpose, and that is to be used with The Bell of Khodun Nudohk and The Candle of Khodun Nudohk to resurrect a mortal. The ritual described in the book must be performed by a magic-user or cleric. Additional casters may help in the ritual, for up to 11 total participants.
Some remains of the deceased must be present (although it can be a very small part, even a finger bone or some teeth will work), The Bell of Khodun Nudohk must be struck to summon the spirit of the deceased, and The Candle of Khodun Nudohk must be lit to bind the spirit in place until the ritual is finished, 12 hours later.
At that time the primary caster must make a Save. If successful the deceased is returned to life, completely healthy and healed of any adverse effects, and at the same age, appearance and general condition as the time of death. Each additional assistant that participates in the ritual adds 1 to the Save.
If the Save fails, the deceased instead reanimates as a ghoul. If a natural 1 is rolled on the Save, the spirit of the deceased is bound to the body but it remains in a state of undeath, becoming a powerful demi-lich with only one purpose; kill all those responsible for the ritual!

The Winter Witch for Swords & Wizardry
Child Spirit, Navky: The navky is the ghost of a child that has died due to starvation or hunger.
Child Spirit, Utburd: The utburd is locked to this realm to perform a task. The task is to get revenge on the mother who killed it. The name comes from an old Scandinavian word meaning the child who was carried outside, meaning many were originated from children left out to die from exposure.
Draugr: A Draugr is the undead remains of an ancient warrior, generally found only in its ancient crypt.
Draugr Greater: The greater draugr are undead warriors who often are cursed into being so by a wizard or god or have made a pact to protect their loot or personal possessions into death itself.
Undead Warrior: ?
Giant Frost Giant Undead: ?
Wight: ?
Vampire: ?
Undead: ?
Skeleton: ?
Zombie: ?
Mummy: ?
Lich: ?
Hungering Undead: ?
Ghoul: ?
Ghost: ?

The Witch for Swords & Wizardry White Box
Poltergeist: ?
Poltergeist Bell Witch: This spirit is similar to the poltergeist, save that the person the spirit comes from is a particularly powerful and evil witch.
Rusalka, Water Witch: In all cases the Rusalka is the undead spirit of a young woman that had drowned. The circumstances of her death vary; some say she drowned without being baptized first, others again say she died while drowning her own children (which will sometime result in a Navky or Utburd). But most say the surest way to become a Rusalka is to be a witch.
The victim she chooses is often tied to her reason for dying. If she committed suicide over love or was spurned by a lover she will go after victims that remind her of her former love. If she was cursed for drowning a child, then she preys on children or mothers with small children. Rusalkas that were drowned for witchcraft will seek out victims that remind her of her captors; men of religion, war or other magic-using characters.
Wraith: ?
Zombie: Cauldron of the Dead magic item.
Skeleton: Cauldron of the Dead magic item.
Undead: ?
Undead Warrior: Legend has it that casting the teeth of dragons will result in the rise of undead warriors.
Corporeal Undead: ?
Ghost: ?

Cauldron of the Dead: This heavy cauldron of dark iron is large enough to accommodate a Medium-sized creature. When filled with a mixture of water and rare herbs, the cauldron transforms any dead body placed in it into a zombie or skeleton per the animate dead spell (the user chooses whether or not a zombie or skeleton is created from an intact corpse). Each corpse animated uses up 50 gp in materials and the cauldron can animate a corpse in one round. The user of the cauldron commands the undead so created, up to 2 HD per character level, any further undead created over this limit are under the owner’s control, but previously created undead are freed.

The Witch: Hedgewitch for the Hero's Journey RPG
Gloaming: It is the undead creature of a large predatory animal.

Tomb of the Iron God
Skeleton: ?
Zombie: ?
Ghoul: Anyone killed by the Eater of the Dead becomes a ghoul under the Eater's command, rising within one round.
Glowing Skeleton: ?

Tome of Adventure Design
Ghost Shipwreck: ?
Undead Giant Crab Carapace: ?

Undead: In folklore, almost all undead creatures arise from some sort of break in the normal life cycle as that culture defines the life cycle (and that’s not always the same in all cultures). Some ceremony wasn’t performed – often burial or last rites, or some action taken by the undead person during his life represented a breach of the natural order of things.
Table 2-64: Basic Types of Undead Creatures
Die Roll
Undead Type
01-04
Corporeal, genius, non-reproductive
05-08
Corporeal, genius, reproduces through prey
09-12
Corporeal, non-intelligent, non-reproductive
13-16
Corporeal, non-intelligent, reproduces through prey
17-20
Corporeal, semi-intelligent, non-reproductive
21-24
Corporeal, semi-intelligent, reproduces through prey
25-28
Incorporeal, genius, non-reproductive
29-32
Incorporeal, genius, reproduces through prey
33-36
Incorporeal, non-intelligent, non-reproductive
37-40
Incorporeal, non-intelligent, reproduces through prey
41-44
Incorporeal, semi-intelligent, non-reproductive
45-48
Incorporeal, semi-intelligent, reproduces through prey
49-52
Non-human corporeal, intelligent, non-reproductive
53-56
Non-human, corporeal, intelligent, contagious Undeath
57-60
Non-human, corporeal, non-intelligent, contagious Undeath
61-64
Non-human, corporeal, non-intelligent, non-reproductive
65-68
Non-human, corporeal, semi-intelligent, contagious Undeath
69-72
Non-human, corporeal, semi-intelligent, non-reproductive
73-76
Non-human, incorporeal, intelligent, contagious Undeath
77-80
Semi-corporeal, genius, non-reproductive
81-84
Semi-corporeal, genius, reproduces through prey
85-88
Semi-corporeal, non-intelligent, non-reproductive
89-92
Semi-corporeal, non-intelligent, reproduces through prey
93-96
Semi-corporeal, semi-intelligent, non-reproductive
97-00
Semi-corporeal, semi-intelligent, reproduces through prey
Table 2-65: Causes of Intelligent Undeath
Die Roll
Cause of Intelligent Undeath
01-10
Cursed by enemy
11-20
Cursed by gods
21-30
Disease such as vampirism
31-40
Prepared by others for Undeath, at or before death (unwillingly)
41-50
Prepared by others for Undeath, at or before death (willingly)
51-60
Prepared self for Undeath, during life
61-70
Rejected from underworld for some reason
71-80
Returned partially by actions of others
81-90
Returned to gain vengeance for own killing
91-00
Returned to guard location or item important to self during life
Table 2-66: Preparations for Intelligent Undeath
Note that some of these preparations might be voluntary on the part of the person being prepared for intelligent Undeath. Other preparations described on this table would be the activity of someone else, with or without the consent of the person being prepared.
Die Roll
Preparation
01-10
Actions are taken to ensure that a god will curse the soul with intelligent undeath
11-20
Corpse/body is preserved/prepared in such a way that the soul (or life force) cannot depart
21-30
Living body parts incorporated into corpse keep it “alive”
31-40
New soul brought into dead body
41-50
Pact with gods/powers of afterlife to reject soul
51-60
Physical preparation raises body with echo of former intelligence
61-70
Physical preparation raises body with full former intelligence
71-80
Ritual binds soul to a place
81-90
Soul captured by ritual, kept in the wrong plane of existence
91-00
Soul captured in item to prevent completion of the death cycle
Table 2-67: Breaks in the Life Cycle
As mentioned above, most Undeath traditionally results from a break in the natural order of the victim’s life cycle. Looking through the following wide assortment of such “breaks” may give you some good ideas for specific details about your undead creature.
Die Roll
Nature of the Break (d100)
01
Deliberately cursed at death by others for actions during lifetime
02
Died after committing crime: Arson
03
Died after committing crime: Assault
04
Died after committing crime: Bankruptcy
05
Died after committing crime: Battery
06
Died after committing crime: Begging
07
Died after committing crime: Blackmail
08
Died after committing crime: Blasphemy
09
Died after committing crime: Breach of contract
10
Died after committing crime: Breach of financial duty
11
Died after committing crime: Breaking and entering
12
Died after committing crime: Bribery
13
Died after committing crime: Burglary
14
Died after committing crime: Cattle theft or rustling
15
Died after committing crime: Consorting with demons
16
Died after committing crime: Counterfeiting
17
Died after committing crime: Cowardice or desertion
18
Died after committing crime: Demonic possession
19
Died after committing crime: Desecration
20
Died after committing crime: Disrespect to clergy
21
Died after committing crime: Disrespect to nobility
22
Died after committing crime: Drug possession
23
Died after committing crime: Drug smuggling
24
Died after committing crime: Drunkenness
25
Died after committing crime: Embezzlement
26
Died after committing crime: Escaped slave
27
Died after committing crime: Extortion
28
Died after committing crime: False imprisonment
29
Died after committing crime: Fleeing crime scene
30
Died after committing crime: Forgery
31
Died after committing crime: Forsaking an oath
32
Died after committing crime: Gambling
33
Died after committing crime: Grave robbery
34
Died after committing crime: Harboring a criminal
35
Died after committing crime: Harboring a slave
36
Died after committing crime: Heresy
37
Died after committing crime: Horse theft
38
Died after committing crime: Incest
39
Died after committing crime: Inciting to riot
40
Died after committing crime: Insanity
41
Died after committing crime: Kidnapping
42
Died after committing crime: Lewdness, private
43
Died after committing crime: Lewdness, public
44
Died after committing crime: Libel
45
Died after committing crime: Manslaughter
46
Died after committing crime: Misuse of public funds
47
Died after committing crime: Murder
48
Died after committing crime: Mutiny
49
Died after committing crime: Necromancy
50
Died after committing crime: Participating in forbidden meeting
51
Died after committing crime: Perjury
52
Died after committing crime: Pickpocket
53
Died after committing crime: Piracy
54
Died after committing crime: Poisoning
55
Died after committing crime: Possession of forbidden weapon
56
Died after committing crime: Prison escape
57
Died after committing crime: Prostitution
58
Died after committing crime: Public recklessness
59
Died after committing crime: Racketeering
60
Died after committing crime: Rape
61
Died after committing crime: Receiving stolen goods (fencing)
62
Died after committing crime: Robbery
63
Died after committing crime: Sabotage
64
Died after committing crime: Sale of shoddy goods
65
Died after committing crime: Sedition
66
Died after committing crime: Slander
67
Died after committing crime: Smuggling
68
Died after committing crime: Soliciting
69
Died after committing crime: Swindling
70
Died after committing crime: Theft
71
Died after committing crime: Treason
72
Died after committing crime: Trespass
73
Died after committing crime: Using false measures
74
Died after committing crime: Witchcraft
75
Died after violating taboo: dietary
76
Died after violating taboo: loyalty
77
Died after violating taboo: marriage
78
Died after violating taboo: sexual
79
Died as a glutton
80
Died as a miser
81
Died as coward
82
Died deliberately
83
Died unloved and unmourned
84
Died while a slave
85
Died while owning slaves
86
Died without children
87
Died without dying (I don’t know, but it sounds good)
88
Died without fulfilling contract
89
Died without fulfilling oath
90
Died without honor (marriage or parenthood)
91
Died without honor (traitor)
92
Died without manhood/womanhood rites
93
Died without marrying
94
Died without proper preparations for death
95
Died without properly honoring ancestors
96
Died without tribal initiation
97
Eaten after death
98
Not buried/burned
99
Not given proper death ceremonies
100
Not given proper preparations for afterlife
Table 2-68: Manner of Death
The manner in which an undead creature might have died can give rise to good ideas about the nature of the creature’s abilities, appearance, and motivations (if it is an intelligent form of undead).
Die Roll
Manner of Death
01
Burned in fire
02
Burned in lava
03
Cooked and eaten
04
Crushed
05
Defeated in dishonorable combat
06
Defeated in honorable combat
07
Died during a storm
08
Died during harvest time
09
Died during peacetime
10
Died in a swamp
11
Died in particular ancient ruins
12
Died in the hills
13
Died in the mountains
14
Died near particular type of flower
15
Died near particular type of tree
16
Died of disease
17
Died of fright
18
Died of natural causes
19
Died of thirst
20
Died while carrying particular weapon
Die Roll
Manner of Death
21
Died while carrying stolen goods
22
Died while wearing particular garment
23
Died while wearing particular piece of jewelry
24
Drowned
25
Executed by asphyxiation
26
Executed by cold
27
Executed by drowning
28
Executed by exposure to elements
29
Executed by fire
30
Executed by hanging
31
Executed by live burial
32
Executed by starvation
33
Executed by strangulation
34
Executed by thirst
35
Executed despite having been pardoned
36
Fell from great height
37
Frozen/hypothermia
38
Heart failure
39
In the saddle
40
Killed by a creature that injects eggs
41
Killed by a deception
42
Killed by a jealous spouse
43
Killed by a jester
44
Killed by a lover
45
Killed by a lynch mob
46
Killed by a traitor
47
Killed by a trap
48
Killed by accident
49
Killed by ancient curse
50
Killed by birds
51
Killed by blood poisoning
52
Killed by demon
53
Killed by dogs/jackals
54
Killed by gluttony
55
Killed by insect(s)
56
Killed by inter-dimensional creature
57
Killed by magic
58
Killed by magic weapon
59
Killed by metal
60
Killed by mistake
61
Killed by own child
62
Killed by own parent
63
Killed by particular type of person
64
Killed by poisonous fungus
65
Killed by poisonous plant
66
Killed by pride
67
Killed by priest
68
Killed by relative
69
Killed by soldiers during battle
70
Killed by some particular monster
71
Killed by strange aliens
72
Killed by undead
73
Killed by wine or drunkenness
74
Killed by wooden object
75
Killed for a particular reason
76
Killed in a castle
77
Killed in a particular place
78
Killed in a tavern
79
Killed in particular ritual
80
Killed in tournament or joust
81
Killed near a particular thing
82
Killed on particular day of year
83
Killed under a particular zodiacal sign (i.e., a particular month or time)
84
Killed under moonlight
85
Killed underground
86
Killed while exploring
87
Killed while fishing
88
Killed while fleeing
89
Killed while hunting
90
Killed while leading others badly
91
Killed while leading others well
92
Murdered
93
Sacrificed to a demon
94
Sacrificed to a god
95
Sacrificed to ancient horror
96
Starved to death
97
Strangled
98
Struck by lightning
99
Struck down by gods
100
Tortured to death
Dexterity Loss. The attack drains one or more points of dexterity from the victim. The attacker may or may not gain a benefit from the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept. If the victim reaches a dexterity of 0, one of several things might happen: the victim might die and become a creature similar to the attacker (this is common with undead, but a bit weird when dexterity is the attribute score being drained). One explanation for death at 0 dexterity is that the body’s internal systems (circulatory, etc) are no longer working in time with each other.
Zombie: Animated bodies need not be the result of black magic (which is the case for, say, the standard zombie).
Individual Curse Death Magic.
Ghoul: ?
Skeleton: ?
Ghost: ?
Vampire: ?
Wraith: Individual Curse Death Magic.

Individual Curse Death magic (saving throw) possibly combined with something unpleasant that happens after death (becoming a zombie or a wraith, for instance)

Tome of Horrors Complete - Swords and Wizardry Edition
Apparition: Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil.
On that day twenty years ago, how could the old mage know he was sitting down to his last meal? It had been a common enough day, filled with researches into the recesses of the labyrinthine halls of the dungeon and little real success - always more questions than answers. He and his small retinue of apprentices had sat down around the old stone table in the room they called the “Grand Tomb”. The table was made of marble, with a sculpture worked into the top depicting a gaunt man in full armor, hands clasped around a two-handed axe that extended all the way down to his pointed feet. An oddity to be sure, for the mage was quite sure it was not a repurposed sarcophagus lid - maybe a trophy memorializing a fallen foe? There they sat, the hired man bringing in a platter of boiled mushrooms they had discovered in a reeking cavern, a mismatched collection of found goblets and tankards holding souring wine, hard tack and salt pork spread out before them on the table. So involved were they with the feast and a good natured exploration into the meaning of the holes that dotted the floor of the Grand Tomb, they didn’t notice the hiss of gas making its way through those holes, or the silent sliding of stone doors into place blocking their escape. And so, they died, coughing and hacking. And now, as soon as the party finds a way through that stone slab, the brave adventurer will discover the final fate of that mage and his apprentices, now 1d3+1 apparitions, still collected around the weird table wondering what it all means.
Bhuta: When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit, called a bhuta, possesses its original body and seeks out those responsible for its murder.
It was twelve years ago, twelve dark years, that the countess ended a night of debauchery by toppling into an open well. Her husband, a knightly rake known mostly for his womanizing and misfortune at the card table, immediately had the well sealed and a small memorial in her honor built nearby and then took the throne and coronet and began his rule as “the wastrel count”.
It was a neat piece of work by the count, for his ex-wife’s corpse, now risen as a bhuta, is physically incapable of getting through the seal.
Bleeding Horror: Created by the axe of blood, these foul undead creatures drip with the blood they were so willing to sacrifice to the hungry blade.
Bloody Bones: Their true origins are unknown, but they are believed to be the undead remains of those who desecrate evil temples and are punished by the gods for their wrongdoings.
Bog Mummy: Humanoids killed by a bog mummy rise as bog mummies themselves in 1d4 days unless their bodies are removed from the swamp or a cure disease spell is cast on the corpse.
The mummy was a common thief that was strangled and thrown into the holy waters that are marked with a runic pillar.
Bogeyman: ?
Bone Cobbler: The sculptor of idols was never as reverent as his customers. His last object d’art was an idol of the love goddess for a shrine located out in the sticks. His progress on this particular sculpture had been hampered by the presence of his model, a peasant girl of very pleasing face and figure.
Alas, a fortnight ago the maiden’s paramour got wind of her new position and, with two boon companions struck, bashing the sculptor’s head in and making a terrible mess of his workshop.
By the next night, one of the murderers had disappeared, his hovel turned into a bloody mess. The others followed, but the disappearances did not end with the trio of killers. In all, twenty villagers have gone missing. After the first five disappeared, the stripped bones of the others began to crop up, often jumbled and put together into bizarre shapes.
Brykolakas: ?
Kalanos: Any humanoid slain by a brykolakas rises as a kalanos in 1d4 days under the creature’s control.
Cadaver: A creature slain by a cadaver lord awakens in 1d4 rounds as a cadaver.
He’s been traveling from town to town for a month now collecting the dead. He has no intention of burying the dead he collects, however. Instead, he takes the corpses outside town and dumps them in secluded spots where they won’t be found. His callousness has caused many of the unburied corpses left in his wake to rise as cadavers focused on finding the false undertaker.
Cadaver Lord: ?
Coffer Corpse: The coffer corpse is an undead creature formed as the result of an incomplete death ritual.
Corpse Candle: An ancient hag was drowned in chamber 50 years ago when she tried to raise the dead to do her bidding. The crone rose as a corpse candle that haunts the crypts, although she prefers to remain in this chamber. Her bones lie at the bottom of the watery pit.
Crucifixion Spirit: Six boulders stand upright on the edge of the Corros Desert, the 10-foot-wide flat sides of each massive stone turned to face the harshest winds blowing off the burning sands. Heavy links of black chain wrap around each rock. Shackled to the rocks by red-hot metal manacles are six blackened bodies. Their faces and skin are sandblasted away, leaving them unidentifiable. Each was a thief sentenced to death and chained to the Rocks of Woe. The bodies are suspended against the superheated rocks. A man’s head pokes out of the sand in front of the rocks, his wiry hair flapping in the harsh winds. His skin is streaked with blood. The howling winds drown his screams.
Four of the dead men hung on the rocks were killers and thugs who deserved their gruesome fate. Two were innocents wrongly convicted by Magistrate Chesle, the corrupt judge now buried up to his neck in the shifting sands. The innocent victims died horrible deaths on the rocks, and rose mere hours later as crucifixion spirits intent on revenge.
Crypt Thing: Create Crypt Thing spell.
Crypt Guardian: ?
Darnoc: The darnoc are said to be the restless spirits of oppressive, cruel, and power hungry individuals cursed forever to a life of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life.
Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds.
The ruler of the walled city-state was beside himself with worry. How was he to know that killing his exchequer would result in such calamity - after all, he had probably killed about one minister a month since he took the throne as a young man. Always the exchequer stood by, giving wise council and finding ways to fund the king’s schemes.
But at the thought of giving the king his youngest daughter before her wedding day the minister balked, and for that he had to be killed. Death, however, did not part the exchequer from his post, for the next day his replacement fled in panic at the sight of the old man sitting in the treasury counting the coins.
Demi-Lich, Demilich: ?
Akhjila Harn, Demi-Lich: This is the burial vault of Akilha Harn, a little-known wizard from ancient times. In her day, she ruled a small kingdom with fear and cruelty. In her quest for immortality, she turned to lichdom. As an undead, she had her skull removed and replaced with one of copper (its location and terrible powers have yet to be discovered). She then created a staff of incredible power and topped it with her own skull. She ultimately evolved into the demilich that was placed in this vault.
Demiurge: 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 source of their destruction was the burning of a foreign woman in front of the church - the charred post and bones and a pile of ashes still in evidence. The villagers believed her a witch, come to spread a pox among their cattle. Moments after the poor woman died, the grim villagers witnessed in horror her spectral image stepping out of the holocaust.
Draug: The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently.
Fear Guard: ?
Fetch: ?
Fire Phantom: ?
Fye: ?
Faen Tiensa, Fye: This is the tomb of Faen Tiensa, the beloved wife of Glaeran the Faithful. Glaeran was a high priest who had more devotion to his spouse than his own deity. The deity cursed Glaeran to an existence as a fye tied to this monument to his wife.
Gallows Tree Zombie: The gallows tree slices open victims for their organs, then fills them with a greenish sap that turns them into gallows tree zombies. The newly created undead rises in 1d4 days.
Ghoul Cinder: The priests of the fire maiden Incindreia routinely sacrifice victims by setting them on fire. The bowls of ash contain the collected remains of a married pair of clerics caught by the wicked priests while on their honeymoon. The spirits of the clerics now rise as cinder ghouls from the brass bowls in a swirl of ash and bone fragments to attack anyone approaching the altar.
Ghoul Dust: ?
Dust Zombie: Once per day, a dust ghoul can animate 11d4 dust zombies.
Ghoul-Stirge: The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment conducted in ages past by a group of evil and insane necromancers.
Grave Risen: ?
Groaning Spirit: The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.
The spirit once belonged to an elf, the victim of a murderous baker on the High Street.
Undead Treant: ?
Hanged Man: ?
Haunt: The haunt is the spirit of a person who died before completing some vital task. A haunt inhabits an area within 60 feet of where its body died and never leaves this area.
Hoar Spirit: Hoar spirits are believed to be humanoids that freeze to death and are doomed to haunt the icy wastes.
Huecuva: 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.
Three days prior, the chief inquisitor of the church rode into town on a palfrey and ordered the parish priestess and her acolytes taken into custody. After a hasty trial in which evidence of involvement in the slave trade was presented, the priestesses were cast into the great hearth of the temple (the temple being dedicated to the hearth goddess). It was a terrible shock for the people to see their beloved priestesses accused, convicted and summarily slain (especially in so terrible a manner), but it was an even more terrible shock to see them emerge from the flames as smoldering skeletons and strangle the inquisitor.
Lantern Goat: ?
Lich Shade: Lich shades are evil creatures who attempted to achieve lichdom but failed.
Ashten Un Shorn, Lich Shade: The tower belonged to Ashten Un Shorn, a magic-user who died during an attempt to transition to lichdom. A single mistake in the ritual resulted in the blast that destroyed her tower. Ashten now haunts the upper floors as a lich shade, and slays all who seek her treasure.
Mortuary Cyclone: ?
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 into unlife and revive the soul as a mummy of the deep.
Murder Crow: ?
Murder-Born: Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit.
The inn was an orphanage before tragedy befell nearly 75 years ago. At the time, a young woman who worked with the orphans found herself pregnant by a fisherman who never returned from the harsh waters. She hid her shame, but the townsfolk soon knew of her condition. The fisherman’s parents blamed her for leading their boy to distraction – and ending with his death on the open waters.
Their hatred bubbled over in their second son, who took a ragtag bunch of hooligans to help convince the girl to leave the village. One thing led to another, and the girl was murdered and her body boarded up within the walls. No one looked too hard for the missing woman.
It was a year after her murder that the screams began in the orphanage’s walls.
The inn is the home of murder-born twins that hide in the walls where they and their mother were killed and their bodies still rest.
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.
Ooze Vampiric: Some think the vampiric ooze was created by a lich using ancient and forbidden magic. Others believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it.
Paleoskeleton Triceratops: A paleoskeleton triceratops is the fossilized remains of a long-dead dinosaur.
Phantasm: ?
Phantom: Phantoms are translucent spirits of creatures that died a particularly violent death.
In a crossroads of the dungeon you discover an iron chest, the surface of which it pitted and marred. About 30 feet away from the chest there is a skeleton that looks as though its clothing and leather armor was dissolved by acid. The acid is actually a trap activated by opening the chest, which is locked. The acid pours from the joints between the stones that make up the arched ceiling. If a person fails their saving throw, the acid pours on him and causes 1d6 points of damage per round until washed away with at least 1 gallon of water. To make matters worse, the skeleton’s spirit now occupies the area as a phantom, making it difficult for adventurers to get through the intersection.
Poltergeist: The gallery was once owned by a subterranean warlord, a master of many orc tribes who was inordinately fond of his own face. A sculptor and amateur magic-user had the misfortune to have fallen into his hands on his first delve and was pressed into service as his “court sculptor”. In time, he lost his mind and killed the warlord, dying seconds afterward by the hand of an orc archer. The orcs plundered their former master’s underground lair and left, and so were not present for his rise as a poltergeist.
Rat Shadow: ?
Rawbones: Standing in the middle of the collapsed castle is a 20-foot-tall metal spike radiating cool silver light. The spike looks like it was cast down from the heavens to strike the center of the castle and punched all the way through to its stone foundation. Symbols of the god of justice are branded into the sliver. The silver needle is clawed and slashed, and dark blots are burned across its surface.
Three innocents held in shackles in the dungeon didn’t survive the explosion that leveled the castle. They died underground, choking on the rock debris filling the tunnels around them. The three are now rawbones who clawed their way through the rocks. They slashed at the silver lance to exact their revenge, but went unsatisfied.
Red Jester: Fifty years ago, King Jepson IV demanded a joke, one so funny it would leave him laughing for days. But when his court jester couldn’t deliver the perfect punchline, the king had him executed and his body tossed in the rubbish pile as a warning to future funnymen. But the jester took his job seriously and rose from the dead a night later. His corpse staggered from the kingdom, asking everyone he met for a joke that would allow him to return and please his king. He’s still looking.
Shadow Lesser: ?
Skeleton Black: ?
Skeleton Warrior: The skeleton warrior is a lich-like undead that was once a powerful fighter of at least 8th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet.
Skulleton: Skulletons are undead creatures believed to have been created by a lich or demilich, 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 painted glass (worthless).
The skulleton is thought to have been created to detour would-be tomb plunders in to thinking they had desecrated the lair of a demilich.
Soul Reaper: ?
Spectral Troll: ?
Undead Raven Swarm: The Blood Marshes
The ground seems to bleed in the marsh fields. The ground seeps blood from a cursed war that took place eons ago. Ghosts and spirits haunt the bloody fields, each forever seeking an end to their cursed existence. Fresh corpses and ancient relics of battle churn up through the soft earth, only to be slowly swallowed again.
Ravens that drink from the bloody marsh die and sink into its depths. By midnight, these unfortunate birds rise again as an undead raven swarm that flies off into the night to wreak havoc.
When killed, a murder crow explodes into a murder of undead ravens.
Swarm Shadow Rat: ?
Died Piper: ?
Wight Barrow: Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed.
The hill is 30 feet in diameter. It contains a barrow tomb holding the cremated remains of a neolithic king and his four wives, who were buried alive. Unlike the happily cremated king, the four wives have not rested peacefully. Their horrified spirits reanimated their corpses, turning them into barrow wights.
Wight Blood: ?
Wolf Ghoul: ?
Dire Ghoul Wolf: ?
Wolf Shadow: ?
Zombie Brine: 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.
So it was, a month ago, that the Kingfish left the port with a load of ironwood and a bit of sabotage. It went down about 10 miles off shore and its crew has been walking along the bottom ever since to enact their revenge on the prince and his precious city.
If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently.
Zombie Corpsespun: Corpsespun zombies are the victims of a corpsespinner, whose poison animates the dead as an automaton sheathed in webs. The victim’s insides are replaced by thousands of tiny spiders crawling over its body and into and out of its ears, eyes, and mouth. These spiders take over and devour the insides of the creature, but keep it moving with a semblance of its former self.
Creatures killed by a corpsespinner rise in 1 hour as corpsespun zombies.
Zombie Juju: Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a juju zombie.
Zombie Spellgorged: A spellgorged zombie is a zombie crafted from the corpse of a Magic-User or Cleric to serve as a ring of spell storing.

Undead: Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.
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.
Four days ago, a lone trapper carried home a number of fur bearing critters, including a hoar fox that, he later discovered, was not yet dead. When the creature awoke in the cabin, it unleashed multiple cones of frost, icing the door shut and covering much of the interior with frost. The trapper was killed, and for the last three days has served as the hoar fox’s only sustenance.
Besides the half-eaten body of the trapper (could it rise as an undead due to its shocking death?) the cabin contains a store of foodstuffs.
Ghost: Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost.
Ghoul: Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost.
Faithful of Orcus travel from afar to worship at this shrine. For many, it is the next and last step in their testament of devotion to the undead lord. The faithful sacrifice themselves by twos. Two unclothed and weaponless individuals lie down in the stone grave as the ghost-faced orcs seal them in with the stone lid. The sacrifices fight to the death inside the grave. The victor remains in the grave until death, surviving until his last moments on by consuming the flesh and drinking blood of his victim. Once the victor perishes, he returns as a ghoul, which the ghost-face orcs release into the world.
Lacedon: When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Ghast: Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost.
Lich: ?
Mummy: ?
Shadow: ?
Greater Shadow: ?
Skeleton: Bone cobblers take the skeletal remains of those they kill and combine them with other bones in their lair. From these bones they sculpt and form weird humanoid or half-humanoid skeletal statues. Once per day, a bone cobbler can animate up to 5 skeletal statues within 30 feet. These creatures fight as skeletons, though their forms and structures do not necessarily resemble anything remotely humanoid.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently.
Each round, in place of moving or striking, an undead ooze can expel 1d6 skeletons from its mass. 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 1 hour.
Spectre: Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost.
Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion blesses the corpse before such time.
Vampire: ?
Wight: ?
Wraith: Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost.
Dread Wraith: ?
Zombie: A creature slain by a cerebral stalker’s bite attack has its brain ripped out and consumed. The empty husk becomes a zombie in 1d4 rounds.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Once per day, a grave risen can animate up to 10 HD of corpses within 100 feet as zombies.
The recent dead weren’t stolen; they got up and walked out of the graveyard after a grave risen passed through. The creature animated the recent dead to join its growing retinue of zombies.
Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.

Create Crypt Thing
Spell Level: Cleric and Magic-User, 7th Level
Range: 60 feet
Duration: Instantaneous
This spell allows you to animate a single corpse into a crypt thing. This spell must be cast in the area the creature is to guard or it fails. The corpse must be mostly intact and must be humanoid-shaped and have a skeletal system or structure. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed. A black pearl gem worth at least 300 gp must be placed inside the mouth of the corpse. When the corpse animates, the gem is destroyed.

Minor Artifact: The Axe of Blood
The axe of blood is rather nondescript, being made of dull iron. Only the large, strange rune carved into the side of its double-bladed head gives any immediate indication that the axe may be more than it seems. The rune is one of lesser life stealing, carved on it long ago by a sect of evil sorcerers. This is, in fact, the only remaining copy of that particular rune, thus making the axe a valuable item. Further inspection reveals another strange characteristic: the entire length of the axe’s long haft of darkwood is wrapped in a thick leather thong stained black from years of being soaked in blood and sticky to the touch. When held, the axe feels strangely heavy but well balanced, and it possesses a keenly sharp blade.
Until activated, the axe is just a +1 battleaxe. The wielder must consult legend lore or some other similar source of information to learn the ritual required to feed the axe. Despite the gruesome ritual required to power the axe, the weapon is not chaotic but is instead neutral. Bound inside it is a rather savage earth spirit. The axe draws power from its wielder in order to become a mighty magic weapon. Each day, the wielder of the axe can choose to “feed” the axe, sacrificing some of his blood in a strange ritual. This ritual takes 30 minutes and must be done at dawn.
Using the axe, the wielder opens a wound on his person (dealing 1d6 points of damage) and feeds the axe with his own blood. The wielder sacrifices blood in the form of hit points. For each 1d6 hit points sacrificed, the wielder gains a +1 bonus on attack rolls and weapon damage rolls with the axe (to a maximum of +3). Hit points sacrificed to the axe cannot be healed magically, but heal at the rate of 1 point per day. Similarly, the damage caused by the opening of the wound may not be healed by any means until the sacrificed hit points are regained.
There is a chance that the hit points sacrificed to the axe is lost permanently. If the wielder always skips a day in between powering the axe and always powers the axe with the morning ritual, there is no chance of permanent loss. If, however, the axe is fed on consecutive days, there is a 1% chance plus a 1% cumulative chance per consecutive day the axe is powered that hit points sacrificed to the axe on that day is permanently lost.
If reduced to 0 hit points as a result of feeding the axe, the wielder becomes a bleeding horror.

Skeleton Warrior’s Circlet
The transformation into a skeleton warrior traps the character’s soul in a golden circlet. Anyone possessing one of these circlets may exude control over the skeleton warrior (whose soul is trapped therein).
In order to establish or maintain control, the controller must be within 300 feet of the skeleton warrior and must wear the circlet on his head and spend one full round concentrating on the skeleton warrior. If the controller is interrupted during this time, he must succeed on a saving throw to establish control. If the check fails, the controller can try again. While wearing the circlet, the controller cannot wear any other item on his head. Doing so causes the circlet to cease functioning until the other headgear is removed. (A skeleton warrior can still detect the location of its circlet even if the controller wears something on his head to nullify the circlet’s powers.)
While wearing the circlet and within 300 feet of the skeleton warrior, the controller can see through the skeleton warrior’s eyes and force it to act (attack, search, and so forth). This is called “active” mode. While the skeleton warrior is in active mode, the controller himself cannot take any action other than minimal movement.
Alternately, the controller can place the skeleton warrior in “passive” mode. In this mode, the skeleton warrior stands motionless and inert. The controller cannot see through the skeleton warrior’s eyes but he himself is free to act. If the controller moves more than 300 feet away from the skeleton warrior or if the circlet is removed from the controller’s head, the skeleton warrior automatically enters passive mode.
The controller can switch the skeleton warrior between active and passive mode as a free action. Should the controller ever lose the circlet (through accident, theft, or simply by discarding it), the skeleton warrior instantly stops what it is doing and moves as quickly as possible toward the former controller and attempts to destroy him (or her). If a skeleton warrior ever gains control of the circlet that contains its soul, it places the circlet on its head and “dies”, vanishing in a flash of light. The circlet falls to the ground and crumbles to dust.

All-Seeing Eye of Mojango
The swamp holds many terrors and strangenesses, none more terrible than the All-Seeing Eye of Mojango. The eye is actually a sphere of smooth, black stone (unidentifiable, even by dwarves). It is placed in a tree top and gives off arcs of purple and gold light that have the ability to hypnotize the weak-minded. If touched, the sphere drains 1d4 levels (a saving throw is permitted to reduce this to 1 level). Those that have had levels drained by the sphere have their eyes turn purple and gain the ability to see in darkness for one month.
Many adventurers have come across the Eye, and its location in the swamp seems to change from sighting to sighting. Wherever the Eye appears, its “handmaidens” appear as well, a troupe of 1d4+1 juju zombies, past victims of the object.

Tome of Horrors 4
Pancras the Senior, Lich: ?
Tordred of the Seven Fingers, Vampire Count: ?
Aswang: Inside the temple rests (well, not rests) the funeral party of the Princess Oleander, daughter of the once renowned and later infamous Pasha of Raspar. The princess and her albino court, swathed in funerary silks, were turned into 6 aswangs. The six are trapped within the temple by the Brothers of the Divine Wind, who left a holy air elemental (Lawful in alignment, smells of frankincense) outside the temple to harass would-be intruders. Among the six one can easily identify the Princess Oleander, who is dressed in her decayed finery of silk and silver net and wearing seven royal neck rings (worth 100 gp each). A silver katar that bears the ancient royal sigil is still plunged into her back.
Banshee Queen: ?
Undead Faerie: ?
Iolne, Banshee Queen: ?
Lich Lord, Zangrias: ?
Shadow Bear: A strange incarnation of sentient darkness and feral rage, shadow bears are strange creatures, malevolent living spirits that inhabit the shadowy gaps between true realities.
Animal Shadow: Any animal (not a human or humanoid) reduced to 0 hit points by a shadow bear becomes a shadow with 1HD within 1d4 rounds.
Bone Delver: Bone delvers were graverobbers who died whilst performing their nefarious tasks.
The lanterns bone delvers perpetually carry are formerly mundane hooded lanterns that were infused with negative energy in the same way as their unliving bearers.
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.
A burning ghat is terrorizing a town in a pleasant, green valley where he was burned at the stake. The ghat was a chaos cultist masquerading as a goodly vicar in the town. Within his temple, he sacrificed animals and people (usually drunks) in the name of the demon king Llorok. The priest still wears his charred vestments, his silver unholy symbol melted onto his chest.
Saca-Baroo, Lich: ?
Cimota: 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 itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. Cimota can sense life within 60 ft. at all times (including invisible and hidden creatures).
A troop of black orcs led by a priest of Orcus plundered the town and hauled off the useful townsfolk. The orcs are long gone, leaving the town to scavengers and looters. What remains has been vandalized and plundered. Even the town well is filled with excrement and animal corpses from roving band of orcs.
A long deep trench dug into a southern field holds the smoldering bodies of townsfolk. Even weeks after the massacre, the coals remain hot beneath the ashen remains. The priest desecrated the mass grave before moving to his next conquest. As if in prayer, four cloaked figures kneel on the opposite side of the pit. These 4 cimotas formed upon the murder of the townsfolk and the desecration of their mass grave.
Cimota Mace artifact.
Guardian Cimota: Cimota Mace artifact.
High Cimota: Cimota Mace artifact.
Dark Custodian: Dark custodians are the undead remains of evil clerics tasked to remain behind after death and guard the sacred places of their vile worship.
Deathknight, Death Knight: Doomed to devastate the world they once cherished and sought to protect, death knights are the result of damning curses visited upon once noble knights who fell from grace at the moment of death. A lifetime of duty and loyalty becomes forfeit as the undead creature, rising from its grave within days of being laid to rest, is driven by an intense desire to annihilate all life and bring as much harm as it can muster to any within reach.
A silver trumpet sits among various obscure and unbelievable trinkets in Fadzien’s Oddities in Taharath. The trumpet has a bone mouthpiece that radiates extreme cold (1 point of damage to anyone blowing the instrument). Symbols are carved into the bell of the instrument, a ring of letters and runes written in an ancient language that spirals up inside the instrument. Anyone who can read the ancient words (or who casts read languages) can understand the message: “If you call to him, he shall answer.”
Blowing the trumpet summons a death knight who stands watch in the Tomb of the Jaded Disbelievers in a valley north of the Hollow Spire Mountains. The sound of the trumpet echoes on the wind, and the death knight arrives within 2d4 weeks to find the person who called to challenge him (even if that person travels, the death knight can unerringly find him). The knight rides up in a cloud of dust on an undead mount. The knight is cursed to forever answer the call of the trumpet (it was the summons to battle when he was alive, until he betrayed his king), and now wishes nothing more than to snuff the life of the person reminding him of his past glory and ignominious downfall.
Undead Horse Mount: ?
Mummy-Priest: ?
Devouring Mist: Devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy.
If a victim is reduced to 0 hp due to the devouring mist’s blood drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds.
Captain Montfort Deville, Lich: ?
Ekimmu: Ekimmu are evil ghosts denied entrance to the underworld and doomed to wander the earth.
Galley Beggar: Galley beggars are the ghostly remains of travelers who met their demise before their journey was complete.
The smugglers eventually gave the place up when 3 galley beggars showed up. The trio of young scholars trudged up from the dreary lagoon one day, their Grand Tour of the continent cut short by a rogue storm.
Ghirru: Ghirru are undead efreet returned to the land of the living by efreeti necromancers through foul and dark magic.
Glacial Haunt: The icy wastes sometimes grant unlife to those who freeze to death at her unforgiving hands.
Multiple glacial haunts in a single encounter is rare and believed to come about when a group of adventurers succumb to the cold and perish together. Others have speculated that glacial haunts actually reproduce by melting and then splitting into two identical creatures.
In the glaciers high above a dwarf stronghold, adventurers seeking the hermitage of the Green Lama might come across a deep crevasse in the ice. The crevasse is five miles long and, approximately 100 feet wide and 40 feet deep. There is a 1 in 6 chance they discover iron spikes in the ice and ropes (or the remains of ropes), suggesting that other travelers negotiated the crevasse by climbing into it and back out. This is dangerous business; a save must be made to avoid slipping and falling into the crevasse for 4d6 points of damage.
If characters decide to do the same, they will soon be amazed, for frozen within the crevasse’s walls are hundreds of corpses. There are dwarves, orcs, ogres and giants, all frozen, their faces twisted in horror. The ghosts of these poor souls haunt the crevasse as icy chills that run up the spine and whispered pleadings.
Small caves in the walls of the crevasse are inhabited by glacial haunts, which seek body heat and supplies. They also sought the Green Lama, but never completed their journey.
Gloom Haunt: Gloom haunts are vile creatures, who seem to have no ties to the living (i.e., scholars cannot find any reasonable explanation as to why they exist), though a few learned sages believe gloom haunts to be the spiritual remains of paladins who were sacrificed by clerics to their vile and dark gods.
Grave Mount: The grave mount is the insult to all that is good and holy when a paladin’s steed is returned from the dead to wreak havoc upon the world.
Grey Spirit: A grey spirit, usually female, is the shade of someone who died heartbroken and alone, pining away on shore and ultimately dying of a broken heart while waiting for the return of a loved one from across the sea.
Grimshrike: Grimshrikes are a race of reanimated twin-tailed gargoyles standing about 7 feet tall and weighing 350 pounds.
Grimshrikes are native to a dark land about which little is known other than its terrible history. The place was once vibrant and full of life. Centuries ago, however, all that changed. Dark energies spilled forth unchecked from a wayward wizard’s experiment, fouling the very essence of the land. In a matter of hours, all life in that place ceased to exist.
N'Gathau Lich: ?
Hooded Gatherer: These powerful and intelligent undead creatures are often mistaken for liches, but they are a thing far worse and more horrible indeed, for they are born in the underworlds of other planes of existence, and hunt down souls in the material planes for their demonic masters.
Skeletal Horse: ?
Kamarupa: Kamarupa are the distorted souls of evil priests betrayed and sacrificed to their deity.
Knight Gaunt: A knight gaunt is an undead creature created when a paladin falls in battle.
Sir Agnoysius, Knight Gaunt: ?
Vax, Lich-Lord: ?
Swirling Mist Undead Remains of Ghosts of Whalers: The tower is surrounded by a swirling mist that is actually the undead remains of the ghosts of whalers who died at sea, accursed by the Whale Lord and unable to reach the afterlife.
Grim Spectre of Blackpool Swamp: ?
Lurker Wraith: ?
Meat Puppet: Meat puppets are horrid undead creations created by removing the bones from corpses, then reanimating the skinless hides to attack. Various creatures and monsters can be turned into meat puppets using evil sorcery.
Humanoid Meat Puppet: Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies.
Otyugh Meat Puppet: Otyugh meat puppets are giant boneless, skinless reanimated beasts.
The bag contains the skin and bones of an otyugh slain by a Magic-User looking to test out a horrible spell he uncovered in an ancient grimoire. The spell worked, turning the boneless, skinless creature into an otyugh meat puppet—that then promptly killed the wizard.
Undead Mimic: Undead mimics are believed to be the result of experimentation on normal mimics by insane necromancers. What possessed them to create an undead version of a truly horrid creature is beyond comprehension.
Unlike standard mimics, undead mimics are Chaotic, poisoned by the necromantic magic that created them. They desire flesh and blood and dine on the souls of those they slay.
Ghoul Monkey: Ghoul monkeys are cunning, undead monkeys that often appear in jungle areas where there is great residue of Chaos, such as forgotten temples or altars where dead monkeys might rise in this vile form of undeath.
Mordnaissant: Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother.
Asp Mummy: Similar in many respects to standard mummies, asp mummies are created to guard tombs of regal kings and nobles. Some believe these creatures even have a spark of the divine mixed in with their creation and are appointed by the gods themselves to watch over their favored followers. Asp mummies are known to be favored as guardians among the followers of Chaotic serpent gods.
The creation of an asp mummy follows the same procedure as a standard mummy, save that many small asps are placed into the hollowed corpse along with the herbs and flowers.
Death Naga: Death nagas are what remains of other nagas slain by powerful necromantic energy. It is unknown why or how these nagas return as undead versions of their former selves.
Necro-Phantom: Often more than one necro-phantom is encountered; some strange effect of the magic that created them seems to draw these creatures to one another.
The neighboring town militia tracked this witch to the cemetery to bring her to trial for sorcery. The witch cast a death spell to slay the men, but her spell failed due to the accursed cemetery. While the witch in her current disintegrating state poses no threat to any living creature, the corpses around her do. Of the 12 men, half transformed into 6 necro-phantoms that feed off the necromantic energy and the witch’s slow, agonizing death.
Mad Lich Minotaur: ?
Screamer: These terrible undead are the remnant of soldiers who have fallen to the horrors of mass conflict and warfare.
Shattered Soul, Impaled Spirit: Shattered souls are the ghostly spirits of living beings executed through brutal torture: impalement, disembowelment, or worse.
Lyrid Toadstrangler, Impaled Spirit: The ruins of a large brick warehouse sit atop a lonely hill. Thick briars and tufts of dried grass surround the wrecked building. Three thick chimneys reveal that the place probably housed forges. Despite appearances, the building remains very sturdy. This old structure was once the factory of Lyrid Toadstrangler, a dwarven craftsman who created instruments of torture. While not inherently evil in nature, Lyrid’s craft required a certain amount of wicked imagination. Lyrid specialized in creating iron maidens. A master sculptor, he often created the iron maidens in the image of the torturer or lord to whom the maidens belonged. Most of his work survives to this day, passed down over generations as disturbing family heirlooms. Lyrid was slain by an assassin hired by the Alantyr family of Bargarsport.
Finished and unfinished iron maidens stand upright along the walls of Lyrid’s forge-factory. Rusted forging tools, collapsing workbench, and maiden parts fill the main room. Three iron maidens lie under a thick intact burlap cloth. Each of these iron maidens could fetch as much as 500 gp. His final masterpiece remains nearly finished in the center of the workshop. The spikes of this particular maiden are composed of demon horns. The corpse of Lyrid Toadstrangler lies inside. The maiden’s spikes completely pierce his desiccated corpse. Lyrid’s tortuous death and the power of the demon horns tie his spirit to this plane. Lyrid haunts his workshop as an impaled spirit. He hates thieves (and especially assassins) and wishes nothing more than to slay every direct relative of the Alantyr family.
Skin Feaster: When a humanoid dies as a result of being skinned alive, it often returns to the land of the living as a skin feaster; an undead creature driven by an insatiable hunger for the skin and flesh of living creatures.
Skull Child: A juvenile humanoid slain by a skull child rises the following night as a free-willed skull child. A bless spell cast on the body before that time ceases the transformation. Adults and non-humanoids killed by a skull child do not rise as undead.
Soul Knight: A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. The evil spirit continues to inhabit its old armor, repeating the deeds that brought about the living knight’s ruin.
Cedrick Junde, Soul Knight: Cedricke Junde, a knight in service to the Impoverished Vow-Takers of Voard, accompanied his master and liege to the opera on that fatal night—although he’d already taken gold to allow an assassin access to his liege’s privacy box high above the stage. What Cedricke could not know was that the assassin would then start the blazing inferno to cover his tracks. The massive curtain collapsed in a fiery blaze that killed the singers and many in the front rows. The assassin fled during the conflagration, escaping into the cold night as those he left behind burned. Cedricke himself died as his armor blackened and his skin burned.
Annebeth Gloriana, Vampire: The tomb contains the remains of Annebeth Gloriana, an elf queen betrothed to her knight-protector Levellius. The pair were attacked and killed on their wedding day by a jealous vampiress as their families watched in horror. The celebrants—now mourners—buried the pair together in a tomb constructed to house their undying love.
Except Annebeth wouldn’t give up so easily on love. She rose as a vampire three nights later. She waits in the tomb for a new suitor to marry.
Spider Lich: ?
Bone Swarm: A bone swarm is created when multiple animated skeletons are destroyed more or less simultaneously, either through a single powerful area attack or by simply being smashed to pieces. The bones of the skeletons are scattered and smashed, but the necromantic magic that animated them lingers on, pulling the bones back together in a mass of clattering fragments.
Skeletal Swarm: Skeletal swarms are the remains of pieces cast off of whole skeletons collected together and animated en mass.
Bone Horn cursed item.
Coruvance Filp, Lich: Coruvance Filp, a Magic-User of Jah Sezar who turned to lichdom when she made an evil pact with demonic forces.
Undead Troll: ?
Undead Fire Elemental: Occasionally a fire elemental is destroyed but not permitted to return to its plane of origin.
Feral Vampire Spawn: Sometimes when vampires create minions something horrible happens to the creature causing a fate worse than even that of a typical vampire spawn. On these occasions whether by accident or design, upon waking to its new undead existence the newly created spawn finds itself trapped within its coffin or tomb and unable to free itself. In these instances the spawn rages and struggles to escape as it slowly goes insane, a victim of its all-consuming hunger. When it finally manages to break free — sometimes years after its creation — the spawn is feral and nearly mindless, though with a much greater strength due to its incessant rage.
The statue sits over a lead-sealed trap door concealing a small cramped chamber. The chamber holds a feral vampire spawn. Once a regal vampire, the feral vampire spawn transformed over the years into its current deplorable state.
A small 2-inch-wide moat lies in the floor around the vampire. The water in the moat magically flows in a continuous circle, imprisoning the feral vampire spawn, which cannot cross the flowing water. The male vampire has tirelessly stood here for decades. It has stood for so long, in fact, that its clothing has started to disintegrate with age. The once-regal vampire has devolved into a feral spawn.
Feral Vampire Spawn 7 HD: ?
Feral Vampire Spawn 8 HD: ?
Feral Vampire Spawn 9 HD: ?
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.
If a sword wight hits an opponent with its bastard sword or touch, the victim must save or lose a level. Any human killed or completely drained of levels becomes a sword wight.
Hungry Zombie: ?
Hungry Halfling Zombie: ?

Banshee: Banshees are the undead fey. Indeed, there might be other types of undead faeries; but it is the wailing spirits that seem to represent the borderline between the most malignant of the fey and the cold magic of undeath.
An elven female slain by a banshee queen will rise as a banshee in 1d4 rounds.
Wight: Any non-elven female humanoid slain by the wail of a banshee queen or drained below level 0 becomes a wight in 1d4 rounds.
Ghast: Any male slain by a banshee queen’s magic rises to become a ghast in 1d4 rounds.
Ghoul: A humanoid slain by either a lurker wraith’s constitution drain or smother attack becomes a ghoul in 1d4 rounds.
Lich: A child, glowing white as the sun, is running through the woods. About a day behind the strange boy is a pack of lupins, servants of the fell sorceress Maladria. The sorceress sent the lupins after the child because it is actually a small piece of her soul, part of an experiment in her quest for lich-hood. The boy possesses her exuberance for life and love; she removed it because it suited her grim plans for eternal unlife and because she needed a piece of her soul to create her phylactery.
Zombie: The tower is home to a death’s head inphidian named Kallis-Khet, a high priest of the serpents.
If attacked in his home, Kallis-Khet animates the dead hanging from the tower as zombies.
Skeleton: Skeletal Staff magic item.
Undead: While the mummified body of the priest is not animated, desecrating the corpse may anger the spirit and grant unlife to the body.
Mummy: ?
Vampire: If a victim is reduced to 0 hp due to the devouring mist’s blood drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse rises as a vampire in 1d4 days unless the remains are blessed before this rising.
Spectre: The dwarves dig deep into the rock for veins of snowflake obsidian left over from elder days. The mines connect with ancient tunnels and passages created by a now-extinct volcano. The volcano’s spirit remains trapped within the volcano, in a cavern of pure silver from which it cannot escape. At best, it can manifest as a spectre within the volcanic passages. In this form, the spirit appears as an elderly woman, a hag one might say, swathed in gauzy crimson robes and wearing copper bangles and earrings.
The former monk, angered at his untimely demise, seeks to slay any who disturb the ruins.
Shadow: ?
Ghost: Cedricke Junde, a knight in service to the Impoverished Vow-Takers of Voard, accompanied his master and liege to the opera on that fatal night—although he’d already taken gold to allow an assassin access to his liege’s privacy box high above the stage. What Cedricke could not know was that the assassin would then start the blazing inferno to cover his tracks. The massive curtain collapsed in a fiery blaze that killed the singers and many in the front rows.
The mummified king sits upon his throne in a single room within the tomb. The king is flanked by 2 stone idol sphinxes that lounge about the throne. The preserved corpse of the king’s eldest son kneels before the mummy. The mummified king looks down upon the son’s remains. Chains and shackles hold the son’s corpse down, but it is evident that he was alive when he was entombed with the corpse of his father. The stone idols guard the king and his treasure. The son’s spirit is bound to this chamber in the form of a ghost. The ghost can only be released by removing the king’s corpse.
Wraith: ?
Poltergeist: A domovoi killed by violence rises in 1 hour as a poltergeist.

Cimota Mace
Spines of a cornugon line the sides of this wicked +3 mace. On command, it generates dark fury, a field of negative energy in the form of black lightning. The wielder may use this power at the start of combat and every 1d3 rounds thereafter. This field of energy may take the form of black lightning either in a 20-ft.- radius ball around the wielder or as a 100-ft.-line extending from its tip. Dark fury inflicts 5d6 damage on any living creature in its area of effect (save for half). The wielder, undead, constructs and other non-living objects are not affected.
The cimota mace grants the wielder the ability to notice and locate living creatures within 60 ft. Animals do not willingly approach within 30 feet of a cimota mace or its wielder. The very existence of the cimota mace spreads Chaos throughout the land. For every 20 HD of creatures slain by the mace’s dark fury, the mace transforms the essences of the slain beings into a cimota. The cimota follows the commands of the mace wielder. For every additional 20 HD of creatures slain by the dark fury, the cimota advances in power to a guardian cimota and finally to a high cimota. Cimota created by the mace remain destroyed once they are slain. Only one cimota created by the mace can be in existence at any time.

Skeletal Staff
The skeletal staff creates a skeleton from any humanoid corpse once per day. If used on a fresh corpse (dead less than 24 hours), the skeleton inside rips and tears away the flesh to free itself in 1d4 rounds before it can take any action. While the staff’s wielder has complete control over the animated undead, only one skeleton can be animated at a time. The staff may be used by either the Cleric or Magic-User classes.

Bone Horn
The cursed bone horn deals 1d6 points of damage to all within a 40-foot-cone as the vibrating sonic waves deteriorate bone. The bone horn can be used 2 times each day; on the third use, it reverses and amplifies the damage to the blower (4d6 points of damage, with no save). The bone horn, if used against any skeletal undead, deals 3d6 points of damage. Furthermore, if used on common 1HD skeletons, the bone horn transforms them into skeletal swarms. At least six skeletons are needed to create a skeletal swarm. The skeletal swarm does not attack undead. But all others are fair game.

Tome of Horrors Swords and Wizardry Update
The Horned Lord: 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 displeased and struck down the emperor, cursing both him and his realm. Soon his proud empire 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.
Hybrid Revenant: Hybrid revenants occur when two or more creatures, at least one of them humanoid, die on the same spot, in similar throes of torment.
Shadow Captain: 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: ?
Undead Swordsman: ?
Basilisk Zombie: Zombies can also be created from many different corpses, as illustrated by the deadly basilisk zombie and the demonic vrock zombie.
Zombie Behir: A zombie behir is the animated remains of the serpentine monster.
Plague Zombie: ?
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 body from destruction by the fire, and the undead form escaped the pyre to wreak vengeance on the living.
Vrock Zombie: The body of a slain demon animated with unholy power.
Zombies can also be created from many different corpses, as illustrated by the deadly basilisk zombie
and the demonic vrock zombie.

Untold Adventures: Deluxe Edition
Banshee: ?
Ghoul: These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are.
Lich: Liches are the undead remnants of Spellcasters, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry).
Mummy: ?
Shadow: A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow.
Skeleton: Skeletons are animated bones of the dead and are usually under the control of some evil master.
Animate Dead spell.
Specter: Any being killed (or drained below level 0) by a specter becomes a specter himself—a pitiful thrall to its creator.
Vampire: Any human killed by a vampire becomes a vampire under the control of its creator.
Ancient Egyptian Mummified Vampire: ?
Aztec Vampire: ?
Wight: Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight.
Wraith: ?
Zombie: These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are.
However, the standard zombie is simply a corpse animated to do its creator’s bidding.
Animate Dead spell.
Zombie Contagious: If their undeath is contagious, zombies are more of a threat than described here, and if a single hit from a zombie causes contagion or any other sort of disease they are a considerably larger threat.

Animate Dead
Spell Level: 5
Range: Referee’s discretion
Duration: Permanent
This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated (per level of the caster above 8th). The corpses remain animated until destroyed or dispelled.

White Box: Fantastic Medieval Adventure Game
Banshee: ?
Death Knight: ?
Ghoul: ?
Lich: Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry).
Mummy: ?
Shadow: A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes.
Skeleton: Skeletons are animated bones of the dead and are usually under the control of some evil master.
Animate Dead spell.
Spectre: Any being killed (or drained below level 0) by a spectre becomes a spectre himself— a pitiful thrall to its creator.
Vampire: Any human killed by a vampire becomes a vampire under the control of its creator.
Wight: Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight.
Wraith: ?
Zombie: These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are.
The standard zombie is simply a corpse animated to do its creator’s bidding.
Animate Dead spell.
Zombie Contagious: If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience.

Animate Dead
Spell Level: M5
Range: Referee’s discretion
Duration: Permanent
This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated (per level of the caster above 8th). The corpses remain animated until destroyed or dispelled.

White Box Omnibus
Death Knight: ?
Poltergeist: Poltergeists are incorporeal spirits animated by anger.
Sanguine Fog: ?
Shade Lord: ?
Skeleton Flaming: Flaming skeletons have been animated with an unholy fire that radiates from them.
Wight: The prisoner has been turned to a wight by the radiant necromantic energy from the room below.
Wraith: ?

White Box Tome - Arioth I [Swords & Wizardry]
Deadhead, Dead Head: This variety of undead is one of Liche Mezogorah’s masterpieces. They spawn into existence when a Ghoul is severed of its head. Moments later, the head takes on a life of its own and can leap at its enemies and attempt to bite them to death.
Ripneck Deadgripper, Dead Gripper: The Ripneck Deadgripper is a variety of undead that is the pairing of the Liche’s necromancy, and demonology, with the addition of a spell that warps the Liche’s creations where he deems. The huge hands are those of a dead demon.
The Bloodied Cleric, Erera Liliwan: The Bloodied Cleric is Erera Liliwan after she has died and succumbed to the curse of the undead.
The Bloodied Cleric is another of the Liche’s creations, a plan he has had in the works for quite some time.
Ghoul Screaming Dead: ?
Ghoul Deadface Villager: The Deadface Villager is a variety of Ghoul that is of the Liche’s Animate Dead spell and a freshly made corpse.
Ghostblade Slayer: ?
Undead: Nehkra Legion of the Dead Deadmagic power.
Elder Liche, Mezogorah: ?
Ghoul: Negation of the Dead Power scroll magic item.
Elder Liche: Elder Liche Nehkra Mastery Ability.
Zombie: Raise the Horde magic staff.
Banebone Sacrifice magic sword.
Vampire Demon: ?
Undead Demon: Raise the Horde magic staff.
Skeleton: The Skeletons that rise in the cemetery are twisted, gnarled. They are animated by the power of the Mad Liche Mezogorah. It is his cackle that the player’s characters here as he animates and observes from afar.

NEGATION OF THE DEAD POWER
Once owned by a Necromancer of considerable repute, this Scroll will animate all corpses within 1d4 miles of the reader. However, these Ghouls will attack the executor of the Scroll and will not obey any commands.

RAISE THE HORDE
The wielder of this staff strikes the ground and can thereafter animate 3d6 dead bodies (corpses). The area of effect is anywhere within sight of the possessor. This staff holds ten charges.

GODDESS MIGHT OF DEATH
This staff endows the owner and wielder the ability to raise, bind and command 1d4 undead demons as long as their corpses are within 1d4 miles around the user. If destroyed, the demons will turn upon the one that raised them.

BANEBONE SACRIFICE
Created by the Pantheon of Bone and wrought from the tooth of a monolithic Space Dragon that was slain by a bloodied hero that then vanished from the realms, this greatsword endows the wielder the ability to raise 1D4 Zombies per level of experience.

Legion of the Dead
Once per day, you can raise an army of the undead, as long as there are corpses to animate within 1d4 miles, which will do anything you command.

Elder Liche
When you have attained to a measure of power determined by the referee, you can commit an act of ritual suicide and be reborn as a mighty Elder Liche.

White Box Zombies Dark Elf Zombies
Legend Dark Elf Zombie: No one is sure where this breed of Zombies came from but they’re definitely unique.
While no one has an answer to account for them, one thing is crystal clear: They are dangerous. Very dangerous.
Screamer Dark Elf Zombie: ?

Wilderlands of the Fantastic Reaches, Revised Guidebook
Ghost: ?
Ghoul: ?
Lacedon: ?
Mummy: ?
Skeleton Fighter 14: A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away.
Skeleton Fighter 13: A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away.
Skeleton Fighter 12: A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away.
Skeleton Fighter 11: A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away.
Spectre: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?

WWII Operation White Box
Ghost: A ghost is an undead spirit that is doomed to wander the earth. Ghosts are bound to the place where they died or to a particular object that had special meaning to them in life (locket, diary, etc.).
The touch of an attacking ghost drains one (1) Experience Level unless a Saving Throw is made. If a character is reduced to 0-level by these attacks, he becomes a HD 1 ghost and joins his slayer.
Vampire: ?
Vampire Minion: Anyone drained of blood by a vampire becomes a HD 3 vampire minion unless the corpse is cremated before the next full moon.

YARR!
Ghoul: ?
Skeleton: Animate & Command the Dead spell.
Zombie Drowned One: Drowned Ones are a type of walkin' dead, the lost sailors returned from Davy Jones' Locker to haunt the living.
Zombie Walkin' Dead: Animate & Command the Dead spell.

Level 4
Animate & Command the Dead R Close, D Permanent:
The caster animates 1d6+4 dead bodies. At the referee's discretion, the corpses become either Skeletons or Walkin' Dead Zombies, depending on how fresh they are.

Swords & Wizardry Magazines
Knockspell Magazine #1
Osori the Creeping One, Spectre: Nearby, in a corner, are discarded heavy and thick bones and an inhuman skull: these are the remains of a great ape still wearing iron cuff and the links of a chain on one hand. The ideogrammatic inscription on the well’s rim reads, “FARNESS”.
Imprisoned by the well’s magic is the spirit of Osori the Creeping One (the nearby bones were once his), half-human sorcerer.

Skeleton: ?
Shadow: ?

Knockspell Magazine #2
Auska, Vampire-Mummy: ?
Barzon III, Yellow Mould Zombie: ?
Armul Urthag, Vampire Lord: ?
Hieroglypicroc, Zombie Crocodile: Raised by ancient methods long forgotten or suppressed, zombie crocodiles are actually more akin to mummies than to zombies, at least in terms of the preservation process.

Skeleton: ?
Zombie: It takes three rounds for a hierglyphicroc to completely swallow a victim, but the victim will turn into a zombie within 1d4+1 rounds after being swallowed.
Wight: ?
Mummy: ?
Vampire: ?

Knockspell #3
Neb'Enakhet: Neb’Enakhet are sacred, mummified cats placed in the tombs of merchants, bureaucrats, non-noble landowners and others who themselves may not be worthy of (or able to afford) mummification.
Sword-Wraith: Sword-wraiths are spirits of powerful, evil fighting-men that cannot find rest after death. Because of their powerful will, after their deaths their spirits inhabit a magical weapon they died fighting with.

Zombie: ?
Monstrous Undead: ?
Apparition: ?
Poltergeist: ?
Undead: Whatever dies in these ruins rises back up as undead guardians. The ruins are populated with undead versions of the previous residents and local wandering monsters. The transformation might be instant, or maybe the next night or maybe once the corpse is fully decayed. Are these undead bound the ruins? Or can they follow the adventurers?
Ghost: ?
Wraith: An ancient shrine stands dedicated to beautiful woman, her lifelike statue sculpted with great talent. One touch by mortal hands and it crumbles. Her past lover (and murderer), now a cursed wraith, visits every midnight and wails in ghostly agony. What will he do tonight?
Ghoul: ?
 
Last edited:

Voadam

Legend
OSR

General OSR
General OSR Cumulative
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. (The Sun King's Palace)
• When first rung, the dead can speak again until the vibrations of the bell cease. (The Sun King's Palace)
• When rung a second, the spirits of the dead become restless and rise as undead nearby. (The Sun King's Palace)
When all that is true and good has fled the mortal shell of what once was a man, sometimes something lingers behind. Born of hatred, fear and hunger, this grim spark of sentience animates what should be moldering quietly beneath the earth. (Knockspell Magazine #1)
Many of the undead the party encounters have the ability to pass their doomed condition on to those who fall beneath their attacks. (Knockspell Magazine #1)
The Grand Scroll magic item. (The Sun King's Palace)
Abstract Impression: See Distortion, Abstract Impression, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern.
Abyssal Firefly: See Quatch Bug, Abyssal Firefly.
Amashilama: See Vampire Princess Amashilama.
Ancient Hungry Spirit: See Spirit Ancient Hungry.
Ancient Spirit Hungry: See Spirit Ancient Hungry.
Angry Ghost: See Ghost, Angry Ghost, Ghost Princess.
Angry Ghost: See Wraith, Angry Ghost, Ghost Princess.
Animate Skeleton: See Skeleton Animate.
Apep-Kha: See Mummy, Apep-Kha.
Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself: ?
Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself: See Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself.
Arzella Drestfall: See Ghost, Arzella Drestfall.
Astin, Taneet: See Ghost, Taneet Astin.
Bedsheet Ghost: See Ghost Bedsheet.
Belona: See Vampire High, Belona.
Black Pudding Knight: A cursed undead knight that was once engulfed by a black pudding. (Glorpy!)
Black Skeleton: See Skeleton Black.
Black Stallion Intelligent Undead: See Undead Intelligent Stallion Black.
Bloody Mary: See Ghost Bloody Mary.
Bloody Mary: See Ghost Bloody Mary, Bloody Mary.
Bloody One: See Skeleton Bloody One.
Blue-Skinned Stains: Occupants of the Palace who have completely succumbed to the Stain. (The Sun King's Palace)
Completely stained souls. (The Sun King's Palace)
Blue-Skinned Stains, Occupant of the Sun King's Palace Who Has Completely Succumbed to the Stain: ?
Bogeyman: See Ghost Bogeyman.
Bug Quatch: See Quatch Bug.
Cat Mummified: See Mummified Cat.
Claw Mummy: See Mummy Fragment, Mummy Claw.
Corpse of Strange Foreigner Undead: See Undead Corpse of Strange Foreigner.
Corpse Wet: ?
Dead Lingering Hungry Souls of: See Hungry Souls of Lingering Dead.
Dead Lingering Souls of Hungry: See Hungry Souls of Lingering Dead.
Death Knight: ?
Deep One Ghost: See Ghost Deep One.
Disembodied Spirit: See Spirit Disembodied.
Distortion: ?
Distortion, Abstract Impression, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern: ?
Distortion Angry: ?
Dracula: ?
Drestfall, Arzella: See Ghost, Arzella Drestfall.
Dryad Undead: See Undead Dryad.
Duncan: See Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself.
Dwarven Ghost: See Ghost Dwarven.
East Tower's Ghost: See Ghost East Tower's.
Elder Hungry Shade: See Shade Elder Hungry.
Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself: See Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself.
Elder Shade: See Shade Elder.
Elder Shade Hungry: See Shade Elder Hungry.
Elf Ghoul: See Magwas, Elf Ghoul.
Faint Image of the Past, Spirit: See Ghost, Faint Image of the Past, Spirit.
Firefly Abyssal: See Quatch Bug, Abyssal Firefly.
Fitzdawn, Olwen: See Ghost, Olwen Fitzdawn.
Fool of the Palace Possessed, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool: See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool.
Fool Possessed of the Palace, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool: See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool.
Foreigner Strange Corpse Undead: See Undead Corpse of Strange Foreigner.
Foreigner Strange Undead Corpse: See Undead Corpse of Strange Foreigner.
Fragment Mummy: See Mummy Fragment, Mummy Claw.
Frozen Undead: See Undead Frozen.
Ghost: When a mortal creature will not or cannot move on to the worlds that come next, their souls are often stranded in the living. (Barrow Keep: Den of Spies)
Ghost: Spirits left behind. (The Sun King's Palace)
Ghost, Angry Ghost, Ghost Princess: They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken. (Down in Yon Forest)
Ghost, Arzella Drestfall: When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. (Barrow Keep: Den of Spies)
Ghost, Faint Image of the Past, Spirit: ?
Ghost, Lunen Good: When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. (Barrow Keep: Den of Spies)
Ghost, Morna Morvand: When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. (Barrow Keep: Den of Spies)
Ghost, Olwen Fitzdawn: When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. (Barrow Keep: Den of Spies)
Ghost, Onell Goss: When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. (Barrow Keep: Den of Spies)
Ghost, Taneet Astin: When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. (Barrow Keep: Den of Spies)
Ghost Angry: See Ghost, Angry Ghost, Ghost Princess.
Ghost Angry: See Wraith, Angry Ghost, Ghost Princess.
Ghost Bedsheet: ?
Ghost Bogeyman: A Bogeyman is a ghost that exists primarily to terrorize children. In life it was the worst kind of person. Often they met their end through some kind of lynching, but the sheer terror they caused their victims has allowed them to manifest inside the house (or in other cases, sometimes an entire village). (The Price of Evil)
Ghost Bloody Mary: Bloody Mary as a status of ghost, refers not only to the titular bloody Mary, but a number of different ghosts. All of them are the ghosts of cruel and vain people, envious of the world of the living and eager to cause harm. (The Price of Evil)
Ghost Bloody Mary, Bloody Mary: Bloody Mary as a status of ghost, refers not only to the titular bloody Mary, but a number of different ghosts. All of them are the ghosts of cruel and vain people, envious of the world of the living and eager to cause harm. (The Price of Evil)
Ghost Deep One: ?
Ghost Dwarven, Silas Slabsmith: After death, realizing the fate awaiting him without purpose, he locked himself in here and adopted the arduous task of cataloging the dwarven canon—examining how each slab in the room relates to every other on each of hundreds of different topics. (The Demon Collective, Vol. 1)
Ghost East Tower's: ?
Ghost Headless Horseman: ?
Ghost Human: Two charred human corpses (you would guess children unfortunately) lie sprawled amidst the wreckage. One of them has a golden dagger implanted into their stomach, somehow having escaped unscathed from the fire. The ghosts of the two humans haunt the shrine. (Under the Waterless Sea)
Ghost Mad Spirit: A mad spirit is any ghost of no particular special nature. They died a malevolent death and have gone quite mad. (The Price of Evil)
Ghost Mire: A Mire ghost is a spectre of a dead mortal that haunts the fens and swamps of the Wilds. (Into the Wyrd and Wild)
Those who die unloved and uncared for in the cold dark of the Wilds can find themselves in a state of undead limbo, perpetually trapped in an icy prison of their last harrowing moments. (Into the Wyrd and Wild)
Ghost of a Handsome Knight: ?
Ghost of a Knight Handsome: See Ghost of a Handsome Knight.
Ghost Princess: See Ghost, Angry Ghost, Ghost Princess.
Ghost Princess: See Wraith, Angry Ghost, Ghost Princess.
Ghost Relentless Killer: ?
Ghost Spiteful Miser, Wraith: A spiteful miser is always the ghost of an elderly man or woman consumed by greed and materialism, and almost always without any sense of self excess. It was a sickness of wealth for wealth’s sake. (The Price of Evil)
Ghost Tower's East: See Ghost East Tower's.
Ghost White Lady: A white lady is a jilted lover, often betrayed by a fiance and driven to suicide by the powerful forces of societal pressure, depression, and bad cliche. They are usually young women, often in wedding dresses (hence the term). (The Price of Evil)
Ghost Witch Spirit: ?
Ghostly Train: ?
Ghoul: ?
Ghoul Elf: See Magwas, Elf Ghoul.
Good, Lunen: See Ghost, Lunen Good.
Goss, Onell: See Ghost, Onell Goss.
Groundskeeper: See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool.
Handsome Ghost of a Knight: See Ghost of a Handsome Knight.
Handsome Knight Ghost of a: See Ghost of a Handsome Knight.
He Who Sewed the King's Spellbooks From the Sun Itself: See Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself.
Headless Horseman: See Ghost Headless Horseman.
Headless Skeleton: See Skeleton Headless.
High Vampire: See Vampire High.
Horseman Headless: See Ghost Headless Horseman.
Human Ghost: See Ghost Human.
Hungry Ancient Spirit: See Spirit Ancient Hungry.
Hungry Dead Lingering Souls of: See Hungry Souls of Lingering Dead.
Hungry Elder Shade: See Shade Elder Hungry.
Hungry Lingering Dead Souls of: See Hungry Souls of Lingering Dead.
Hungry Shade: See Shade Hungry.
Hungry Shade Elder: See Shade Elder Hungry.
Hungry Souls of Dead Lingering: See Hungry Souls of Lingering Dead.
Hungry Spirit Ancient: See Spirit Ancient Hungry.
Image Faint of the Past, Spirit: See Ghost, Faint Image of the Past, Spirit.
Image of the Past Faint, Spirit: See Ghost, Faint Image of the Past, Spirit.
Impression Abstract: See Distortion, Abstract Impression, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern.
Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern: See Distortion, Abstract Impression, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern.
Intelligent Undead: See Undead Intelligent.
Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool: See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool.
Jelly Skeleton: See Skeleton Jelly.
Karrion Knight: ?
Keeper of the Spellbooks: See Landon, Keeper of the Spellbooks, Lord of the Treasury, Translator of the Ancient Texts.
Kid Vampire: See Vampire Kid.
Killer Relentless: See Ghost Relentless Killer.
Knight Black Pudding: See Black Pudding Knight.
Knight Death: See Death Knight.
Knight Elder, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself: See Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself.
Knight Ghost of a Handsome: See Ghost of a Handsome Knight.
Knight Handsome Ghost of a: See Ghost of a Handsome Knight.
Knight Karrion: See Karrion Knight.
Knight Pudding Black: See Black Pudding Knight.
Lady White: See Ghost White Lady.
Landon, Keeper of the Spellbooks, Lord of the Treasury, Translator of the Ancient Texts: ?
Lesser Vampire: See Vampire Lesser.
Lich: ?
Lich, Xiximanter: ?
Lingering Dead Hungry Souls of: See Hungry Souls of Lingering Dead.
Lingering Dead Souls of Hungry: See Hungry Souls of Lingering Dead.
Lord of the Treasury: See Landon, Keeper of the Spellbooks, Lord of the Treasury, Translator of the Ancient Texts.
Lower Half: See Half Lower
Lunen Good: See Ghost, Lunen Good.
Mad Spirit: See Ghost Mad Spirit.
Magic-Wielding Mummy Pharaoh: See Mummy Pharaoh Magic-Wielding.
Magic-Wielding Pharaoh Mummy: See Mummy Pharaoh Magic-Wielding.
Magwas, Elf Ghoul: The vampire Novgor uses the cauldron to resurrect the Elven thralls of The Winter King and drain their blood. Many of those have arisen again as ghoulish undead faeries known as Magwas. (Down in Yon Forest)
Malicious Spirit: See Spirit Malicious.
Mary Bloody: See Ghost Bloody Mary.
Mary Bloody: See Ghost Bloody Mary, Bloody Mary.
Mire Ghost: See Ghost Mire.
Miser Spiteful: See Ghost Spiteful Miser, Wraith.
Morna Morvand: See Ghost, Morna Morvand.
Morvand, Morna: See Ghost, Morna Morvand.
Mummified Cat: ?
Mummy: ?
Mummy, Apep-Kha: ?
Mummy Claw: See Mummy Fragment, Mummy Claw.
Mummy Fragment, Mummy Claw: ?
Mummy Magic-Wielding Pharaoh: See Mummy Pharaoh Magic-Wielding.
Mummy Pharaoh Magic-Wielding: ?
Mummy Toilet Paper: ?
Nergal: See Vampire High, Nergal.
Novgor the Nosferatu: See Vampire, Novgor the Nosferatu.
Occupant of the Sun King's Palace Who Has Completely Succumbed to the Stain: See Blue-Skinned Stains, Occupant of the Sun King's Palace Who Has Completely Succumbed to the Stain.
Olwen Fitzdawn: See Ghost, Olwen Fitzdawn.
One Bloody: See Skeleton Bloody One.
Onell Goss: See Ghost, Onell Goss.
Orlock: See Vampire High, Orlock.
Painting Impressionistic of CRT Static Hued With a Shifting RGB Pattern: See Distortion, Abstract Impression, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern.
Painting of CRT Static Hued With a Shifting RGB Pattern Impressionistic: See Distortion, Abstract Impression, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern.
Particularly Powerful and Old High Vampire: See Vampire High Particularly Powerful and Old.
Paul the Undead Executive Assistant: Matthews’ Bunker servant was imbued by his master with life everlasting, part of the terms of his service. It did not turn out as he hoped. (Bunker #1)
Pharaoh Magic-Wielding Mummy: See Mummy Pharaoh Magic-Wielding.
Pharaoh Mummy Magic-Wielding: See Mummy Pharaoh Magic-Wielding.
Plant-Skeleton: Those killed [by a plant-skeleton] reanimate as plant-skeletons a turn later. (The Gardens Of Ynn)
Poltergeist: ?
Possessed Fool of the Palace, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool: See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool.
Princess Ghost: See Ghost, Angry Ghost, Ghost Princess.
Princess Ghost: See Wraith, Angry Ghost, Ghost Princess.
Princess Vampire: See Vampire Princess Amashilama.
Radioactive Zombie: See Zombie Radioactive.
Reflection: ?
Relentless Killer: See Ghost Relentless Killer.
Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool: See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool.
Shade, Hungry Souls of Lingering Dead: ?
Shade Elder: ?
Shade Elder Hungry: ?
Shade Hungry: ?
Shade Hungry Elder: See Shade Elder Hungry.
Shadow: The souls of those lost in the Abyss. The fully-stained. (The Sun King's Palace)
Souls taken by the Abyss.
Shadows cast in this room [the Sun King Palace's Greenhouse] come to life to protect the Greenhouse. (The Sun King's Palace)
If you approach the [Sun King's] flame, it creates horrid Shadows of you that wish to steal your soul and feed the flame. (The Sun King's Palace)
Dwarven ghosts, accumulated over centuries and malformed by constant exposure to the magical slabs. (The Demon Collective, Vol. 1)
Silas Slabsmith: See Ghost Dwarven, Silas Slabsmith.
Skelephant: ?
Skeleton: The ghost is a necromancer’s spirit and can raise the 11 barnacle encrusted skeletons as soldiers to slay the characters and add them to its collection. (Under the Waterless Sea)
Wake Skeleton spell. (Lorn Song of the Bachelor)
Skeleton Animate: ?
Skeleton Black: Undead creatures imbued with a mockery of life via exposure to the hidden necroleum below, these skeletons are stained black from the absorption. (Bunker #1)
Both are black skeletons, undead creatures imbued with a mockery of life via exposure to the hidden necroleum below. (Bunker #1)
Skeleton Bloody One: ?
Skeleton Headless: ?
Skeleton Snake-Man, Sparamantur, Sparamantar: ?
Skeleton Jelly: Any living creature killed by a skeleton jelly rises as a new skeleton jelly in 10 minutes (fungus goblins are immune to this). (Tomb of the Serpent King – Deluxe Print Edition)
Slabsmith, Silas: See Ghost Dwarven, Silas Slabsmith.
Snake-Man Skeleton: See Skeleton Snake-Man.
Souls of Dead Lingering Hungry: See Hungry Souls of Lingering Dead.
Souls of Hungry Lingering Dead: See Hungry Souls of Lingering Dead.
Souls of Lingering Dead Hungry: See Hungry Souls of Lingering Dead.
Sparamantar: See Skeleton Snake-Man, Sparamantur, Sparamantar.
Sparamantur: See Skeleton Snake-Man, Sparamantur, Sparamantar.
Spectre: ?
Spirit: See Ghost, Faint Image of the Past, Spirit.
Spirit Ancient Hungry: ?
Spirit Disembodied: ?
Spirit Hungry Ancient: See Spirit Ancient Hungry.
Spirit Mad: See Ghost Mad Spirit.
Spirit Malicious: ?
Spirit Witch: See Ghost Witch Spirit.
Spiteful Miser: See Ghost Spiteful Miser, Wraith.
Stains Blue-Skinned: See Blue-Skinned Stains.
Strange Foreigner Corpse Undead: See Undead Corpse of Strange Foreigner.
Strange Foreigner Undead Corpse: See Undead Corpse of Strange Foreigner.
Stallion Black Intelligent Undead: See Undead Intelligent Stallion Black.
Taneet Astin: See Ghost, Taneet Astin.
Thoul: A thoul is a patchwork of goblins, fused together with necromantic rituals and glorpy serum (also known as the blood of Glorp, father of trolls and lord of all life). (Glorpy!)
Thumb Zombie: See Zombie Thumb.
Toilet Paper Mummy: See Mummy Toilet Paper.
Tower East's Ghost: See Ghost East Tower's.
Tower Ghost East: See Ghost East Tower's.
Translator of the Ancient Texts: See Landon, Keeper of the Spellbooks, Lord of the Treasury, Translator of the Ancient Texts.
Undead Corpse of Strange Foreigner: ?
Undead Dryad: When a tree dies without falling or decaying, the dead soul of the dead tree remains bound to this world. (Barrow Keep: Den of Spies)
Undead Frozen: ?
Undead Intelligent Stallion Black: ?
Upper Half: See Half Upper.
Vampire: What we call Vampires are just a strange genetic mutation of the true, original monster: the Vampylf. (Into the Wyrd and Wild)
If a victim’s Constitution score drops to 0 [from feral vampirism] they die, but rise again as a vampire in 1d6 days. (Into the Wyrd and Wild)
Vampire, Novgor the Nosferatu: ?
Vampire High: A high vampire is an accumulation of cursed leeches in a human form. (The Demon Collective, Vol. 1)
Vampire High, Belona: ?
Vampire High, Nergal: ?
Vampire High, Orlock: ?
Vampire High Particularly Powerful and Old: ?
Vampire Kid: ?
Vampire Lesser: ?
Vampire Princess: See Vampire Princess Amashilama.
Vampire Princess Amashilama: ?
Vampire Princess Amashilama Half Lower: May separate her torso from her lower body, becoming two creatures. (The Demon Collective, Vol. 1)
Vampire Princess Amashilama Half Upper: May separate her torso from her lower body, becoming two creatures. (The Demon Collective, Vol. 1)
Vampylf: Vampirism did not start with humans. The “ailment” or “curse” that birthed the decadent nocturnal blood-drinkers is much older than humans, dating back to the prehistoric era. It was in the time before written word that a creature evolved without the need to breed, instead seeding its murderous genetic code into other animals with a crushing bloody bite. The wounded animal would begin to change, slowly growing or shrinking, its bones and muscles contorting into new shapes while an insatiable lust for flesh grew within its primitive mind. (Into the Wyrd and Wild)
If a victim’s Charisma score drops to 0 [from feral vampirism] they flee into the wilds and mutate into a Vampylf over the course of 1d6 days. (Into the Wyrd and Wild)
Vermincaust: The ground is made of the dead. The soil we walk is a culmination of crushed stone and the decomposed remains of an infinitesimal tiny, meaningless deaths. To be a small creature in this world is to eventually be one of those countless meaningless deaths. No tears are shed for the vermin. The rats, the birds, the squirrels and voles, all of them die with the horror of their miniscule existence. It is from their countless tiny broken bones, all dreaming the same terrifying dream, that a flame of consciousness begins to grow. Fury and rage, against a world that cursed them to die. (Into the Wyrd and Wild)
A Vermincaust is made from the collective conscious of thousands of dead vermin, all united in their hatred of a cruel and unjust world. (Into the Wyrd and Wild)
Each skeleton that makes up its form has long since cast aside its individuality, instead joining a consciousness born of pure animalistic rage. (Into the Wyrd and Wild)
Vermincausts are thankfully very rare, typically only occurring in places with an extra high concentration of animal bones or arcane exposure. One can actually “feel” the places at risk of birthing a Vermincaust, always places that crack and snap underfoot with countless bones. Called “Spite Beds,” creatures walking over them are overcome with a dizzying sickness tainted with anger, while their mind rings with the faint screeches of rats. The birth of a Vermincaust is sudden and explosive, as thousands of skeletons burst up from the Spite Bed with a piercing chorus of shrieks and a whirlwind of bone, earth, and malice. (Into the Wyrd and Wild)
Wet Corpse: See Corpse Wet.
White Lady: See Ghost White Lady.
Will-o'-Wisp: ?
Witch Spirit: See Ghost Witch Spirit.
Wraith: ?
Wraith: See Ghost Spiteful Miser, Wraith.
Wraith, Angry Ghost, Ghost Princess: They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken. (Down in Yon Forest)
Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool: The Abyss has possessed her into a wraith, stitching shadows into puppets for her to play with. (The Sun King's Palace)
Wraith, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool: See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool.
Xiximanter: See Lich, Xiximanter.
Zombie: The zombies are all former soldiers of the King’s army, affected by the Blight of Ib cast by the Deep One sorcerer. (Under the Waterless Sea)
Skull Chest ritual. (The Demon Collective, Vol. 1)
Zombie Radioactive: ?
Zombie Thumb: ?

General OSR Books
Barrow Keep: Den of Spies
Dryad Undead: When a tree dies without falling or decaying, the dead soul of the dead tree remains bound to this world.
Shade, Hungry Souls of Lingering Dead: ?
Shade Elder: ?
Hungry Shade: ?
Hungry Elder Shade: ?
Ghostly Train: ?
East Tower's Ghost: ?
Taneet Astin, Ghost: When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost.
Lunen Good, Ghost: When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost.
Onell Goss, Ghost: When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost.
Morna Morvand, Ghost: When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost.
Olwen Fitzdawn, Ghost: When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost.
Arzella Drestfall, Ghost: When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost.
Ghost of a Handsome Knight: ?
Ghost: When a mortal creature will not or cannot move on to the worlds that come next, their souls are often stranded in the living.
Lich: ?
Poltergeist: ?
Spectre: ?
Malicious Spirit: ?
Disembodied Spirit: ?
Hungry Ancient Spirit: ?
Wraith: ?

Down in Yon Forest
OSR
Frozen Undead Creature: ?
Novgor the Nosferatu, Vampire: ?
Magwas, Elf Ghoul: The vampire Novgor uses the cauldron to resurrect the Elven thralls of The Winter King and drain their blood. Many of those have arisen again as ghoulish undead faeries known as Magwas.
Angry Ghost, Ghost Princess, Ghost: They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken.
Angry Ghost, Ghost Princess, Wraith: They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken.

Into the Wyrd and Wild
Mire Ghost: A Mire ghost is a spectre of a dead mortal that haunts the fens and swamps of the Wilds.
Those who die unloved and uncared for in the cold dark of the Wilds can find themselves in a state of undead limbo, perpetually trapped in an icy prison of their last harrowing moments.
Vampylf: Vampirism did not start with humans. The “ailment” or “curse” that birthed the decadent nocturnal blood-drinkers is much older than humans, dating back to the prehistoric era. It was in the time before written word that a creature evolved without the need to breed, instead seeding its murderous genetic code into other animals with a crushing bloody bite. The wounded animal would begin to change, slowly growing or shrinking, its bones and muscles contorting into new shapes while an insatiable lust for flesh grew within its primitive mind.
If a victim’s Charisma score drops to 0 [from feral vampirism] they flee into the wilds and mutate into a Vampylf over the course of 1d6 days.
Vampire: What we call Vampires are just a strange genetic mutation of the true, original monster: the Vampylf.
If a victim’s Constitution score drops to 0 [from feral vampirism] they die, but rise again as a vampire in 1d6 days.
Vermincaust: The ground is made of the dead. The soil we walk is a culmination of crushed stone and the decomposed remains of an infinitesimal tiny, meaningless deaths. To be a small creature in this world is to eventually be one of those countless meaningless deaths. No tears are shed for the vermin. The rats, the birds, the squirrels and voles, all of them die with the horror of their miniscule existence. It is from their countless tiny broken bones, all dreaming the same terrifying dream, that a flame of consciousness begins to grow. Fury and rage, against a world that cursed them to die.
A Vermincaust is made from the collective conscious of thousands of dead vermin, all united in their hatred of a cruel and unjust world.
Each skeleton that makes up its form has long since cast aside its individuality, instead joining a consciousness born of pure animalistic rage.
Vermincausts are thankfully very rare, typically only occurring in places with an extra high concentration of animal bones or arcane exposure. One can actually “feel” the places at risk of birthing a Vermincaust, always places that crack and snap underfoot with countless bones. Called “Spite Beds,” creatures walking over them are overcome with a dizzying sickness tainted with anger, while their mind rings with the faint screeches of rats. The birth of a Vermincaust is sudden and explosive, as thousands of skeletons burst up from the Spite Bed with a piercing chorus of shrieks and a whirlwind of bone, earth, and malice.
Ghost: ?
Lich: ?

Lorn Song of the Bachelor
Skelephant: ?
Skeleton: Wake Skeleton spell.
Wet Corpse: ?
Zombie Thumb: ?

Wake Skeleton
Magic-user Level 2
Duration: 1 round/level
Range: Touch
Life is but an egg, an incubator for future undeath. Your necromancy pierces a living creature, rousing the skeleton waiting fetal within.
Imagine waking in your mother’s womb. The terror of it. The skeleton panics, attempts to claw free of smothering flesh. Every round, your target must save or take d6 damage and lose their round.
Requires concentration. If your target dies before the spell ends, their skeleton rises under your permanent control. HD equal to half your level, rounded down.

Spooptoberween Spooptacular
Reflection: ?
Dracula: ?
Bedsheet Ghost: ?
Toilet Paper Mummy: ?

The Demon Collective, Vol. 1
Mummy: ?
Belona, High Vampire: ?
Vampire: ?
Lesser Vampire: ?
Nergal, High Vampire: ?
Zombie: Skull Chest ritual.
Orlock, High Vampire: ?
High Vampire: A high vampire is an accumulation of cursed leeches in a human form.
Particularly Powerful and Old High Vampire: ?
Vampire Princess Amashilama: ?
Amashilama Upper Half: May separate her torso from her lower body, becoming two creatures.
Amashilama Lower Half: May separate her torso from her lower body, becoming two creatures.Skeleton: ?
Bloody One Skeleton: ?
Headless Skeleton: ?
Shadow: Dwarven ghosts, accumulated over centuries and malformed by constant exposure to the magical slabs.
Silas Slabsmith, Dwarven Ghost: After death, realizing the fate awaiting him without purpose, he locked himself in here and adopted the arduous task of cataloging the dwarven canon—examining how each slab in the room relates to every other on each of hundreds of different topics.

Skull Chest
Rites of Return
Kill and gut an innocent, stuffing their cavities with black lotuses. Place three drops of your blood onto their tongue, then three on their lips. Bury them in a graveyard and visit three times at night. Each time confessing a loss that has caused you great pain. On the third night, after your confession, the victim and additional bodies equal to your Intelligence rise from their graves. These undead are mute and pliable, incapable of disobedience.

The Devil in the Crypt
Mummified Cat: ?
Ghoul: ?
Skeleton: ?
Apep-Kha, Mummy: ?
Radioactive Zombie: ?

The Gardens Of Ynn
Plant-Skeleton: Those killed [by a plant-skeleton] reanimate as plant-skeletons a turn later.
Animate Skeleton: ?
Zombie: ?

The Price of Evil
Ghost: ?
Skeleton: ?
Relentless Killer Ghost: ?
Witch Spirit Ghost: ?
Headless Horseman Ghost: ?
Spiteful Miser Ghost, Wraith: A spiteful miser is always the ghost of an elderly man or woman consumed by greed and materialism, and almost always without any sense of self excess. It was a sickness of wealth for wealth’s sake.
White Lady Ghost: A white lady is a jilted lover, often betrayed by a fiance and driven to suicide by the powerful forces of societal pressure, depression, and bad cliche. They are usually young women, often in wedding dresses (hence the term).
Bogeyman Ghost: A Bogeyman is a ghost that exists primarily to terrorize children. In life it was the worst kind of person. Often they met their end through some kind of lynching, but the sheer terror they caused their victims has allowed them to manifest inside the house (or in other cases, sometimes an entire village).
Bloody Mary Ghost: Bloody Mary as a status of ghost, refers not only to the titular bloody Mary, but a number of different ghosts. All of them are the ghosts of cruel and vain people, envious of the world of the living and eager to cause harm.
Mad Spirit Ghost: A mad spirit is any ghost of no particular special nature. They died a malevolent death and have gone quite mad.

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: ?
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: ?
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: ?
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.

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.

Tomb of the Serpent King – Deluxe Print Edition
Mummy Fragment, Mummy Claw: ?
Skeleton: ?
Sparamantur, Sparamantar, Snake-Man Skeleton: ?
Skeleton Jelly: Any living creature killed by a skeleton jelly rises as a new skeleton jelly in 10 minutes (fungus goblins are immune to this).
Xiximanter, Lich: ?

Under the Waterless Sea
Undead Corpse of Strange Foreigner: ?
Skeleton: The ghost is a necromancer’s spirit and can raise the 11 barnacle encrusted skeletons as soldiers to slay the characters and add them to its collection.
Deep One Ghost: ?
Human Ghost: Two charred human corpses (you would guess children unfortunately) lie sprawled amidst the wreckage. One of them has a golden dagger implanted into their stomach, somehow having escaped unscathed from the fire. The ghosts of the two humans haunt the shrine.
Zombie: The zombies are all former soldiers of the King’s army, affected by the Blight of Ib cast by the Deep One sorcerer.

General OSR Magazines
Bunker #1
Black Skeleton: Undead creatures imbued with a mockery of life via exposure to the hidden necroleum below, these skeletons are stained black from the absorption.
Both are black skeletons, undead creatures imbued with a mockery of life via exposure to the hidden necroleum below.
Paul the Undead Executive Assistant: Matthews’ Bunker servant was imbued by his master with life everlasting, part of the terms of his service. It did not turn out as he hoped.

Glorpy!
Black Pudding Knight: A cursed undead knight that was once engulfed by a black pudding.
Karrion Knight: ?
Thoul: A thoul is a patchwork of goblins, fused together with necromantic rituals and glorpy serum (also known as the blood of Glorp, father of trolls and lord of all life).

Knockspell Magazine #1
Undead: When all that is true and good has fled the mortal shell of what once was a man, sometimes something lingers behind. Born of hatred, fear and hunger, this grim spark of sentience animates what should be moldering quietly beneath the earth.
Many of the undead the party encounters have the ability to pass their doomed condition on to those who fall beneath their attacks.
Vampire: ?
Lich: ?
Death Knight: ?
Magic-Wielding Mummy Pharaoh: ?

Knockspell Magazine #2
Wraith: ?
Ghoul: ?

Other OSR Systems
AD&D “3rd Edition”
AD&D “3rd Edition” Compilation
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. (AD&D "3RD EDITION" Dungeon Master's Guide)
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. (AD&D "3RD EDITION" Player's Handbook)
Ancestral Crypt Thing: See Crypt Thing Ancestral
Anhktepot: ?
Animal Skeleton: See Skeleton Animal.
Archlich: See Lich Archlich.
Banshee, Groaning Spirit: The banshee or groaning spirit, is the spirit of an evil female elf - a rare thing indeed. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Beholder Undead: See Undead Beholder.
Casharin: See Undead Beholder Casharin.
Claw Crawling: See Crawling Claw.
Coffer Corpse: The coffer corpse is an undead creature seeking its final rest. It will always be encountered on a stranded funeral barge, unburnt pyre, or the scene of some other incomplete death ritual. (AD&D "3RD EDITION" MONSTROUS MANUAL)
A coffer corpse has one overriding instinctive urge: as it was denied a complete death, so others shall be denied life. It is bitter over its incomplete death ritual and seeks to take the lives of others in revenge, particularly if it can deny its victims the release of a death ritual. (AD&D "3RD EDITION" MONSTROUS MANUAL)
This bitterness can be used to some advantage, however, if the means to complete the coffer corpse's death journey can be determined. If the unfinished death ritual which binds the coffer corpse to undeath can be completed, the creature will be released and effectively destroyed. The DM must determine what constitutes a final death ritual. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Common Zombie: See Zombie Common.
Corpse Coffer: See Coffer Corpse.
Crawling Claw: The much feared crawling claw is frequently employed as a guardian by those magic-users and clerics who have learned the secret of its creation. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Crawling claws can be created by any magic-user or cleric who has knowledge of the techniques required to do so. To begin with, the creator must assemble the severed limbs that are to be animated. The maximum number of claws that can be created at any one time is equal to the level of the person enchanting them. The hands (or paws) can be either fresh, skeletal, or at any stage of decomposition in between. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Crypt Thing: ?
Crypt Thing Ancestral: There are two types of crypt things - ancestral and summoned. The former type is a “natural'' creature, while the other is called into existence by a magic-user or cleric of at least 13th level. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Ancestral crypt things are the raised spirits of the dead that have returned to guard the tombs of their descendants. This happens only in rare cases (determined by the DM). (AD&D "3RD EDITION" MONSTROUS MANUAL)
Crypt Thing Summoned: There are two types of crypt things - ancestral and summoned. The former type is a “natural'' creature, while the other is called into existence by a magic-user or cleric of at least 13th level. (AD&D "3RD EDITION" MONSTROUS MANUAL)
The most common crypt thing is the summoned variety. By use of a 7th level spell (see below), any caster capable of employing necromantic spells can create a crypt thing. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Create Crypt Thing spell. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Death Knight: A death knight is the horrifying corruption of a paladin or lawful good warrior cursed by the gods to its terrible form as punishment for betraying the code of honor it held in life.
Death knights are former good warriors who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason. (For instance, Krynn's Lord Soth, the most famous of all death knights, murdered his wife so that he could continue an affair with an elf maid.) (AD&D "3RD EDITION" MONSTROUS MANUAL)
Death knights are cursed to remain in their former domains, usually castles or other strongholds. They are further condemned to remember their crime in song on any night when the moon is full; few sounds are as terrifying as a death knight's chilling melody echoing through the moonlit countryside. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Death Tyrant: See Undead Beholder, Death Tyrant.
Demilich: See Lich Demilich.
Doomsphere: See Undead Beholder Doomsphere.
Dracolich: The dracolich is an undead creature resulting from the unnatural transformation of an evil dragon. The mysterious Cult of the Dragon practices the powerful magic necessary for the creation of the dracolich, though other practitioners are also rumored to exist. (AD&D "3RD EDITION" MONSTROUS MANUAL)
A dracolich can be created from any of the evil dragon subspecies. (AD&D "3RD EDITION" MONSTROUS MANUAL)
The creation of a dracolich is a complex process involving the transformation of an evil dragon by arcane magical forces, the most notorious practitioners of which are members of the Cult of the Dragon. The process is usually a cooperative effort between the evil dragon and the wizards, but especially powerful wizards have been known to coerce an evil dragon to undergo the transformation against its will. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Any evil dragon is a possible candidate for transformation, although old dragons or older with spell-casting abilities are preferred. Once a candidate is secured, the wizards first prepare the dragon's host, an inanimate object that will hold the dragon's life force. The host must be a solid item of not less than 2,000 gp value resistant to decay (wood, for instance, is unsuitable). A gemstone is commonly used for a host, particularly ruby, pearl, carbuncle, and jet, and is often set in the hilt of a sword or other weapon. The host is prepared by casting Enchant an Item upon it and speaking the name of the evil dragon; the item may resist the spell with a successful Item Saving Throw. If the spell is resisted, another item must be used for the host. If the spell is not resisted, the item can then function as a host. If desired, Glassteel can be cast upon the host to protect it. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Next, a special potion is prepared for the evil dragon to consume. The exact composition of the potion varies according to the age and type of the dragon, but it must contain precisely seven ingredients, among them a potion of evil dragon control, a potion of invulnerability, and the blood of a vampire. When the evil dragon consumes the potion, the results are determined as follows (roll percentile dice): (AD&D "3RD EDITION" MONSTROUS MANUAL)
Roll Result
01-10 No effect.
11-40 Potion does not work. The dragon suffers 2d12 points of necrotic damage and is helpless with convulsions for 1-2 rounds.
41-50 Potion does not work. The dragon dies. A Wish or similar spell is needed to restore the dragon to life; a Wish to transform the dragon into a dracolich results in another roll on this table.
51-00 Potion works. (AD&D "3RD EDITION" MONSTROUS MANUAL)
If the potion works, the dragon's spirit transfers to the host, regardless of the distance between the dragon's body and the host. A dim light within the host indicates the presence of the spirit. While contained in the host, the spirit cannot take any actions; it cannot be contacted nor attacked by magic. The spirit can remain in the host indefinitely. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Once the spirit is contained in the host, the host must be brought within 90 feet of a reptilian corpse; under no circumstances can the spirit possess a living body. The spirit's original body is ideal, but the corpse of any reptilian creature that died or was killed within the previous 30 days is suitable.
The wizard who originally prepared the host must touch the host, cast a Magic Jar spell while speaking the name of the dragon, then touch the corpse. The corpse must fail its CHA Saving Throw against the Magic Jar spell for the spirit to successfully possess it; if it saves, it will never accept the spirit. The following modifiers apply to the roll: (AD&D "3RD EDITION" MONSTROUS MANUAL)
Modifier Condition
-10 The corpse is the spirit's own former body (which can be dead for any length of time). (AD&D "3RD EDITION" MONSTROUS MANUAL)
-4 The corpse is of the same alignment as the dragon. (AD&D "3RD EDITION" MONSTROUS MANUAL)
-4 The corpse is that of a true dragon (any type). (AD&D "3RD EDITION" MONSTROUS MANUAL)
-3 The corpse is that of a firedrake, ice lizard, wyvern, or fire lizard. (AD&D "3RD EDITION" MONSTROUS MANUAL)
-1 The corpse is that of a dracolisk, dragonne, dinosaur, snake, or another reptile. (AD&D "3RD EDITION" MONSTROUS MANUAL)
If the corpse accepts the spirit, it becomes animated by the spirit. If the animated corpse is the spirit's former body, it immediately becomes a dracolich; however, it will not regain the use of its voice and breath weapon for another seven days (note that it will not be able to cast spells with verbal components during this time). At the end of seven days, the dracolich regains the use of its voice and breath weapon. (AD&D "3RD EDITION" MONSTROUS MANUAL)
If the animated corpse is not the spirit's former body, it immediately becomes a proto-dracolich. A proto-dracolich has the mind and memories of its original form but has the hit points and immunities to spells and clerics’ turning abilities of a dracolich. A proto-dracolich can neither speak nor cast spells; further, it cannot cause chilling damage, use a breath weapon, or cause fear as a dracolich. Its strength, movement, and Armor Class are those of the possessed body. (AD&D "3RD EDITION" MONSTROUS MANUAL)
To become a full dracolich, a proto-dracolich must devour at least 10% of its original body. Unless the body has been dispatched to another plane of existence, a proto-dracolich can always sense the presence of its original body, regardless of the distance. A proto-dracolich will tirelessly seek out its original body to the exclusion of all other activities. If its original body has been burned, dismembered, or otherwise destroyed, the proto-dracolich need only devour the ashes or pieces equal to or exceeding 10% of its original body mass (total destruction of the original body is possible only through use of a disintegrate or similar spell; the body could be reconstructed with a wish or similar spell, so long as the spell is cast in the same plane as the disintegration). If a proto-dracolich is unable to devour its original body, it is trapped in its current form until slain. (AD&D "3RD EDITION" MONSTROUS MANUAL)
A proto-dracolich transforms into a full dracolich within seven days after it devours its original body. When the transformation is complete, the dracolich resembles its original body; it can now speak, cast spells, and employ the breath weapon of its original body, in addition to having all of the abilities of a dracolich. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Drowned One: See Zombie Sea, Drowned One.
Eastern Vampire: See Vampire Eastern.
Ghast: See Ghoul Ghast.
Ghost: Ghosts are the spirits of humans who were either so greatly evil in life or whose deaths were so unusually emotional they have been cursed with the gift of undead status. (AD&D "3RD EDITION" MONSTROUS MANUAL)
A ghost often has a specific purpose in its haunting, sometimes trying to “get even'' for something that happened during the ghost's life. Thus, a woman who was jilted by a lover, and then committed suicide, might become a ghost and haunt the couple's secret trysting place. Similarly, a man who failed at business might appear each night at his storefront or, perhaps, at that of a former competitor. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Another common reason for an individual to become a ghost is the denial of a proper burial. A ghost might inhabit the area near its body, waiting for a passerby to promise to bury the remains. The ghost, in its resentment toward all life, becomes an evil creature intent on destruction and suffering.
In rare circumstances, more than one ghost will haunt the same location. The classic example of this is the haunted ship, a vessel lost at sea, now ethereal and crewed entirely by ghosts. These ships are most often encountered in the presence of St. Elmo's fire, an electrical discharge that causes mysterious lights to appear in the rigging of a ship. (AD&D "3RD EDITION" MONSTROUS MANUAL)
In many cases, a ghost can be overcome by those who might be no match for it in combat simply by setting right whatever events led to the attainment of the ghost's undead status. For example, a young woman who was betrayed and murdered by someone who pretended to love her might be freed from her curse if the cad were humiliated and ruined. In many cases, however, a ghost's revenge will be far more demanding, often ending in the death of the offender. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Ghoul: Any human or demihuman (except elves) killed by a ghoulish attack will become a ghoul unless blessed. Obviously, this is also avoided if the victim is devoured by the ghouls. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Ghoul Lacedon: ?
Ghoul Ghast: ?
Giant Skeleton: See Skeleton Giant.
Greater Mummy: See Mummy Greater.
Groaning Spirit: See Banshee, Groaning Spirit.
Horse Undead: See Undead Horse.
Huge Undead Horse of Shifting Bone: See Undead Horse of Shifting Bone Huge.
Undead Horse of Shifting Bone Huge: ?
Huecuva: Legends tell that huecuva are the restless spirits of monastic clerics who were less than faithful to their holy vows. In punishment for their heresies, they are forced to roam the dark. Their spirits, appearance, and holy powers have become perverted mockeries of their old selves. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Huecuva are malignant spirits that seek to destroy those who still live. They are used as examples to remind clerics the fate that befalls those who stray from their devotion or use their religion as a mask to hide unpious deeds. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Ju-Ju Zombie: See Zombie Ju-Ju.
Lacedon: See Ghoul Lacedon.
Lesser Undead: See Undead Lesser.
Lesser Vampire: See Vampire Lesser.
Lesser Wight: See Wight Lesser.
Lesser Wraith: See Wraith Lesser.
Lich: They were originally magic-users of at least 18th level. (AD&D "3RD EDITION" MONSTROUS MANUAL)
In order to become a lich, the wizard must prepare its phylactery using the Enchant an Item, Magic Jar, Permanency and Reincarnation spells. The phylactery, which can be almost any manner of object, must be of the finest craftsmanship and materials with a value of not less than 1,500 gold pieces per level of the magic-user. Once this object is created, the would-be lich must craft a poison potion, which is then enchanted with the following spells: Wraithform, Permanency, Cone of Cold, Feign Death, and Animate Dead. When next the moon is full, the potion is imbibed. Rather than death, the potion causes the wizard to undergo a transformation into its new state. A DC 13 Constitution Saving Throw is required, with failure indicating an error in the creation of the potion which kills the wizard and renders him forever dead. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Lich Archlich: ?
Lich Demilich: The demilich is not, as the name implies, a weaker form of the lich. Rather, it is the stage into which a lich will eventually evolve as the power which has sustained its physical form gradually begins to fail. (AD&D "3RD EDITION" MONSTROUS MANUAL)
In order to attain the status of a demilich, a lich must have replaced 5-8 (1d4+4) of its teeth with gems. Each of these gems now serves as a powerful magical device which can trap the soul of its adversaries. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Monster Skeleton: See Skeleton Monster.
Monster Zombie: See Zombie Monster.
Mummy: Mummies are corpses native to dry desert areas, where the dead are entombed by a process known as mummification. When their tombs are disturbed, the corpses become animated into a weird undead state, whose unholy hatred of life causes them to attack living things without mercy. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Mummies are the product of an embalming process used on wealthy and important personages. Most mummies are corpses without magical properties. On occasion, perhaps due to powerful evil magic or perhaps because the individual was so greedy in life that he refuses to give up his treasure, the spirit of the mummified person will not die, but taps into energy from the Positive Material plane and is transformed into an undead horror. Most mummies remain dormant until their treasure is taken, but then they become aroused and kill without mercy. (AD&D "3RD EDITION" MONSTROUS MANUAL)
To create a mummy, a corpse should be soaked in a preserving solution (typically carbonate of soda) for several weeks and covered with spices and resins. Body organs, such as the heart, brain, and liver, are typically removed and sealed in jars. Sometimes gems are wrapped in the cloth (if the treasure listing for the mummy indicates it possesses gems, a few may be placed in the wrappings). (AD&D "3RD EDITION" MONSTROUS MANUAL)
When a greater mummy wishes to create normal mummies as servants, it does so by mummifying persons infected with its rotting disease. This magical process requires 1 day and cannot be disturbed without ruining the enchantment. Persons to be mummified are normally Held or Charmed so that they cannot resist the mummification process. Once the process is completed, victims are helpless to escape the bandages that bind them. If nothing happens to free them, they will die of the mummy rot just as they would have elsewhere. Upon their death, however, a strange transformation takes place. Rather than crumbling away into dust, these poor souls rise again as normal mummies. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Mummy Greater: Greater mummies are a powerful form of undead created when a high-level lawful evil cleric of certain religions is mummified and charged with the guarding of a burial place. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Greater mummies are powerful undead creatures that are usually created from the mummified remains of powerful, evil clerics. This being the case, the greater mummy now draws its mystical abilities from evil powers and darkness. In rare cases, however, the mummified clerics served non-evil god in life and are still granted the powers they had in life from those gods. (AD&D "3RD EDITION" MONSTROUS MANUAL)
The first of these creatures is known to have been produced by Anhktepot, the Lord of Har'akir, in the years before he became undead himself. (AD&D "3RD EDITION" MONSTROUS MANUAL)
The process by which a greater mummy is created remains a mystery to all but Anhktepot. It is rumored that this process involves a great sacrifice to gain the favor of the gods and an oath of eternal loyalty to the Lord of Har'akir. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Mummy Greater Age 99 or Less: ?
Mummy Greater Age 100-199: ?
Mummy Greater Age 200-299: ?
Mummy Greater Age 300-399: ?
Mummy Greater Age 400-499: ?
Mummy Greater Age 500 or More: ?
Penanggalan: If a penanggalan kills a male victim, he does not return as undead and may be raised normally. A female victim will rise from the grave in three days as a penanggalan, as a free-willed undead. Should a female victim be raised within those three days, she will be unable to do anything other than rest for a week, after which all damage done by the penanggalan is healed. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Poltergeist: Poltergeists are the spirits of restless dead. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Some say that poltergeists are the spirits of those who committed heinous crimes that went unpunished in life. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Radaga: ?
Revenant: Revenants are vengeful spirits that have risen from the grave to destroy their killers. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Under exceptional circumstances, a character who has died a violent death may rise as a revenant from the grave to wreak vengeance on his killer(s). The chance of this occurring is 1% for every point in ability scores that are 13 or greater. (AD&D "3RD EDITION" MONSTROUS MANUAL)
If the character died a particularly violent death, it may b unable to reoccupy its original body. In this case, the spirit occupies any available, freshly-dead corpse. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Sea Zombie: See Zombie Sea, Drowned One.
Shadow: If a human, humanoid, or demihuman opponent is reduced to zero Strength or zero hit points by a shadow, the shadow has drained the life force and the opponent becomes a shadow as well. (AD&D "3RD EDITION" MONSTROUS MANUAL)
According to most knowledgeable sages, shadows appear to have been magically created, perhaps as part of some ancient curse laid upon some long-dead enemy. The curse affects only humans, humanoids, and demihumans, so it would seem that it affects the soul or spirit. When victims no longer can resist, either through loss of consciousness (hit points) or physical prowess (Strength points), the curse is activated, and the majority of the character's essence is shifted to the Negative Material Plane. Only a shadow of their former self remains on the Prime Material Plane, and the transformation always renders the victim both terribly insane and undeniably evil. (AD&D "3RD EDITION" MONSTROUS MANUAL)
The original body of a victim is destroyed when changed to a shadow whether by the curse itself or by unprotected exposure to the Negative Material Plane. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Skeleton: All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics.
Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Animate Dead spell. (AD&D "3RD EDITION" Player's Handbook)
Skeleton Animal: All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Skeleton Giant: Giant skeletons are similar to the more common undead skeleton, but they have been created with a combination of spells and are, thus, far more deadly than their lesser counterparts. (AD&D "3RD EDITION" MONSTROUS MANUAL)
A small, magical fire burns in the chest of each giant skeleton, a byproduct of the magics that are used to make them. (AD&D "3RD EDITION" MONSTROUS MANUAL)
The first giant skeletons to appear in Ravenloft were created by the undead priestess Radaga in her lair within the domain of Kartakass. Others have since mastered the spells and techniques required to create these monsters; thus, giant skeletons are gradually beginning to appear in other realms where the dead and undead lurk. (AD&D "3RD EDITION" MONSTROUS MANUAL)
They are created from the bones of those who have died and are abominations in the eyes of all who belief in the sanctity of life and goodness.
The process by which giant skeletons are created is dark and evil. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Attempts to manufacture them outside of Ravenloft have failed, so it is clear that they are in some way linked to the Dark Powers themselves. In order to create a giant skeleton, a spellcaster must have the intact skeleton of a normal human or demihuman. On a night when the land is draped in fog, they must cast an Animate Dead, Produce Fire, Enlarge Person, and a Resist Fire spell over the bones. When the last spell is cast, the bones lengthen and thicken, and the creatures rises up. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Skeleton Monster: All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Skeleton Warrior: Formerly powerful fighters, skeleton warriors are undead lords forced into their nightmarish states by powerful wizards or evil demigods who trapped their souls in golden circlets. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Son of Kyuss: Sons of Kyuss are horrible undead beings that convert living humans and demihumans into cursed undead like themselves. (AD&D "3RD EDITION" MONSTROUS MANUAL)
In addition to flailing fists, one worm per round attempts to jump from a son’s head to a character the son is in melee with. The worm needs only to roll a successful attack roll (as a 4 Hit Die creature) to land on the victim. The worm burrows into the victim on the next round unless torn free (DC 12 Athletics skill check) or killed by the touch of cold iron, holy water, or a blessed object. A worm that is torn from a victim immediately attacks the creature that tore it free. (AD&D "3RD EDITION" MONSTROUS MANUAL)
After penetrating the victim's skin, the worm burrows toward the victim’s brain, taking 1d4 rounds to reach it. During this time a Remove Curse or Cure Disease spell will kill the worm and Neutralize Poison or Dispel Evil will delay the worm for 1d6 x 10 minutes. If the worm reaches the brain, the victim dies immediately and becomes a son of Kyuss. Decay and putrification set in without further delay. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Kyuss was an evil high priest who created the first of these creatures, via a special curse, under instruction from an evil deity. Since then the number of sons has increased dramatically. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Spectral Troll, Troll Wraith: ?
Spectre: Any being totally drained of life energy by a spectre becomes a full-strength spectre under the control of the spectre which drained him. (AD&D "3RD EDITION" MONSTROUS MANUAL)
No one knows who the first spectre was or how it came to be. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Lemures are occasionally transformed into wraiths or spectres, as well. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Spirit Groaning: See Banshee, Groaning Spirit.
Summoned Crypt Thing: See Crypt Thing Summoned.
Troll Spectral: See Spectral Troll, Troll Wraith.
Troll Wraith: See Spectral Troll, Troll Wraith.
Undead Beholder, Death Tyrant: Death tyrants occur spontaneously in very rare instances. In most cases, they are created through the magic of evil beings - from human mages to illithid villains. Some outcast, magic-using beholders have even been known to create death tyrants from their own unfortunate brethren. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Death tyrants are created from dying beholders. A spell, thought to have been developed by human mages in the remote past, forces a beholder from a living to an undead state, and imprints its brain with instructions. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Undead Beholder Casharin: ?
Undead Beholder Doomsphere: This ghost-like undead beholder is created by magical explosions. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Undead Lesser: A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. These lesser undead are controlled by their slayer and have half the listed Hit Dice for a creature of their new undead type. (AD&D "3RD EDITION" MONSTROUS MANUAL)
A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. These lesser undead are controlled by their slayer and have half the listed Hit Dice for a creature of their new undead type. (AD&D "3RD EDITION" Dungeon Master's Guide)
Vampire: Any human or humanoid creature slain by the life energy drain of a vampire is doomed to become a vampire himself.
The transformation takes place one day after the burial of the creature. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Those who are not actually buried, however, do not become undead and it is thus traditional that the bodies of a vampire's victims be burned or similarly destroyed. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Vampire Cleric 7: ?
Vampire Cleric 8: ?
Vampire Cleric 9: ?
Vampire Cleric 10: ?
Vampire Eastern: ?
Vampire Lesser: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. (AD&D "3RD EDITION" Dungeon Master's Guide)
Vampire Mage 9: ?
Vampire Mage 10: ?
Vampire Mage 11: ?
Vampire Mage 12: ?
Vampire Thief 4: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. As such an 8th level thief, drained below 1st level by a vampire, returns as a 4th level vampire thief. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. As such an 8th level thief, drained below 1st level by a vampire, returns as a 4th level vampire thief. (AD&D "3RD EDITION" Dungeon Master's Guide)
Wight: Persons who are slain by the energy draining powers of a wight are doomed to rise again as wights under the direct control of their slayer. (AD&D "3RD EDITION" MONSTROUS MANUAL)
A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. (AD&D "3RD EDITION" MONSTROUS MANUAL)
A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. (AD&D "3RD EDITION" Dungeon Master's Guide)
Wight Lesser: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. (AD&D "3RD EDITION" Dungeon Master's Guide)
Wraith: The wraith is an evil undead spirit of a powerful human that seeks to absorb human life energy. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Persons who are slain by the energy draining powers of a wraith are doomed to rise again as wraiths under the direct control of their slayer. (AD&D "3RD EDITION" MONSTROUS MANUAL)
A wraith is an undead spirit of a powerful, evil human. As such, it is usually found in tombs or places where such men and
women would have died. Since such men and women are frequently buried together, in the case of the wealthy, or with their families, wraiths are most commonly encountered in packs. Those that died or were buried alone might still be encountered in packs, because a human who dies from the touch of a wraith becomes a wraith under the sway of its slayer. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Lemures are occasionally transformed into wraiths or spectres, as well. (AD&D "3RD EDITION" MONSTROUS MANUAL)
It is noted that a humanoid slain by a spectral troll becomes a wraith in three days, unless a proper burial ceremony is performed by a cleric of the victim's religion. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Wraith Lesser: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. (AD&D "3RD EDITION" Dungeon Master's Guide)
Wraith Troll: See Spectral Troll, Troll Wraith.
Zombie: A Cure Disease or Remove Curse spell will transform a son of Kyuss into a zombie, but both spells require that the cleric touch the son. (AD&D "3RD EDITION" MONSTROUS MANUAL)
The odor of death surrounding the zombie lord is so potent it causes horrible effects in those who breathe it. On the first round a character comes within 60 feet, he must make a DC 13 CON save or be affected in some way. The following results are possible: (AD&D "3RD EDITION" MONSTROUS MANUAL)
1d6 Roll Effect
1 Weakness (as the Symbol of Weakness spell).
2 Cause disease (as the spell).
3 -1d3 points of Constitution.
4 Contagion (as the spell).
5 Character unable to act for 1d4 rounds due to nausea.
6 Character dies in 1d4 rounds and becomes a zombie under control of the zombie lord. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Animate Dead spell. (AD&D "3RD EDITION" Player's Handbook)
Zombie Common: Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or clerics.
The dead body of any humanoid creature can be made into a zombie. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Zombie Ju-Ju: These creatures are made when a magic-user drains the life force from a Medium-sized humanoid creature with an Energy Drain spell. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Energy Drain spell. (AD&D "3RD EDITION" Player's Handbook)
Zombie Lord: They are formed on rare occasions as the result of a Raise Dead spell gone awry. (AD&D "3RD EDITION" MONSTROUS MANUAL)
The zombie lord comes into being by chance, and only under certain conditions. First, an evil human must die at the hand of an undead creature. Second, an attempt to raise the character must be made. Third, the corpse must be on desecrated ground or in an area of great evil. Fourth and last, a deity of evil must show “favor” to the deceased and curse him or her with the “gift of eternal life.” Within one week of the raise attempt, the corpse awakens as a zombie lord. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Zombie Monster: Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or clerics.
The dead body of any humanoid creature can be made into a zombie. (AD&D "3RD EDITION" MONSTROUS MANUAL)
Zombie Sea, Drowned One: Sea zombies (also known as drowned ones) are the animated corpses of humans who died at sea. Although similar to land-dwelling zombies, they are free-willed and are rumored to be animated by the will of the god Nerull the Reaper (or another similar evil deity). (AD&D "3RD EDITION" MONSTROUS MANUAL)
Many of the humans who become drowned ones were clerics while alive, and they retain their powers as undead. (AD&D "3RD EDITION" MONSTROUS MANUAL)

AD&D "3RD EDITION" MONSTROUS MANUAL
Lesser Undead: A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. These lesser undead are controlled by their slayer and have half the listed Hit Dice for a creature of their new undead type.
Lesser Vampire: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain.
Lesser Wight: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain.
Lesser Wraith: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain.
Vampire Thief 4: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. As such an 8th level thief, drained below 1st level by a vampire, returns as a 4th level vampire thief.
Banshee, Groaning Spirit: The banshee or groaning spirit, is the spirit of an evil female elf - a rare thing indeed.
Undead Beholder, Death Tyrant: Death tyrants occur spontaneously in very rare instances. In most cases, they are created through the magic of evil beings - from human mages to illithid villains. Some outcast, magic-using beholders have even been known to create death tyrants from their own unfortunate brethren.
Death tyrants are created from dying beholders. A spell, thought to have been developed by human mages in the remote past, forces a beholder from a living to an undead state, and imprints its brain with instructions.
Casharin: ?
Doomsphere: This ghost-like undead beholder is created by magical explosions.
Coffer Corpse: The coffer corpse is an undead creature seeking its final rest. It will always be encountered on a stranded funeral barge, unburnt pyre, or the scene of some other incomplete death ritual.
A coffer corpse has one overriding instinctive urge: as it was denied a complete death, so others shall be denied life. It is bitter over its incomplete death ritual and seeks to take the lives of others in revenge, particularly if it can deny its victims the release of a death ritual.
This bitterness can be used to some advantage, however, if the means to complete the coffer corpse's death journey can be determined. If the unfinished death ritual which binds the coffer corpse to undeath can be completed, the creature will be released and effectively destroyed. The DM must determine what constitutes a final death ritual.
Crawling Claw: The much feared crawling claw is frequently employed as a guardian by those magic-users and clerics who have learned the secret of its creation.
Crawling claws can be created by any magic-user or cleric who has knowledge of the techniques required to do so. To begin with, the creator must assemble the severed limbs that are to be animated. The maximum number of claws that can be created at any one time is equal to the level of the person enchanting them. The hands (or paws) can be either fresh, skeletal, or at any stage of decomposition in between.
Crypt Thing: ?
Crypt Thing Ancestral: There are two types of crypt things - ancestral and summoned. The former type is a “natural'' creature, while the other is called into existence by a magic-user or cleric of at least 13th level.
Ancestral crypt things are the raised spirits of the dead that have returned to guard the tombs of their descendants. This happens only in rare cases (determined by the DM).
Crypt Thing Summoned: There are two types of crypt things - ancestral and summoned. The former type is a “natural'' creature, while the other is called into existence by a magic-user or cleric of at least 13th level.
The most common crypt thing is the summoned variety. By use of a 7th level spell (see below), any caster capable of employing necromantic spells can create a crypt thing.
Create Crypt Thing spell.
Death Knight: A death knight is the horrifying corruption of a paladin or lawful good warrior cursed by the gods to its terrible form as punishment for betraying the code of honor it held in life.
Death knights are former good warriors who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason. (For instance, Krynn's Lord Soth, the most famous of all death knights, murdered his wife so that he could continue an affair with an elf maid.)
Death knights are cursed to remain in their former domains, usually castles or other strongholds. They are further condemned to remember their crime in song on any night when the moon is full; few sounds are as terrifying as a death knight's chilling melody echoing through the moonlit countryside.
Dracolich: The dracolich is an undead creature resulting from the unnatural transformation of an evil dragon. The mysterious Cult of the Dragon practices the powerful magic necessary for the creation of the dracolich, though other practitioners are also rumored to exist.
A dracolich can be created from any of the evil dragon subspecies.
The creation of a dracolich is a complex process involving the transformation of an evil dragon by arcane magical forces, the most notorious practitioners of which are members of the Cult of the Dragon. The process is usually a cooperative effort between the evil dragon and the wizards, but especially powerful wizards have been known to coerce an evil dragon to undergo the transformation against its will.
Any evil dragon is a possible candidate for transformation, although old dragons or older with spell-casting abilities are preferred. Once a candidate is secured, the wizards first prepare the dragon's host, an inanimate object that will hold the dragon's life force. The host must be a solid item of not less than 2,000 gp value resistant to decay (wood, for instance, is unsuitable). A gemstone is commonly used for a host, particularly ruby, pearl, carbuncle, and jet, and is often set in the hilt of a sword or other weapon. The host is prepared by casting Enchant an Item upon it and speaking the name of the evil dragon; the item may resist the spell with a successful Item Saving Throw. If the spell is resisted, another item must be used for the host. If the spell is not resisted, the item can then function as a host. If desired, Glassteel can be cast upon the host to protect it.
Next, a special potion is prepared for the evil dragon to consume. The exact composition of the potion varies according to the age and type of the dragon, but it must contain precisely seven ingredients, among them a potion of evil dragon control, a potion of invulnerability, and the blood of a vampire. When the evil dragon consumes the potion, the results are determined as follows (roll percentile dice):
Roll Result
01-10 No effect.
11-40 Potion does not work. The dragon suffers 2d12 points of necrotic damage and is helpless with convulsions for 1-2 rounds.
41-50 Potion does not work. The dragon dies. A Wish or similar spell is needed to restore the dragon to life; a Wish to transform the dragon into a dracolich results in another roll on this table.
51-00 Potion works.
If the potion works, the dragon's spirit transfers to the host, regardless of the distance between the dragon's body and the host. A dim light within the host indicates the presence of the spirit. While contained in the host, the spirit cannot take any actions; it cannot be contacted nor attacked by magic. The spirit can remain in the host indefinitely.
Once the spirit is contained in the host, the host must be brought within 90 feet of a reptilian corpse; under no circumstances can the spirit possess a living body. The spirit's original body is ideal, but the corpse of any reptilian creature that died or was killed within the previous 30 days is suitable.
The wizard who originally prepared the host must touch the host, cast a Magic Jar spell while speaking the name of the dragon, then touch the corpse. The corpse must fail its CHA Saving Throw against the Magic Jar spell for the spirit to successfully possess it; if it saves, it will never accept the spirit. The following modifiers apply to the roll:
Modifier Condition
-10 The corpse is the spirit's own former body (which can be dead for any length of time).
-4 The corpse is of the same alignment as the dragon.
-4 The corpse is that of a true dragon (any type).
-3 The corpse is that of a firedrake, ice lizard, wyvern, or fire lizard.
-1 The corpse is that of a dracolisk, dragonne, dinosaur, snake, or another reptile.
If the corpse accepts the spirit, it becomes animated by the spirit. If the animated corpse is the spirit's former body, it immediately becomes a dracolich; however, it will not regain the use of its voice and breath weapon for another seven days (note that it will not be able to cast spells with verbal components during this time). At the end of seven days, the dracolich regains the use of its voice and breath weapon.
If the animated corpse is not the spirit's former body, it immediately becomes a proto-dracolich. A proto-dracolich has the mind and memories of its original form but has the hit points and immunities to spells and clerics’ turning abilities of a dracolich. A proto-dracolich can neither speak nor cast spells; further, it cannot cause chilling damage, use a breath weapon, or cause fear as a dracolich. Its strength, movement, and Armor Class are those of the possessed body.
To become a full dracolich, a proto-dracolich must devour at least 10% of its original body. Unless the body has been dispatched to another plane of existence, a proto-dracolich can always sense the presence of its original body, regardless of the distance. A proto-dracolich will tirelessly seek out its original body to the exclusion of all other activities. If its original body has been burned, dismembered, or otherwise destroyed, the proto-dracolich need only devour the ashes or pieces equal to or exceeding 10% of its original body mass (total destruction of the original body is possible only through use of a disintegrate or similar spell; the body could be reconstructed with a wish or similar spell, so long as the spell is cast in the same plane as the disintegration). If a proto-dracolich is unable to devour its original body, it is trapped in its current form until slain.
A proto-dracolich transforms into a full dracolich within seven days after it devours its original body. When the transformation is complete, the dracolich resembles its original body; it can now speak, cast spells, and employ the breath weapon of its original body, in addition to having all of the abilities of a dracolich.
Ghost: Ghosts are the spirits of humans who were either so greatly evil in life or whose deaths were so unusually emotional they have been cursed with the gift of undead status.
A ghost often has a specific purpose in its haunting, sometimes trying to “get even'' for something that happened during the ghost's life. Thus, a woman who was jilted by a lover, and then committed suicide, might become a ghost and haunt the couple's secret trysting place. Similarly, a man who failed at business might appear each night at his storefront or, perhaps, at that of a former competitor.
Another common reason for an individual to become a ghost is the denial of a proper burial. A ghost might inhabit the area near its body, waiting for a passerby to promise to bury the remains. The ghost, in its resentment toward all life, becomes an evil creature intent on destruction and suffering.
In rare circumstances, more than one ghost will haunt the same location. The classic example of this is the haunted ship, a vessel lost at sea, now ethereal and crewed entirely by ghosts. These ships are most often encountered in the presence of St. Elmo's fire, an electrical discharge that causes mysterious lights to appear in the rigging of a ship.
In many cases, a ghost can be overcome by those who might be no match for it in combat simply by setting right whatever events led to the attainment of the ghost's undead status. For example, a young woman who was betrayed and murdered by someone who pretended to love her might be freed from her curse if the cad were humiliated and ruined. In many cases, however, a ghost's revenge will be far more demanding, often ending in the death of the offender.
Ghoul: Any human or demihuman (except elves) killed by a ghoulish attack will become a ghoul unless blessed. Obviously, this is also avoided if the victim is devoured by the ghouls.
Lacedon: ?
Ghast: ?
Huge Undead Horse of Shifting Bone: ?
Huecuva: Legends tell that huecuva are the restless spirits of monastic clerics who were less than faithful to their holy vows. In punishment for their heresies, they are forced to roam the dark. Their spirits, appearance, and holy powers have become perverted mockeries of their old selves.
Huecuva are malignant spirits that seek to destroy those who still live. They are used as examples to remind clerics the fate that befalls those who stray from their devotion or use their religion as a mask to hide unpious deeds.
Lich: They were originally magic-users of at least 18th level.
In order to become a lich, the wizard must prepare its phylactery using the Enchant an Item, Magic Jar, Permanency and Reincarnation spells. The phylactery, which can be almost any manner of object, must be of the finest craftsmanship and materials with a value of not less than 1,500 gold pieces per level of the magic-user. Once this object is created, the would-be lich must craft a poison potion, which is then enchanted with the following spells: Wraithform, Permanency, Cone of Cold, Feign Death, and Animate Dead. When next the moon is full, the potion is imbibed. Rather than death, the potion causes the wizard to undergo a transformation into its new state. A DC 13 Constitution Saving Throw is required, with failure indicating an error in the creation of the potion which kills the wizard and renders him forever dead.
Demilich: The demilich is not, as the name implies, a weaker form of the lich. Rather, it is the stage into which a lich will eventually evolve as the power which has sustained its physical form gradually begins to fail.
In order to attain the status of a demilich, a lich must have replaced 5-8 (1d4+4) of its teeth with gems. Each of these gems now serves as a powerful magical device which can trap the soul of its adversaries.
Archlich: ?
Mummy: Mummies are corpses native to dry desert areas, where the dead are entombed by a process known as mummification. When their tombs are disturbed, the corpses become animated into a weird undead state, whose unholy hatred of life causes them to attack living things without mercy.
Mummies are the product of an embalming process used on wealthy and important personages. Most mummies are corpses without magical properties. On occasion, perhaps due to powerful evil magic or perhaps because the individual was so greedy in life that he refuses to give up his treasure, the spirit of the mummified person will not die, but taps into energy from the Positive Material plane and is transformed into an undead horror. Most mummies remain dormant until their treasure is taken, but then they become aroused and kill without mercy.
To create a mummy, a corpse should be soaked in a preserving solution (typically carbonate of soda) for several weeks and covered with spices and resins. Body organs, such as the heart, brain, and liver, are typically removed and sealed in jars. Sometimes gems are wrapped in the cloth (if the treasure listing for the mummy indicates it possesses gems, a few may be placed in the wrappings).
When a greater mummy wishes to create normal mummies as servants, it does so by mummifying persons infected with its rotting disease. This magical process requires 1 day and cannot be disturbed without ruining the enchantment. Persons to be mummified are normally Held or Charmed so that they cannot resist the mummification process. Once the process is completed, victims are helpless to escape the bandages that bind them. If nothing happens to free them, they will die of the mummy rot just as they would have elsewhere. Upon their death, however, a strange transformation takes place. Rather than crumbling away into dust, these poor souls rise again as normal mummies.
Greater Mummy: Greater mummies are a powerful form of undead created when a high-level lawful evil cleric of certain religions is mummified and charged with the guarding of a burial place.
Greater mummies are powerful undead creatures that are usually created from the mummified remains of powerful, evil clerics. This being the case, the greater mummy now draws its mystical abilities from evil powers and darkness. In rare cases, however, the mummified clerics served non-evil god in life and are still granted the powers they had in life from those gods.
The first of these creatures is known to have been produced by Anhktepot, the Lord of Har'akir, in the years before he became undead himself.
The process by which a greater mummy is created remains a mystery to all but Anhktepot. It is rumored that this process involves a great sacrifice to gain the favor of the gods and an oath of eternal loyalty to the Lord of Har'akir.
Greater Mummy Age 99 or Less: ?
Greater Mummy Age 100-199: ?
Greater Mummy Age 200-299: ?
Greater Mummy Age 300-399: ?
Greater Mummy Age 400-499: ?
Greater Mummy Age 500 or More: ?
Anhktepot: ?
Penanggalan: If a penanggalan kills a male victim, he does not return as undead and may be raised normally. A female victim will rise from the grave in three days as a penanggalan, as a free-willed undead. Should a female victim be raised within those three days, she will be unable to do anything other than rest for a week, after which all damage done by the penanggalan is healed.
Poltergeist: Poltergeists are the spirits of restless dead.
Some say that poltergeists are the spirits of those who committed heinous crimes that went unpunished in life.
Revenant: Revenants are vengeful spirits that have risen from the grave to destroy their killers.
Under exceptional circumstances, a character who has died a violent death may rise as a revenant from the grave to wreak vengeance on his killer(s). The chance of this occurring is 1% for every point in ability scores that are 13 or greater.
If the character died a particularly violent death, it may b unable to reoccupy its original body. In this case, the spirit occupies any available, freshly-dead corpse.
Shadow: If a human, humanoid, or demihuman opponent is reduced to zero Strength or zero hit points by a shadow, the shadow has drained the life force and the opponent becomes a shadow as well.
According to most knowledgeable sages, shadows appear to have been magically created, perhaps as part of some ancient curse laid upon some long-dead enemy. The curse affects only humans, humanoids, and demihumans, so it would seem that it affects the soul or spirit. When victims no longer can resist, either through loss of consciousness (hit points) or physical prowess (Strength points), the curse is activated, and the majority of the character's essence is shifted to the Negative Material Plane. Only a shadow of their former self remains on the Prime Material Plane, and the transformation always renders the victim both terribly insane and undeniably evil.
The original body of a victim is destroyed when changed to a shadow whether by the curse itself or by unprotected exposure to the Negative Material Plane.
Skeleton: All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics.
Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs.
Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants.
Animal Skeleton: All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics.
Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs.
Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants.
Monster Skeleton: All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics.
Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs.
Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants.
Giant Skeleton: Giant skeletons are similar to the more common undead skeleton, but they have been created with a combination of spells and are, thus, far more deadly than their lesser counterparts.
A small, magical fire burns in the chest of each giant skeleton, a byproduct of the magics that are used to make them.
The first giant skeletons to appear in Ravenloft were created by the undead priestess Radaga in her lair within the domain of Kartakass. Others have since mastered the spells and techniques required to create these monsters; thus, giant skeletons are gradually beginning to appear in other realms where the dead and undead lurk.
They are created from the bones of those who have died and are abominations in the eyes of all who belief in the sanctity of life and goodness.
The process by which giant skeletons are created is dark and evil.
Attempts to manufacture them outside of Ravenloft have failed, so it is clear that they are in some way linked to the Dark Powers themselves. In order to create a giant skeleton, a spellcaster must have the intact skeleton of a normal human or demihuman. On a night when the land is draped in fog, they must cast an Animate Dead, Produce Fire, Enlarge Person, and a Resist Fire spell over the bones. When the last spell is cast, the bones lengthen and thicken, and the creatures rises up.
Radaga: ?
Skeleton Warrior: Formerly powerful fighters, skeleton warriors are undead lords forced into their nightmarish states by powerful wizards or evil demigods who trapped their souls in golden circlets.
Son of Kyuss: Sons of Kyuss are horrible undead beings that convert living humans and demihumans into cursed undead like themselves.
In addition to flailing fists, one worm per round attempts to jump from a son’s head to a character the son is in melee with. The worm needs only to roll a successful attack roll (as a 4 Hit Die creature) to land on the victim. The worm burrows into the victim on the next round unless torn free (DC 12 Athletics skill check) or killed by the touch of cold iron, holy water, or a blessed object. A worm that is torn from a victim immediately attacks the creature that tore it free.
After penetrating the victim's skin, the worm burrows toward the victim’s brain, taking 1d4 rounds to reach it. During this time a Remove Curse or Cure Disease spell will kill the worm and Neutralize Poison or Dispel Evil will delay the worm for 1d6 x 10 minutes. If the worm reaches the brain, the victim dies immediately and becomes a son of Kyuss. Decay and putrification set in without further delay.
Kyuss was an evil high priest who created the first of these creatures, via a special curse, under instruction from an evil deity. Since then the number of sons has increased dramatically.
Spectre: Any being totally drained of life energy by a spectre becomes a full-strength spectre under the control of the spectre which drained him.
No one knows who the first spectre was or how it came to be.
Lemures are occasionally transformed into wraiths or spectres, as well.
Spectral Troll, Troll Wraith: ?
Vampire: Any human or humanoid creature slain by the life energy drain of a vampire is doomed to become a vampire himself.
The transformation takes place one day after the burial of the creature.
Those who are not actually buried, however, do not become undead and it is thus traditional that the bodies of a vampire's victims be burned or similarly destroyed.
Eastern Vampire: ?
Wight: Persons who are slain by the energy draining powers of a wight are doomed to rise again as wights under the direct control of their slayer.
A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight.
Wraith: The wraith is an evil undead spirit of a powerful human that seeks to absorb human life energy.
Persons who are slain by the energy draining powers of a wraith are doomed to rise again as wraiths under the direct control of their slayer.
A wraith is an undead spirit of a powerful, evil human. As such, it is usually found in tombs or places where such men and
women would have died. Since such men and women are frequently buried together, in the case of the wealthy, or with their families, wraiths are most commonly encountered in packs. Those that died or were buried alone might still be encountered in packs, because a human who dies from the touch of a wraith becomes a wraith under the sway of its slayer.
Lemures are occasionally transformed into wraiths or spectres, as well.
It is noted that a humanoid slain by a spectral troll becomes a wraith in three days, unless a proper burial ceremony is performed by a cleric of the victim's religion.
Zombie: A Cure Disease or Remove Curse spell will transform a son of Kyuss into a zombie, but both spells require that the cleric touch the son.
The odor of death surrounding the zombie lord is so potent it causes horrible effects in those who breathe it. On the first round a character comes within 60 feet, he must make a DC 13 CON save or be affected in some way. The following results are possible:
1d6 Roll Effect
1 Weakness (as the Symbol of Weakness spell).
2 Cause disease (as the spell).
3 -1d3 points of Constitution.
4 Contagion (as the spell).
5 Character unable to act for 1d4 rounds due to nausea.
6 Character dies in 1d4 rounds and becomes a zombie under control of the zombie lord.
Common Zombie: Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or clerics.
The dead body of any humanoid creature can be made into a zombie.
Monster Zombie: Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or clerics.
The dead body of any humanoid creature can be made into a zombie.
Ju-Ju Zombie: These creatures are made when a magic-user drains the life force from a Medium-sized humanoid creature with an Energy Drain spell.
Zombie Lord: They are formed on rare occasions as the result of a Raise Dead spell gone awry.
The zombie lord comes into being by chance, and only under certain conditions. First, an evil human must die at the hand of an undead creature. Second, an attempt to raise the character must be made. Third, the corpse must be on desecrated ground or in an area of great evil. Fourth and last, a deity of evil must show “favor” to the deceased and curse him or her with the “gift of eternal life.” Within one week of the raise attempt, the corpse awakens as a zombie lord.
Sea Zombie, Drowned One: Sea zombies (also known as drowned ones) are the animated corpses of humans who died at sea. Although similar to land-dwelling zombies, they are free-willed and are rumored to be animated by the will of the god Nerull the Reaper (or another similar evil deity).
Many of the humans who become drowned ones were clerics while alive, and they retain their powers as undead.
Vampire Cleric 7: ?
Vampire Cleric 8: ?
Vampire Cleric 9: ?
Vampire Cleric 10: ?
Vampire Mage 9: ?
Vampire Mage 10: ?
Vampire Mage 11: ?
Vampire Mage 12: ?

Create Crypt Thing (Reversible)
Necromantic
Level: Cleric 7, Magic-User 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: 1 corpse
Duration: Permanent
Saving Throw: None; Charisma negates for reverse of spell
Magic Resistance: None; Yes for the reverse of spell
This spell enables the caster to cause a single dead body to animate and assume the status of a crypt thing. This spell can be cast only in the tomb or grave area the crypt thing is to protect; the spell requires that the caster touch the skull of the subject body. Once animated, the crypt thing remains until destroyed. Only one crypt thing may guard a given tomb.
A successful Dispel Magic spell returns the crypt thing to its original unanimated state. Attempts to restore the crypt thing before this is done fail for any magic short of a Wish.
The reverse of this spell, Destroy Crypt Thing, utterly annihilates any one such being as soon as it is touched by the caster. The target is allowed a Charisma Saving Throw to avoid destruction.

AD&D "3RD EDITION" Dungeon Master's Guide
Ghoul: ?
Lich: ?
Vampire: ?
Wraith: ?
Wight: A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight.
Lesser Undead: A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. These lesser undead are controlled by their slayer and have half the listed Hit Dice for a creature of their new undead type.
Lesser Vampire: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain.
Lesser Wight: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain.
Lesser Wraith: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain.
Vampire Thief 4: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. As such an 8th level thief, drained below 1st level by a vampire, returns as a 4th level vampire thief.
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.
Ghast: ?
Ghost: ?
Shadow: ?
Skeleton: ?
Spectre: ?
Zombie: ?
Huecuva: ?
Zombie Juju: ?
Mummy: ?
Lacedon: ?
Demilich: ?
Vampire Cleric 7: ?
Vampire Cleric 8: ?
Vampire Cleric 9: ?
Vampire Cleric 10: ?
Vampire Mage 9: ?
Vampire Mage 10: ?
Vampire Mage 11: ?
Vampire Mage 12: ?

AD&D "3RD EDITION" Player's Handbook
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.
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: ?
Lich: ?
Vampire: ?
Wraith: ?
Ju-Ju Zombie: Energy Drain spell.

Animate Dead
Necromancy
Level: Cleric 3, Magic-User 4
Components: V, S, M
Casting Time: 1 action
Range: Touch
Targets: 1 or more corpses
Duration: Instantaneous
Saving Throw: None
Magic Resistance: No
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 HD of undead than your caster level with a single casting of animate dead. (The Desecrate spell or a desecrated area doubles this limit).
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 2 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command undead do not count toward the limit.
• Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
• Zombies: A zombie can be created only from a mostly intact corpse.
Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells. Clerics must also have their holy symbol at hand when casting this spell.

Energy Drain
Necromancy
Level: Cleric 9, Magic-User 9
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 living or undead creature
Duration: Instantaneous; see text
Saving Throw: Constitution partial; see text
Magic Resistance: Yes
The creature touched by the caster loses 2d4 levels of experience. If reduced to less than 0 levels, the target is slain. A creature slain by this spell rises the next night as a juju zombie. Targets reduce to 0-level (or Hit Dice) creatures have 1d4 Hit Points and no Proficiency Bonus to ability checks or attack rolls.
There is no Saving Throw to avoid this level drain, but 24 hours later, the subject must make a Constitution Saving Throw for each level lost.
If the save succeeds, that lost level is regained. If it fails one of the subject’s character levels is permanently drained.
An undead creature affected by this spell gains 4 Hit Dice for the spell’s duration.

The Black Hack
Black Hack Cumulative
Undead: The vast legions of undead draw the power needed to sustain their everlife from Dur-Dhola-Ram, the child god of death. (The Black Hack Second Edition)
Undead are nefarious creatures that challenge nature by simply existing. They remain in a stage between life and death, refusing to follow the natural circle of life and usually feed on mortals in various ways. This is usually caused by the influence of sorcery or the forces of the Abyss. (Dark Streets & Darker Secrets)
Undead are nefarious creatures that challenge nature by simply existing. They remain in a stage between life and death, refusing to follow the natural circle of life and usually feed on mortals in various ways. (Sharp Swords & Sinister Spells – Addendum)
Undead creatures are created from living beings that, for some reason, stop the natural process of death and remain in a stage of undeath. (Sharp Swords & Sinister Spells – Addendum)
Undead creatures are created from living beings that, for some reason, stop the natural process of death and remain in a stage of undeath. (Solar Blades & Cosmic Spells)
Creatures that were supposed to be dead but have been infused with Void energy and now continue to walk and fly throughout the universe. Most of the undead are the creation of the Undead Queen of the Dead Zone or her disciples, who have been spreading undeath amongst the stars. (Solar Blades & Cosmic Spells)
The Undead Queen is actually the First Sorcerer who returned from the dead after she was betrayed by the Galactic Overlords and is just biding her time before she completely wipes them from the universe, spreading death, and undeath, to all. (Solar Blades & Cosmic Spells)
Over the last centuries she has spread a terrible plague among a great number of systems, now collectively known as the Dead Zone. This disease kills sentients of any species and some say it even affects Void creatures, turning them immediately into undead servants of the sorceress. (Solar Blades & Cosmic Spells)
Who was resurrected by a sinister cult. (Solar Blades & Cosmic Spells)
Created by the Undead Queen to spread a powerful plague. (Solar Blades & Cosmic Spells)
Who turns those killed by it into other undead. (Solar Blades & Cosmic Spells)
Creatures killed by the Specter return as other Undead. (Solar Blades & Cosmic Spells)
Undeath spell. (Bluehack)
Animate Dead power. (Dark Streets & Darker Secrets)
Animate Dead power. (Sharp Swords & Sinister Spells – Addendum)
Animate Dead power. (Solar Blades & Cosmic Spells)
Abomination Undead Scorpion-Human Huge: See Undead Scorpion-Human Abomination Huge.
Ally Ghostly: See Ghostly Ally.
Ancient Archon's Ghost: See Ghost Ancient Archon's.
Ancient Ghost Archon's: See Ghost Ancient Archon's.
Ancient Sorcerer Lich: See Lich Sorcerer Ancient.
Ancient Weakened Zombie: See Zombie Ancient Weakened.
Angry Spirit of Someone Murdered and Buried Without the Proper Rites: See Spirit Angry of Someone Murdered and Buried Without the Proper Rites.
Apparition: Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages. (Dark Streets & Darker Secrets)
Archon's Ancient Ghost: See Ghost Ancient Archon's.
Archon's Ghost Ancient: See Ghost Ancient Archon's.
Archon's Ghost Previous: See Ghost Previous Archon's.
Archon's Previous Ghost: See Ghost Previous Archon's.
Assassin Skeleton: See Skeleton Assassin.
Astronav Frozen: See Long-Dead Future Man Frozen Astronav.
Banshee: ?
Blindfolded Zombie: See Zombie Blindfolded.
Blood Thrall: See Vampyre Blood Thrall.
Bone Centipede: ?
Cadaver Wretched: See Zombie Wretched Cadaver.
Cadavre Poison: See Poison Cadavre.
Centipede Bone: See Bone Centipede.
Champion Skeletal: See Skeletal Champion.
Cold Zombie: See Zombie Cold.
Colossal Undead Moth: See Undead Moth Colossal.
Count Dukula: ?
Creeping Hand Swarm: ?
Cyclops Skeleton: See Skeleton Cyclops.
Dark Walker: Dark Walkers are men who have been turned undead by sorcerous means.
Dark Walkers are dark hooded and robed men turned undead by the most vile of wizards. (Bladimir Bartholomew's Binder of Bestial Beasties)
Dead Waddling: See Waddling Dead.
Death Knight: Some who are well on their way to become a Lich take on the role of Death Knights. (The Beast Hack)
Defender Undead: See Undead Defender.
Demilon: Appearing like weeping women, often soaking wet, Demilons are the cursed souls of females wrongfully-murdered. (The Beast Hack)
Doom Singer: Undead Fairies. (Bladimir Bartholomew's Binder of Bestial Beasties)
Dracolich: A dragon raised from the dead, Dracoliches are horrible monsters given new life. (The Beast Hack 2: Monster Madness)
Draugr: An honourable burial was not enough to keep this unliving horror in the grave. (The Blue Lotus Hack: The Kingdoms of Varas)
Dream Stalker: See Ghost Dream Stalker.
Drowned Soldier: These skeletal creatures are the remnants of sailors who have drowned. (The Beast Hack 3)
Duck Ghost: See Ghost Duck.
Dukula: See Count Dukula.
Dusty Old Bones: See Skeleton Dusty Old Bones.
Dwarf Zombie: See Zombie Dwarf.
Elder Vampire: See Vampire Elder.
Entombed: An unliving horror caked in clay and fired ceramic intended to preserve the ancient corpse. (The Blue Lotus Hack: The Kingdoms of Varas)
Ephemeral: ?
Famine Zombie: See Zombie Famine.
Fang of Night: See Pale Fang of Night.
Feargus the Drowned: Sitting on the edge of his sarcophagus, the skeletal remains of Feargus have come to life due to the energy stolen from the Elven Master Thief. (Adventure Module A1: Beginner's Luck)
Flaming Skeleton: See Skeleton Flaming.
Floating Weapon: These possessed swords contain the spirit of a long-dead warrior. (The Beast Hack 3)
Former Ghost Master's: See Ghost Former Master's.
Former Master's Ghost: See Ghost Former Master's.
Freshly Risen: See Zombie Freshly Risen.
Frozen Astronav: See Long-Dead Future Man Frozen Astronav.
Future Man Long-Dead: See Long-Dead Future Man.
Galactic Overlord: See Ghost, Galactic Overlord.
Ghost: Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages. (Dark Streets & Darker Secrets)
The Cleansing Wars destroyed many planets, wiping dozens of species from existence. Their ghosts, however, still haunt the planets where they experienced terrible deaths, ready to exercise their wrath on anyone they can find. (Solar Blades & Cosmic Spells)
A megacity planet with buildings and most of its technology intact. It’s completely deserted though as a powerful plague killed the population. Their ghosts haunt the place. (Solar Blades & Cosmic Spells)
A planet formed by the blades of all weapons used to take a life in the many universes of existence. It’s inhabited by the ghost of those killed by them, but can also hide great legendary swords. (Solar Blades & Cosmic Spells)
A ruined megacity world where the ghosts of the people who were frozen when the nearest sun was snuffed out haunt any visitors and steal the warmth of their lives. (Solar Blades & Cosmic Spells)
A group of travelers stuck in a derelict starship asking for help. They are actually ghosts that died a long time ago. (Solar Blades & Cosmic Spells)
The souls of the dead often haunt graves or in some cases, the living. Ghosts are notorious for their corporeal form and many believe that they cannot pass onto the next life because they are bound by a necromancer, or because a problem in their life remains unresolved. (The Beast Hack 3)
It is that said two sisters fought over a man and ended up killing each other. As it would turn out the man had deceived both of them and their ghosts haunted him to death. (The World of Skarynth)
Ghost, Galactic Overlord: ?
Ghost Ancient Archon's: ?
Ghost Archon's Ancient: See Ghost Ancient Archon's.
Ghost Archon's Previous: See Ghost Previous Archon's.
Ghost Dream Stalker: They are usually ghosts of those who have done truly heinous acts during their lives and then came to an unfortunate (and usually violent) end. Unlike ghosts who haunt places or things, Dream Stalkers haunt people. These people usually have some connection to the Dream Stalker's death. (Back Alleys)
Ghost Duck: ?
Ghost Former Master's: ?
Ghost Knight's Old: See Ghost Old Knight's.
Ghost Master's Former: See Ghost Former Master's.
Ghost Old Knight's: ?
Ghost Old Sorcerer's: ?
Ghost Previous Archon's: ?
Ghost Psychic: Too many souls met a grizzly death during the Cleansing Wars and for some their end was so terrible their minds created a psychic ghost to divide their suffering with the living. (Solar Blades & Cosmic Spells)
Ghost Sorcerer's Old: See Ghost Old Sorcerer's.
Ghost Sorrow: ?
Ghost Space: ?
Ghostly Ally: ?
Ghoul: ?
Ghoul Pale: ?
Giant Insectoid Creature Undead: See Undead Insectoid Creature Giant.
Guardian Tomb: See Skeleton Tomb Guardian.
Hand Creeping: See Creeping Hand.
Hli'ir: ?
Hollow Reaper: Soulless shells that were once human, Hollow Reapers are Unmade that have been particularly terrible in their past life. (The Beast Hack)
Horde Zombie: See Zombie Horde.
Horror: ?
Howling Wight: See Wight Howling.
Hra: ?
Huge Undead Scorpion-Human Abomination: See Undead Scorpion-Human Abomination Huge.
Huru'u: ?
Hulk Shambling: See Zombie Shambling Hulk.
Husk: Next Moment after attack, a person rendered Out Of Action by a vampire becomes a husk or moonmad. (The Blue Lotus Hack: The Kingdoms of Varas)
The pitiful remnants of a body drained of soulstuff, but dangerous nonetheless. (The Blue Lotus Hack: The Kingdoms of Varas)
Insectoid Creature Giant Undead: See Undead Insectoid Creature Giant.
Jester Undead: See Undead Jester.
Knight Death: See Death Knight.
Knight Plague: See Plague Knight.
Knight's Ghost Old: See Ghost Old Knight's.
Knight's Old Ghost: See Ghost Old Knight's.
Lich: ?
Lich Sorcerer Ancient: ?
Lich Sorcerous: ?
Long-Dead Future Man: Cold dead astronauts from an age ahead of time, scattered by the void winds. Their mangled future suits – leaking radioactive death into the Nearby atmosphere - imbue the black void-scorched remains with a simplistic, unfathomable intelligence. (The Black Hack Second Edition)
Long-Dead Future Man Frozen Astronav: ?
Long-Dead Future Man Timelocked Marine: ?
Lord Pale: See Pale Lord.
Lord Vampire: See Vampire Lord.
Lord Zombie: See Zombie Lord.
Man Future Long-Dead: See Long-Dead Future Man.
Manifestation: Invoke Ghosts power. (Solar Blades & Cosmic Spells)
Marine Timelocked: See Long-Dead Future Man Timelocked Marine.
Master Vampyre: See Vampyre Master.
Master's Former Ghost: See Ghost Former Master's.
Master's Ghost Former: See Ghost Former Master's.
Moorspawn: Moorspawn are the most evil of men returned from the dead to cause even more death and destruction. They are usually criminals who were sentenced to death by drowning in the moors. (The World of Skarynth)
Moth Undead Colossal: See Undead Moth Colossal.
Mrur: ?
Mummy: ?
Naught: Naughts are undead creatures constructed by a Necromancer out of skin, dust, bone, and other remnants of previously living things. Some naughts have wings and can fly. Others walk around on whatever appendages have been sewn to their bodies. They are usually devoid of faces or hair. (Bladimir Bartholomew's Binder of Bestial Beasties)
Necroid: The Necroids are evil demon-like beings who enter the real world and possess corpses. (Back Alleys)
Night Shade: ?
Nullwing: ?
Old Ghost Knight's: See Ghost Old Knight's.
Old Knight's Ghost: See Ghost Old Knight's.
Old Ghost Sorcerer's: See Ghost Old Sorcerer's.
Old Sorcerer's Ghost: See Ghost Old Sorcerer's.
Pale Fang of Night: ?
Pale Ghoul: See Ghoul Pale.
Pale Lord: ?
Pale Lord, Twilight Soulforger: ?
Pale Lord, Xacala: ?
Pale Lord White Prince: ?
Plague Knight: ?
Plant Creature Undead: See Undead Plant Creature.
Poison Cadavre: ?
Previous Archon's Ghost: See Ghost Previous Archon's.
Previous Ghost Archon's: See Ghost Previous Archon's.
Prince White: See Pale Lord White Prince.
Psychic Ghost: See Ghost Psychic.
Psychic Vampire: See Vampire Psychic.
Psycho-Slasher: Some evil won't die. It keeps going and going and never stops. Nothing seems to stop it. (Back Alleys)
Queen Undead: See Undead Queen.
Queen Weeping: See Weeping Queen.
Ragged Militia: See Skeleton Ragged Militia.
Ravenous Wight: See Wight Ravenous.
Reaper Hollow: See Hollow Reaper.
Revenant: Almost a century ago, you were a now-forgotten, assassinated Heir’s personal attendant and saw, but cannot clearly remember, something terrible about that crime. You were killed to keep that secret, your body hidden and forgotten. Something brought you back, but you are no longer truly alive. (Barrow Keep: Den of Spies)
Risen Freshly: See Zombie Freshly Risen.
Sanguine: ?
Scratcher Zombie: See Zombie Scratcher.
Shade: ?
Shade Night: See Night Shade.
Shadow: Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages. (Dark Streets & Darker Secrets)
These inky unliving creatures may be angered ancestors or shades from defiled tombs. (The Blue Lotus Hack: The Kingdoms of Varas)
Shadow Silver: ?
Shambling Hulk: See Zombie Shambling Hulk.
Shattered One: A conglomeration of bone and ice and soulstuff, sharp and vaguely humanoid. (The Blue Lotus Hack: The Kingdoms of Varas)
Shedra: A person killed by a Shédra will become one in 2 turns. (The Petal Hack)
Silver Shadow: See Shadow Silver.
Singer Doom: See Doom Singer.
Skeletal Champion: Usually the remains of formidable fighters, Skeletal Champions are a cut above the other undead minions. (The Beast Hack 3)
Skeleton: Animated bones given a horrific, frail power - dark magic allows them to eternally serve their masters. (The Black Hack Second Edition)
The reanimated remains of some poor sod or beast. (The Blue Lotus Hack: The Kingdoms of Varas)
Animate Dead spell. (The Black Hack)
Animate Dead spell. (The Black Hack Second Edition)
Animate Dead Black Magic Wizard spell. (The Black Hack Second Edition)
Animate Dead spell. (Bluehack)
Animate Dead spell. (The Blue Lotus Hack: The Kingdoms of Varas)
Animate Dead spell. (The Zero Edition Hack)
Bonesong spell. (The Blue Lotus Hack: The Kingdoms of Varas)
Skeleton Assassin: ?
Skeleton Cyclops: ?
Skeleton Dusty Old Bones: ?
Skeleton Flaming: ?
Skeleton Ragged Militia: ?
Skeleton Soldier: ?
Skeleton Tomb Guardian: A particularly powerful skeleton, Tomb Guardians are often blessed by a necromancer to achieve their level of power. (The Beast Hack)
Skeleton Warrior: ?
Soldier Drowned: See Drowned Soldier.
Soldier Skeleton: See Skeleton Soldier.
Soldier Zombie: See Zombie Soldier.
Someone Murdered and Buried Without the Proper Rites Angry Spirit of: See Spirit Angry of Someone Murdered and Buried Without the Proper Rites.
Someone Murdered and Buried Without the Proper Rites Spirit Angry of: See Spirit Angry of Someone Murdered and Buried Without the Proper Rites.
Sorcerer Ancient Lich: See Lich Sorcerer Ancient.
Sorcerer Spectral: See Spectral Sorcerer.
Sorcerer Undead: See Undead Sorcerer.
Sorcerer's Ghost Old: See Ghost Old Sorcerer's.
Sorcerer's Old Ghost: See Ghost Old Sorcerer's.
Sorcerous Lich: See Lich Sorcerous.
Sorrow Ghost: See Ghost Sorrow.
Soul Fragment: ?
Soulforger, Twilight: See Pale Lord, Twilight Soulforger.
Soul Taker: ?
Space Ghost: See Ghost Space.
Spawn Vampire: See Vampire Spawn.
Spectral Sorcerer: ?
Specter: ?
Spectre: Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages. (Dark Streets & Darker Secrets)
A person killed by a spectre will become a spectre in 1d6 turns. (The Zero Edition Hack)
Spirit: ?
Spirit Angry of Someone Murdered and Buried Without the Proper Rites: ?
Spirit of Someone Murdered and Buried Without the Proper Rites Angry: See Spirit Angry of Someone Murdered and Buried Without the Proper Rites.
Spirit Undead: See Undead Spirit.
Stalker Dream: See Ghost Dream Stalker.
Star Undead: See Undead Star.
Swarm Creeping Hand: See Creeping Hand Swarm.
Thrall Blood: See Vampyre Blood Thrall.
Timelocked Marine: See Long-Dead Future Man Timelocked Marine.
Tomb Guardian: See Skeleton Tomb Guardian.
Tsoggu: Drowned. (The Petal Hack)
Twilight Soulforger: See Pale Lord, Twilight Soulforger.
Undead Defender: ?
Undead Giant Insectoid Creature: See Undead Insectoid Creature Giant.
Undead Insectoid Creature Giant: ?
Undead Jester: ?
Undead Moth Colossal: ?
Undead Queen: The Undead Queen is actually the First Sorcerer who returned from the dead after she was betrayed by the Galactic Overlords and is just biding her time before she completely wipes them from the universe, spreding death, and undeath, to all. (Solar Blades & Cosmic Spells)
Undead Scorpion-Human Abomination Huge, Zolaster: Zolaster has been transformed into the hideous scorpion creature. (The World of Skarynth)
Undead Spirit: ?
Undead Star: ?
Undead Plant Creature: ?
Undead Warped: It is that said two sisters fought over a man and ended up killing each other. As it would turn out the man had deceived both of them and their ghosts haunted him to death. (The World of Skarynth)
Undead Worm: ?
Undead Sorcerer: ?
Unmade: Some who do particularly terrible deeds have their souls removed by the gods, making them wandering monsters in search of their essence. (The Beast Hack)
Vampire: Humanoids killed by vampires become vampire slaves. (Bluehack)
When the Vampire Lord kills someone, that character can be raised as a Vampire in one moment if the Vampire Lord so chooses. (The Beast Hack 3)
Blood-drinkers who sold their souls to the Pale Lords completely. (The Blue Lotus Hack: The Kingdoms of Varas)
Human killed by vampire becomes a vampire under master's control. (The Zero Edition Hack)
Vampire Elder: ?
Vampire Lord: ?
Vampire Psychic: ?
Vampire Spawn: When the vampire kills someone, that character can be raised as a Vampire Spawn in one moment if the Vampire so chooses. (The Beast Hack)
Vampire Young: ?
Vampyre: Immortal and timeless descendants of an eon old blood curse, vampyres are driven by an insatiable hunger for living blood. (The Black Hack Second Edition)
Vampyre Blood Thrall: ?
Vampyre Master: ?
Viking Zombie: See Zombie Viking.
Vorodla: ?
Waddling Dead: ?
Walker Dark: See Dark Walker.
Warped Undead: See Undead Warped.
Weakened Ancient Zombie: See Zombie Ancient Weakened.
Weapon Floating: See Floating Weapon.
Weeping Queen: A ruler over Demilons, Weeping Queens are vengeful females who ultimately want to share their sorrow with others no matter what it takes. (The Beast Hack)
Whisper: ?
White Prince: See Pale Lord White Prince.
Wight: ?
Wight Howling: ?
Wight Ravenous: ?
Worm Undead: See Undead Worm.
Wraith: Any creature killed by a Wraith turns into one in 1d6 minutes. (The Beast Hack 2: Monster Madness)
Wretched Cadaver: See Zombie Wretched Cadaver.
Xacala: See Pale Lord, Xacala.
Young Vampire: See Vampire Young.
Zolaster: See Undead Scorpion-Human Abomination Huge, Zolaster.
Zombie, Reanimated Zombie: A powerful sentient virus who transform those infected by it into zombies. (Solar Blades & Cosmic Spells)
Animate Dead spell. (The Black Hack)
Animate Dead spell. (The Black Hack Second Edition)
Animate Dead Black Magic Wizard spell. (The Black Hack Second Edition)
Animate Dead spell. (Bluehack)
Animate Dead spell. (The Blue Lotus Hack: The Kingdoms of Varas)
Animate Dead spell. (The Zero Edition Hack)
White Rot disease. (Solar Blades & Cosmic Spells)
Zombification power. (From Unformed Realms)
Zombie Ancient Weakened: ?
Zombie Blindfolded: ?
Zombie Cold: ?
Zombie Dwarf: ?
Zombie Famine: Victims of the Wasting Disease rise from the dead as Famine Zombies. Famine
Zombies' attacks spread the Wasting Disease. (The World of Skarynth)
Any creature killed by a Blighted One’s Hunger Curse or Wasting Disease returns to life as a Famine Zombie. (The World of Skarynth)
Zombie Freshly Risen: ?
Zombie Horde: ?
Zombie Lord: ?
Zombie Scratcher: After being scratched, a Survivor makes an Infection (CON) save at Advantage. If a successful save is made, the Survivor takes the initial damage of 1d4 only. On a failed save, the Survivor becomes gradually ill (fever, sweats, cough, etc.) over a period of 1d4 days. At the end of the incubation day, a Death (CON) save is made at Disadvantage. On a failed save, they die and return as a Zombie. On a successful save, the Survivor is able to return to their normal healthy self within 1d8 hours. During this last one to eight-hour recovery stage, all checks and attacks are made at Disadvantage. (The Zombie Hack Scratcher Zombies)
Zombie Shambling Hulk: ?
Zombie Soldier: ?
Zombie Viking: The Vikings did settle the site and in time they buried their dead and pass away, but they were exiles rather than explorers. Ragnvald Oskarsson possessed strong beliefs about the honoured dead and the end of things, and in return his tribe banished him. But with him he took his followers and his previous stores of knowledge gathered from trading trips to the Middle East. (The Cthulhu Hack Convicts and Cthulhu)
Over time, as his beloved and trusted followers passed on, he prepared their bodies and sealed their ‘essential saltes of humane dust’ in jars. Each jar had its place in the communal burial chamber, alongside the long ship that would transport them to the final battle. And Ragnvald possessed the vital knowledge to secure their return, a ritual to extract a precious drop of the venom of Jörmungandr, the World Serpent itself. (The Cthulhu Hack Convicts and Cthulhu)
When Mason stumbled upon the entrance to the burial place, he found the words of Ragnvald inscribed upon exquisite sheets of metal, their surface barely dulled with age. He researched and practised the rituals presented, distilling the venom as the long dead Viking had instructed. He gathered samples of the saltes into his private quarters, securing them in a locked chest; but, his other ‘fascinations’ led him astray and he didn’t return for the chest before heading south. He fully intended to return. (The Cthulhu Hack Convicts and Cthulhu)
The tremor tore a gash in the earth beneath Mason’s quarters, sending shelves and cupboards crashing – and the chest dashed upon the floor. The venom mixed with the saltes … and things stirred in the wake of the destruction. (The Cthulhu Hack Convicts and Cthulhu)
Zombie Wretched Cadaver: ?
Zuvvembi: Zuvvembi are the result of failed attempts at making Dark Walkers. They are the empty walking husks of what once were men. (Bladimir Bartholomew's Binder of Bestial Beasties)

Black Hack Books
The Black Hack
Ghoul: ?
Wight: ?
Mummy: ?
Banshee: ?
Spectre: ?
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

Animate Dead: Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.

The Black Hack Second Edition
Long-Dead Future Man: Cold dead astronauts from an age ahead of time, scattered by the void winds. Their mangled future suits – leaking radioactive death into the Nearby atmosphere - imbue the black void-scorched remains with a simplistic, unfathomable intelligence.
Frozen Astronav: ?
Timelocked Marine: ?
Undead: The vast legions of undead draw the power needed to sustain their everlife from Dur-Dhola-Ram, the child god of death.
Shade: ?
Horror: ?
Ancient Sorcerer Lich: ?
Pale Ghoul: ?
Ravenous Wight: ?
Sorcerous Lich: ?
Skeleton: Animated bones given a horrific, frail power - dark magic allows them to eternally serve their masters.
Animate Dead spell.
Animate Dead Black Magic Wizard spell.
Dusty Old Bones: ?
Ragged Militia: ?
Flaming Skeleton: ?
Cyclops Skeleton: ?
Vampyre: Immortal and timeless descendants of an eon old blood curse, vampyres are driven by an insatiable hunger for living blood.
Blood Thrall: ?
Master Vampyre: ?
Zombie,Reanimated Zombie: Animate Dead spell.
Animate Dead Black Magic Wizard spell.
Wretched Cadaver: ?
Freshly Risen: ?
Shambling Hulk: ?
Blindfolded Zombie: ?
Ghost: ?

6 Spell
Animate Dead: Reanimate 2d4 Nearby corpses. Each has half the Spellcaster’s HD and is under the effects of Charm.

Black Magic Wizard Level 6 - Animate Dead (Ud4) - Creates 2d4 skeletons or zombies with HD equal to half of the Wizard’s Level.

6th Level Spells
Animate Dead: Reanimate 2d4 Nearby corpses. Each has half the Spellcaster’s HD and is under the effects of Charm.

92 Tables for The Black Hack and Other RPGs
Zombie Dwarf: ?

Adventure Module A1: Beginner's Luck
Feargus the Drowned: Sitting on the edge of his sarcophagus, the skeletal remains of Feargus have come to life due to the energy stolen from the Elven Master Thief.

Back Alleys
Dream Stalker: They are usually ghosts of those who have done truly heinous acts during their lives and then came to an unfortunate (and usually violent) end. Unlike ghosts who haunt places or things, Dream Stalkers haunt people. These people usually have some connection to the Dream Stalker's death.
Necroid: The Necroids are evil demon-like beings who enter the real world and possess corpses.
Psycho-Slasher: Some evil won't die. It keeps going and going and never stops. Nothing seems to stop it.

Barrow Keep: Den of Spies
Revenant: Almost a century ago, you were a now-forgotten, assassinated Heir’s personal attendant and saw, but cannot clearly remember, something terrible about that crime. You were killed to keep that secret, your body hidden and forgotten. Something brought you back, but you are no longer truly alive.
Previous Archon's Ghost: ?
Ghost: ?
Former Master's Ghost: ?
Ancient Archon's Ghost: ?
Old Sorcerer's Ghost: ?
Old Knight's Ghost: ?
Ghostly Ally: ?
Angry Spirit of Someone Murdered and Buried Without the Proper Rites: ?
Spirit: ?

Bladimir Bartholomew's Binder of Bestial Beasties
Dark Walker: Dark Walkers are men who have been turned undead by sorcerous means.
Dark Walkers are dark hooded and robed men turned undead by the most vile of wizards.
Doom Singer: Undead Fairies.
Naught: Naughts are undead creatures constructed by a Necromancer out of skin, dust, bone, and other remnants of previously living things. Some naughts have wings and can fly. Others walk around on whatever appendages have been sewn to their bodies. They are usually devoid of faces or hair.
Zuvvembi: Zuvvembi are the result of failed attempts at making Dark Walkers. They are the empty walking husks of what once were men.

Bluehack
Undead: Undeath spell.
Ghoul: ?
Mummy: ?
Skeleton: Animate Dead spell.
Spectre: ?
Vampire: Humanoids killed by vampires become vampire slaves.
Wight: ?
Wraith: ?
Zombie: Animate Dead spell.

Magic 5
Animate Dead: Create skeletons/zombies, total HD equal to caster HD

Magic 7
Undeath: Target becomes specified type of undead, HD = caster HD –2

Clever Title Using Hack & Class: The Second Edition
Undead Jester: ?
Undead Defender: ?

Dark Streets & Darker Secrets
Undead: Undead are nefarious creatures that challenge nature by simply existing. They remain in a stage between life and death, refusing to follow the natural circle of life and usually feed on mortals in various ways. This is usually caused by the influence of sorcery or the forces of the Abyss.
Animate Dead power.
Ghoul: ?
Young Vampire: ?
Vampire: ?
Elder Vampire: ?
Vampire Lord: ?
Apparition: Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages.
Ghost: Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages.
Spectre: Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages.
Shadow: Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages.
Undead Spirit: ?
Zombie: ?

Animate Dead: Can animate up to 2 times its HD of undead minions. They last until killed again.

From Unformed Realms
Zombie: Zombification power.

Zombification – Anyone exposed to the fluid, through: 1-2 – wounds, 3-4 – digestion, 5 – respiration, 6 – skin contact, suffers from nausea, sensory disconnection, headaches and then black-outs. After a period of 2D6 [1-2: minutes, 3-5: hours, 6: days], the exposed fall unconscious and then on revival lose all control and any remnant of intelligence. A slathering, psychopathic, flesh-hungry zombie remains, riddled with cysts and abscesses, oozing with a vile black liquid.

Sharp Swords & Sinister Spells
Undead: Animate Dead spell.
Fire Skeleton: ?
Rotting Zombie: ?
Killer Shadow: ?
Sinister Knight: ?
Psychic Vampire: ?
Ghost: ?

Animate Dead
Creates a number of undead creatures of up to PL in HD. However, they can resist the spell and attack the Magic User.

Sharp Swords & Sinister Spells - Addendum
Undead: Undead are nefarious creatures that challenge nature by simply existing. They remain in a stage between life and death, refusing to follow the natural circle of life and usually feed on mortals in various ways.
Undead creatures are created from living beings that, for some reason, stop the natural process of death and remain in a stage of undeath.
Animate Dead power.

Animate Dead: Can animate up to 2 times its HD of undead minions. They last until killed again.

Solar Blades & Cosmic Spells
Undead: Undead creatures are created from living beings that, for some reason, stop the natural process of death and remain in a stage of undeath.
Creatures that were supposed to be dead but have been infused with Void energy and now continue to walk and fly throughout the universe. Most of the undead are the creation of the Undead Queen of the Dead Zone or her disciples, who have been spreading undeath amongst the stars.
The Undead Queen is actually the First Sorcerer who returned from the dead after she was betrayed by the Galactic Overlords and is just biding her time before she completely wipes them from the universe, spreading death, and undeath, to all.
Over the last centuries she has spread a terrible plague among a great number of systems, now collectively known as the Dead Zone. This disease kills sentients of any species and some say it even affects Void creatures, turning them immediately into undead servants of the sorceress.
Who was resurrected by a sinister cult.
Created by the Undead Queen to spread a powerful plague.
Who turns those killed by it into other undead.
Creatures killed by the Specter return as other Undead.
Animate Dead power.
Undead Queen: The Undead Queen is actually the First Sorcerer who returned from the dead after she was betrayed by the Galactic Overlords and is just biding her time before she completely wipes them from the universe, spreading death, and undeath, to all.
Undead Star: ?
Colossal Undead Moth: ?
Undead Giant Insectoid Creature: ?
Undead Plant Creature: ?
Undead Worm: ?
Undead Sorcerer: ?
Zombie Soldier: ?
Skeleton Assassin: ?
Specter: ?
Manifestation: Invoke Ghosts power.
Space Ghost: ?
Ghost: The Cleansing Wars destroyed many planets, wiping dozens of species from existence. Their ghosts, however, still haunt the planets where they experienced terrible deaths, ready to exercise their wrath on anyone they can find.
A megacity planet with buildings and most of its technology intact. It’s completely deserted though as a powerful plague killed the population. Their ghosts haunt the place.
A planet formed by the blades of all weapons used to take a life in the many universes of existence. It’s inhabited by the ghost of those killed by them, but can also hide great legendary swords.
A ruined megacity world where the ghosts of the people who were frozen when the nearest sun was snuffed out haunt any visitors and steal the warmth of their lives.
A group of travelers stuck in a derelict starship asking for help. They are actually ghosts that died a long time ago.
Psychic Ghost: Too many souls met a grizzly death during the Cleansing Wars and for some their end was so terrible their minds created a psychic ghost to divide their suffering with the living.
Sorrow Ghost: ?
Ghost, Galactic Overlord: ?
Lich: ?
Skeleton Soldier: ?
Vampire: ?
Psychic Vampire: ?
Zombie: A powerful sentient virus who transform those infected by it into zombies.
White Rot disease.
Cold Zombie: ?
Night Shade: ?

Animate Dead
The character can animate up to PL HD in undead creatures they touch. They can sacrifice a HD to give a creature a Special Ability. Once animated these undead can resist being controlled rolling against the character’s Willpower.

Invoke Ghosts
Inscribing runes over an area of up to medium distance radius, the character creates manifestations that haunt the place for PL hours. Anyone but the character who enters the area suffers a Negative Die to all actions attempted there. Can be resisted.

Animate Dead: Can animate up to 2 times its HD of undead minions. They last until killed again.

White Rot: This terrible disease is rumored to have been fabricated by the Galactic Overlords during the Cleansing Wars but it has run out of their control. Infected individuals begin to rot on the places they have touched other hosts, and the rotting area grows each day. Whenever a character touches or is touched by someone with the disease they need to make a Physique test to avoid being infected. Failure means they will start losing 1 point of Physique everyday until they die. There is no known cure for the disease but some manage to survive by immediately severing the infected limb as soon as the disease is diagnosed. Anyone who is seen carrying the disease is usually immediately killed, preferable by burning, to prevent further infections. It’s rumored that if the disease runs its course the host becomes a zombie under the control of the Void.

The Basic Hack
Ghoul: ?
Skeleton: ?
Zombie: ?

The Beast Hack
Death Knight: Some who are well on their way to become a Lich take on the role of Death Knights.
Demilon: Appearing like weeping women, often soaking wet, Demilons are the cursed souls of females wrongfully-murdered.
Hollow Reaper: Soulless shells that were once human, Hollow Reapers are Unmade that have been particularly terrible in their past life.
Lich: ?
Skeleton: ?
Tomb Guardian: A particularly powerful skeleton, Tomb Guardians are often blessed by a necromancer to achieve their level of power.
Unmade: Some who do particularly terrible deeds have their souls removed by the gods, making them wandering monsters in search of their essence.
Vampire: ?
Vampire Spawn: When the vampire kills someone, that character can be raised as a Vampire Spawn in one moment if the Vampire so chooses.
Weeping Queen: A ruler over Demilons, Weeping Queens are vengeful females who ultimately want to share their sorrow with others no matter what it takes.
Zombie: ?

The Beast Hack 2: Monster Madness
Dracolich: A dragon raised from the dead, Dracoliches are horrible monsters given new life.
Wraith: Any creature killed by a Wraith turns into one in 1d6 minutes.

The Beast Hack 3
Creeping Hand Swarm: ?
Drowned Soldier: These skeletal creatures are the remnants of sailors who have drowned.
Floating Weapon: These possessed swords contain the spirit of a long-dead warrior.
Ghost: The souls of the dead often haunt graves or in some cases, the living. Ghosts are notorious for their corporeal form and many believe that they cannot pass onto the next life because they are bound by a necromancer, or because a problem in their life remains unresolved.
Skeletal Champion: Usually the remains of formidable fighters, Skeletal Champions are a cut above the other undead minions.
Vampire Lord: ?
Zombie Lord: ?

Vampire: When the Vampire Lord kills someone, that character can be raised as a Vampire in one moment if the Vampire Lord so chooses.

The Blue Lotus Hack: The Kingdoms of Varas
The Blue Lotus Hack: The Kingdoms of Varas
Black Hack
Skeleton: The reanimated remains of some poor sod or beast.
Animate Dead spell.
Bonesong spell.
Zombie: Animate Dead spell.
Bone Centipede: ?
Soul Fragment: ?
Husk: Next Moment after attack, a person rendered Out Of Action by a vampire becomes a husk or moonmad.
The pitiful remnants of a body drained of soulstuff, but dangerous nonetheless.
Sanguine: ?
Shattered One: A conglomeration of bone and ice and soulstuff, sharp and vaguely humanoid.
Shadow: These inky unliving creatures may be angered ancestors or shades from defiled tombs.
Howling Wight: ?
Poison Cadavre: ?
Entombed: An unliving horror caked in clay and fired ceramic intended to preserve the ancient corpse.
Plague Knight: ?
Silver Shadow: ?
Vampire: Blood-drinkers who sold their souls to the Pale Lords completely.
Draugr: An honourable burial was not enough to keep this unliving horror in the grave.
Whisper: ?
Nullwing: ?
Pale Fang of Night: ?
White Prince Pale Lord: ?
Ephemeral: ?
Pale Lord: ?
Twilight Soulforger, Pale Lord: ?
Xacala, Pale Lord: ?

Level 3
Bonesong: Create 1 Skeleton with HD/Level, from nearby bodies.

Level 5
Animate Dead: Create 2d4 Skeletons/Zombies, with HD/Level, from nearby bodies.

The Cthulhu Hack Convicts and Cthulhu
Viking Zombie: The Vikings did settle the site and in time they buried their dead and pass away, but they were exiles rather than explorers. Ragnvald Oskarsson possessed strong beliefs about the honoured dead and the end of things, and in return his tribe banished him. But with him he took his followers and his previous stores of knowledge gathered from trading trips to the Middle East.
Over time, as his beloved and trusted followers passed on, he prepared their bodies and sealed their ‘essential saltes of humane dust’ in jars. Each jar had its place in the communal burial chamber, alongside the long ship that would transport them to the final battle. And Ragnvald possessed the vital knowledge to secure their return, a ritual to extract a precious drop of the venom of Jörmungandr, the World Serpent itself.
When Mason stumbled upon the entrance to the burial place, he found the words of Ragnvald inscribed upon exquisite sheets of metal, their surface barely dulled with age. He researched and practised the rituals presented, distilling the venom as the long dead Viking had instructed. He gathered samples of the saltes into his private quarters, securing them in a locked chest; but, his other ‘fascinations’ led him astray and he didn’t return for the chest before heading south. He fully intended to return.
The tremor tore a gash in the earth beneath Mason’s quarters, sending shelves and cupboards crashing – and the chest dashed upon the floor. The venom mixed with the saltes… and things stirred in the wake of the destruction.

The Petal Hack
Mrur: ?
Shedra: A person killed by a Shédra will become one in 2 turns.
Huru'u: ?
Tsoggu: Drowned.
Vorodla: ?
Hra: ?
Hli'ir: ?

The Pulp Hack
Zombie: ?
Vampire: ?
Skeleton Warrior: ?
Mummy: ?
Banshee: ?
Soul Taker: ?

The Quack Hack
Count Dukula: ?
Ghost Duck: ?
Waddling Dead: ?

The World of Skarynth
Famine Zombie: Victims of the Wasting Disease rise from the dead as Famine Zombies. Famine
Zombies' attacks spread the Wasting Disease.
Any creature killed by a Blighted One’s Hunger Curse or Wasting Disease returns to life as a Famine Zombie.
Moorspawn: Moorspawn are the most evil of men returned from the dead to cause even more death and destruction. They are usually criminals who were sentenced to death by drowning in the moors.
Ghost: It is that said two sisters fought over a man and ended up killing each other. As it would turn out the man had deceived both of them and their ghosts haunted him to death.
Warped Undead: It is that said two sisters fought over a man and ended up killing each other. As it would turn out the man had deceived both of them and their ghosts haunted him to death.
Mummy: ?
Spectral Sorcerer: ?
Ancient Weakened Zombie: ?
Zombie Horde: ?
Zolaster, Huge Undead Scorpion-Human Abomination: Zolaster has been transformed into the hideous scorpion creature.

The Zero Edition Hack
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: ?
Wight: ?
Wraith: ?
Mummy: ?
Banshee: ?
Vampire: Human killed by vampire becomes a vampire under master's control.
Spectre: A person killed by a spectre will become a spectre in 1d6 turns.
Lich: ?

Animate Dead: Create 2d4 Skeletons/Zombies with HD/level from nearby bodies.

The Zombie Hack Scratcher Zombies
Scratcher Zombie: After being scratched, a Survivor makes an Infection (CON) save at Advantage. If a successful save is made, the Survivor takes the initial damage of 1d4 only. On a failed save, the Survivor becomes gradually ill (fever, sweats, cough, etc.) over a period of 1d4 days. At the end of the incubation day, a Death (CON) save is made at Disadvantage. On a failed save, they die and return as a Zombie. On a successful save, the Survivor is able to return to their normal healthy self within 1d8 hours. During this last one to eight-hour recovery stage, all checks and attacks are made at Disadvantage.

Castles and Crusades
Castles and Crusades Cumulative
Undead: Undead are once-living creatures animated by spiritual or supernatural forces. (Monsters & Treasures 2nd Printing)
Undead are once–living creatures animated by spiritual or supernatural forces. (Monsters and Treasures 3rd Printing)
Undead are once-living creatures animated by spiritual or supernatural forces. (Monsters & Treasures 4th Printing)
Undead are once–living creatures animated by spiritual or supernatural forces. (Classic Monsters)
Undead are once-living creatures animated by spiritual or supernatural forces. (Classic Monsters & Treasures 2nd Printing)
Undead are once–living creatures animated by spiritual or supernatural forces. (Monsters and Treasures of Aihrde)
Creatures killed and devoured by naerlulth are often cast into limbo, and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead, but have no shape or form until they assume one. (Monsters and Treasures of Aihrde)
Undead are once-living creatures animated by spiritual or supernatural forces. (Monsters and Treasures of Airhde 2nd Printing)
Undead are once-living creatures animated by spiritual or supernatural forces. (Monsters & Treasures of Airhde 3rd Printing)
Creatures killed and devoured by naerlulth are often cast into limbo and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead but have no shape or form until they assume one. (Of Gods & Monsters)
Undead are once-living creatures animated by spiritual or supernatural forces. (Tome of the Unclean)
In the material planes the undead are creatures who have been trapped in their dead bodies through some device or the other.
Many fall in life and are never laid to rest. Whether in battle, or at home, those whose bodies are not buried in hallowed ground, or at least given the blessings of the gods, are untethered and unprotected. Even if they were good in life and their souls crossed to some heaven of their belief, their bodies are not safe. These the arch devil and demons can summon to the infernal planes. (Tome of the Unclean)
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean)
Undead are once-living creatures animated by spiritual or supernatural forces. (Tome of the Unclean 2017 Preorder)
Undead are once-living creatures animated by spiritual or supernatural forces. (Tome of the Unclean 2019 Preorder)
Vorgalos house their lairs, the country around and the beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. (Tome of the Unclean 2019 Preorder)
In the material planes the undead are creatures who have been trapped in their dead bodies through some device or the other.
It is not so simple in the infernal planes for here there are few living creatures that possess restless spirits. (Tome of the Unclean 2019 Preorder)
Many fall in life and are never laid to rest. Whether in battle, or at home, those whose bodies are not buried in hallowed ground, or at least given the blessings of the gods, are untethered and unprotected. Even if were good in life and their souls crossed to some heaven of their belief, their bodies are not safe. These the arch devil and demons can summon to the infernal planes. When Orcus calls his armies to him, hosts of them rise from the earth around him, these are the untethered undead and they serve him for they know no other way. (Tome of the Unclean 2019 Preorder)
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean 2019 Preorder)
As with many societies, the poor and common classes are placed in shallow graves with limited ceremonies and goods interred. The rich and powerful will construct barrow mounds, fairly elaborate, at the minimum but, at the most extreme, entire ships (goods, captain/king, slaves, etc.) will be placed into the ground. These ceremonies are the same as what is performed for cremations. These burials are the source of the undead terrors that haunt the moonlit lands of Scandinavia and beyond if not maintained well or blessed. (Codex Nordica)
Creatures killed and devoured by naerlulth are often cast into limbo, and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead, but have no shape or form until they assume one. (A8 Forsaken Mountain)
Of course age and weathering has cracked many of these cairns open and the presence of a great evil within the canyons has caused many of the dead to stir from their slumber to walk amongst the living once again. (DB1 Haunted Highlands)
Malash is a devotee of the teachings of the dark deity Nartarus and as such has been given limited access to cleric spells and special powers dealing with the control and manufacture of the walking dead. (DB2 Crater of Umeshti)
Undead are once-living creatures animated by spiritual or supernatural forces. (Amazing Adventures Manual of Monsters)
Undead are once-living creatures animated by spiritual or supernatural forces. (Amazing Adventures 1st Printing)
Undead are once-living creatures animated by spiritual or supernatural forces. (Amazing Adventures 2nd Printing)
Characters drained below 1st level become a 0-level character with no class or abilities. A character drained below 0-level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character may at the GM’s option rise as another type of undead creature. (Amazing Adventures 2nd Printing)
Magic should be subtle and gradually erase the humanity from its user, turning him into something dark, amoral, and demonic. It eventually consumes its user, though it may grant him or her great power both spiritual and temporal before that happens—sometimes enough power to seek immortality as one of the undead. (Amazing Adventures Companion)
Undead and demonic minions are created and summoned using Sythgar magic.
The practice of elaborate funerals and burials has led to a strange and troubling increase in undead in some regions. (Ilshara Gazetteer)
In Lingusia, returning from the dead is not easy. Few local clerics have the ability, and fewer still would use it out of hand or without good cause. Evil clerics are much likelier to use it … but corruption of the risen can happen, and anytime an evil cleric raises someone there is a cumulative 3% chance that person will rise as a powerful undead, instead! (The Keepers of Lingusia)
The tales of this victory are not unblemished, however, for the bards of Dra’in say that Erik Kharam earned his victory by making a pact with the Banshee Liawnenshe, a diabolical spirit of the Silver Mountains who knew the secrets to Anharak’s defeat. She offered them to Kharam, for a price. He was to take her as his wife, thus freeing her of her curse. (The Keepers of Lingusia)
Kharam agreed, but could not bring himself to marry the hideous spirit, and reneged on his agreement after Anharak was defeated (some say Anharak was defeated by a knight errant of the Yllmar, as well, and that Kharam didn’t even accomplish this much). Liawnenshe was mortified, and cursed Kharam and his kingdom to an eternity of haunted strife. So it is said, the tale goes, that Dra’in became the damnable place it is. (The Keepers of Lingusia)
In fact, Dra’in might not seem so terrible to those who have visited some other, harsher realms, but the troubles of living in a domain where all warriors seemed doomed to fall in battle and rise as restless undead seem very much difficult to an everyday peasant. The people of the land are fearful of their very shadows, and take special measures to seal corpses in to coffins, or enact elaborate rituals to put the restless spirits to rest. The dead return to life all too easily in this land. (The Keepers of Lingusia)
The Hor Shaol can create any type of undead except other Hor Shoal. (Domesday Volume 1 Issue 3)
Untotenmeister Dragon Power. (Codex Germania)
Animate Dead Master spell. (Amazing Adventures Companion)
Abbernothian Shadow Lesser: See Shadow Lesser Abbernothian.
Abbernothian Shadow Greater: See Shadow Greater Abbernothian.
Abigor: ?
Aboleth Vampire: See Vampire Aboleth.
Advanced Skeletal Warrior: See Skeletal Warrior Advanced.
Aggamite Troll: The magically created children birthed of trolls impregnating undead wombs spawned terrible outcasts. (The Keepers of Lingusia)
Alkuvar Destriganumos: See Undead Dragon, Alkuvar Destriganumos.
Aleric, Lady Catea Gonn: See Lich, Lady Catea Gonn Aleric.
Allip: An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide. (Monsters & Treasures 2nd Printing)
An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide. (Monsters and Treasures 3rd Printing)
An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide. (Monsters & Treasures 4th Printing)
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. (Stains Upon the Green)
Allip, Athul: 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. (C3 Upon the Powder River)
Allip, Llewellyn: The creature is an allip, the undead remains of Llewellyn, the lighthouse keeper. In a vain attempt to escape the smugglers, Llewellyn tried to climb the steps to reach the beacon room. Instead, he slipped and fell to his death. The smugglers tossed his body over the cliff, but his soul can not rest and he has returned as an allip. (Castles & Crusades: The Secret of Smuggler's Cove)
Amdromodon Green Zombie: See Zombie Green Amdromodon.
Ancient Lich: See Lich Ancient.
Ancient Vampire: See Vampire Ancient.
Angrboda: See Spectre, Angrboda.
Angry Spirit: See Spirit Angry.
Animal Green Zombie: See Zombie Green Animal.
Animal Skeleton: Animal carcasses that are the target of Animate Dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog. (Classic Monsters)
Animal carcasses that are the target of animate dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell animate dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog. (Classic Monsters & Treasures 2nd Printing)
Animal carcasses that are the target of Animate Dead are risen as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level Cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog. (Amazing Adventures Manual of Monsters)
Animal carcasses that are the target of Animate Dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog. (Phantom Train)
Animal Skeleton Dog: ?
Animal Skeleton Rat: ?
Animated Snake: Nodjmet has animated a dead snake and placed it by the entrance to the cave. (C2 Shades of Mist)
Anne: See Queen Anne.
Antonitus, Daedalus: See Skeletal Warrior Advanced, Daedalus Antonitus.
Apparition: ?
Aquatic Ghoul: See Ghoul Lacedon, Aquatic Ghoul.
Aramach: See Spectre, Aramach.
Arch-Lich: See Lich Ancient Arch-Lich.
Arcus Tallus-Perilan: See Lich Human Wizard 25, Arcus Tallus-Perilan.
Ash Crawler: The ash crawler is partially incorporeal being made of nothing more than the ashes of its former body animated by a terrible evil will that makes it difficult to damage by weapons. (Critters Vol. 1)
Ash Guardian: The ash guardian is a creature of dust, earth, and ash created when soil is fouled with the remains of innocent victims burned en masse; their angry spirits infest the earth itself with an unimaginable thirst for revenge. Ultimately, the wrath of these spirits congeals into a single entity capable only of hate and evil. (Castles & Crusades: Dread Crypt of Srihoz)
Ashtarth Vampire: See Vampire Ashtarth.
Athul: See Allip, Athul.
Awakener: The awakener is a special form of ghost/lich created by the minions of a lord of the undead. This being has its spirit form magic jarred into a piece of jewelry such as a circlet, bracelet, etc. of suitable size. This item is the creature’s focus and is usually of valuable and of exquisite manufacture. (U1 Shadows of Halfling Hall)
Bag O' Bones: 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 Long Valley)
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 Long Valley)
Rather than animate all the skeletons here, the awakener decided it would be best to combine the material into a single (and dangerous) opponent. (U1 Shadows of Halfling Hall)
It is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation. (U1 Shadows of Halfling Hall)
The creation of such a monster requires expensive ingredients (at least 10,000gp) and 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. (U1 Shadows of Halfling Hall)
Ban Yeoja: See Half Woman, Ban Yeoja.
Banshea, Fiona Fitzgerald: She decided to run away to the big city of Dublin, not only to free her family of the burden of her presence but also find a better life for herself. None of this worked, and she found herself freezing to death in a filthy alley one dark winter night. She slept, hoping to find heaven when she awoke once again. (Victorious Phantasmagoria)
She woke, but not to the gates of St. Peter. Instead, she seemed a ghost, or at least appeared as one. (Victorious Phantasmagoria)
Banshee: The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living. (Monsters & Treasures 2nd Printing)
The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living. (Monsters and Treasures 3rd Printing)
The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living. (Monsters & Treasures 4th Printing)
The sword Noxmorus has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elves or fey, the blade has a malevolent effect. On a roll of a 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. (Monsters and Treasures of Airhde 2nd Printing)
The sword Noxmorus has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elves or fey, the blade has a malevolent effect. On a roll of a 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. (Monsters and Treasures 3rd Printing)
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean)
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean 2019 Preorder)
The reason for its lack of a resident is that the former occupant was transformed by Argus into a banshee. (U2 Verdant Rage)
Any female wood folk slain as a gaunt has a 5% chance of rising yet again as a banshee in 1d4 days. (U2 Verdant Rage)
Noxmorus magic item (Monsters and Treasures of Airhde 2nd Printing)
Noxmorus magic item (Monsters & Treasures of Airhde 3rd Printing)
Baron Crimson: See Vampire Ancient Crimson Baron.
Baron Hroder: See Vampire, Baron Hroder.
Barrow Wight: See Wight Barrow.
Bat Zombie: See Zombie Bat.
Bear Black Ghoul: See Ghoul Bear Black.
Beast Small Skeleton: See Skeleton Small Beast.
Becolaep: A becolaep is a spectral witch that has died or was slain and passed on into the form of a wrath but refuses travel on to Helle or anywhere else in the Seven Worlds. Once a halirūna or wælcyrig, the becolaep is now a vengeful spirit, haunting desolate places (preferably near graves or tombs, or fresh battle-fields). (Codex Germania)
Beetle Genitch: See Denizen Genitch Beetle.
Belphegor: See Demiurge Demon Lord, Belphegor, The Corruptor.
Bhabaphir: See Vampire Bhabaphir, Granny Soul-Sucker.
Bhuta: When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder. (Black Libram of Naratus)
When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder. (Castle Keeper's Guide to the Haunted Highlands)
There is a 20%* chance that the PCs encounter a victim of one of their encounters with the above opponents. In this event the corpse rises as a Bhuta attacking the character who slew it in life. (Free City of Eskadia)
When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder. (Amazing Adventures Manual of Monsters)
Bidder Bredderson: See Ghost, Bidder Bredderson.
Bjorn the Old: See Undead Partial Ghast Human Trollblood Ranger 7, Bjorn the Old, Ole the Giant Slayer.
Black Bear Ghoul: See Ghoul Bear Black.
Blackfriar, Roger: See Jolly Roger, Captain Roger Blackfriar.
Blldia: This creature is an undead spirit of rage in corporeal form seeking to destroy everything and everyone in its path. Scholars believe that these manifestations were once the souls of those who poisoned the minds of those around them through deeds and words because of envy and jealousy. These emotions for some became a rage that consumed them resulting in this abomination beyond death. (Domesday Volume 1 Issue 3)
Blood King: See Vampire Ancient Lord Blood King.
Blood Wight: See Wight Blood.
Bodak: A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge. (Monsters & Treasures 2nd Printing)
A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge. (Monsters and Treasures 3rd Printing)
A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge. (Monsters & Treasures 4th Printing)
Bodak, Guardian of the Key: Sitting at the desk is the Guardian of the Key, a powerful warrior and mystic transformed into a bodak of unusual power. (U3 Fingers of the Forsaken Hand)
Bodak, Prince Tamur: Prince Tamur was imprisoned alive, the Helm of Strife bolted to his living skull. Once completed, the torture and ritual transformed Prince Tamur for all time into a bodak. (U4 Curse of the Khan)
Bogeyman: Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors. (Black Libram of Naratus)
Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors. (Castle Keeper's Guide to the Haunted Highlands)
Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors. (Amazing Adventures Manual of Monsters)
Boylin, Morgane: See Shade, Morgane Boylin.
Bredderson, Bidder: See Ghost, Bidder Bredderson.
Bride of Malash: See Coffer Corpse, Hilde, Bride of Malash.
Brine Zombie: See Zombie Brine.
Brykolakas: Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved. (Black Libram of Naratus)
Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved. (Castle Keeper's Guide to the Haunted Highlands)
Bulrigi: See Mummy, Bulrigi.
Burning Corpse: The burning corpse is an undead creature cursed by the very hellfires that spawned it. (Domesday Volume 2 Issue 4)
Burning corpses are usually spawned from those condemned to hell for horrid crimes. (Domesday Volume 2 Issue 4)
Camilla: See Vampire, Camilla.
Captain Roger Blackfriar: See Jolly Roger, Captain Roger Blackfriar.
Cardinal Richelieu: See Vampire, Cardinal Richelieu.
Castor Elas Markovin: See Vampire Fighter-Wizard 13, Castor Elas Markovin.
Cat Skeletal: See Skeletal Cat.
Catea Gonn Aleric: See Lich, Lady Catea Gonn Aleric.
Cean Gan: See Gan Cean.
Ceannan Gan: See Gan Ceannan.
Champion: See Ghost Fighter 5, The Champion.
Charity: See Vampire Ancient Thirst Lord, Miss Charity, Lady of Thirst.
Chastetor, Trebitha Gonn: See Mummy Greater, Trebitha Gonn Chastetor.
Cinder Ghoul: See Ghoul Cinder.
Civatateo: Civatateo are noble women who have died in childbirth and now roam as undead looking to punish the living. (Of Gods & Monsters)
Civatateo are noble women who have died in childbirth and now roam as undead looking to punish the living. (Amazing Adventures Manual of Monsters)
Coffer Corpse: A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual. (Castle Keeper's Guide to the Haunted Highlands)
A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual. (DB2 Crater of Umeshti)
Coffer Corpse, Hilde, Bride of Malash: Following instructions found upon the Scroll of Nartarus, he sacrificed Hilde in the name of the god of the walking dead. She was returned to him a fortnight later as a coffer corpse, and his very own undead bride. (DB2 Crater of Umeshti)
Comte de Rochefort: See Vampire Spawn, Comte de Rochefort.
Corpse Ray: The Corpse Ray is the animate amalgam of bones, sundered flesh, and detritus of drowned and devoured sailors that has somehow coalesced into a mass of cursed life with a hatred of all things living. (Critters Vol. 1)
Corruptor: See Demiurge Demon Lord, Belphegor, The Corruptor.
Crimson Baron: See Vampire Ancient Crimson Baron.
Corpse Burning: See Burning Corpse.
Corpse Coffer: See Coffer Corpse.
Corpse Golem: The creation of the foulest rites of black magick, the Corpse Golem is a disgusting tatterdemalion of body parts harvested from dozens, sometimes hundreds, of dead bodies for assimilation into the creature’s nauseous flesh. (Victorious the Role Playing Game)
Corpse Leather: See Cuir-Lijik, Leather Corpse.
Count Dracula: See Vampire Count Dracula, Count Vlad Tepesch, King of the Vampires.
Count Vlad Tepesch: See Vampire Count Dracula, Count Vlad Tepesch, King of the Vampires.
Crawler Ash: See Ash Crawler.
Creeper Crypt: See Crypt Creeper.
Crow Undead: See Undead Crow.
Crypt Guardian: ?
Crypt Creeper: A Crypt Creeper is the detritus and bones of small animals that have collected within a crypt, tomb, or lair of powerful undead. Over the decades or centuries exposed to the negative energy that permeates these places, this collection of remains gained a un-life of its own. (Critters Vol. 2)
Crypt Thing: Legends abound that crypt things were once great sages, destined to live out eternity in a constant thirst for knowledge. (Classic Monsters)
Legends abound that crypt things were once great sages, destined to live out eternity in a constant thirst for knowledge. (Classic Monsters & Treasures 2nd Printing)
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. (Black Libram of Naratus)
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. (Castle Keeper's Guide to the Haunted Highlands)
Cuir-Lijik, Leather Corpse: In this case, the cuir-lijik was the lone survivor of the ambush. As a servant and henchman of the family, he knew generally where the family had a hidden niche in the fire place. However, either he did not know of the pit trap that protected the niche, or in his haste after the ambush, he forgot it was there. As such, he fell into the trap when he tried to open the secret niche. The fall was not great enough to kill him, but with all other family members, servants, henchmen, and smugglers dead, he was left there to die slowly in the dark pit, laying atop the ancient cursed bolder the black druids offered blood sacrifices on many generations ago. As he died slowly, the acid which drips from the walls began to tan his flesh and dark cursed powers filled his body. (Domesday 9)
Cyclone Mortuary: See Mortuary Cyclone.
Daedalus Antonitus: See Skeletal Warrior Advanced, Daedalus Antonitus.
Dalpuris, Veregnar Gonn: See Hagarant Lord, Veregnar Gonn Dalpuris.
Dark Queen: See Lich, Nialle, The Dark Queen.
Darksed: See Death Knight Fighter 10/Rogue 6/Mage 6, Darksed.
Dead Restless: See Restless Dead.
Dead Vampire: See Vampire Strighoiphir, Dead Vampire.
Death Grip: These are the left hands of the zombies within the upper hall, now reanimated by the awakener into death grips. (U1 Shadows of Halfling Hall)
The death grip is an unusual form of undead created by a high level necromancer or evil cleric. The hand of a corpse and one of the corpses eyeballs are used in the animation rite and it creates a scuttling clawlike hand that will follow simple commands as a skeleton or zombie. (U1 Shadows of Halfling Hall)
Death Knight, Knight of Chaos: Once loyal paladins, they were raised back into life by demonic forces to unleash mayhem on an unsuspecting world. Thankfully, very few of these creatures are known to exists
Once loyal paladins, they were raised back into life by demonic forces to unleash mayhem on an unsuspecting world. (Classic Monsters & Treasures 2nd Printing)
The Knights of Chaos (also called death knights) are a rare and horrifying form of undead, spawned from the incarnation of a truly evil Black Rider. Usually, the knight was dedicated to a chaotic order, such as the Black Riders of Slithotep, or the Order of Set. It is also known that a knight dedicated to a just or good order who succumbs to supreme corruption might be swayed into the domain of evil. (The Keepers of Lingusia)
Such knights are forbidden to walk the path of the Final Night (a euphemism for the journey the dead make to the afterlife), leading them into the Land of the Dead, for their souls have been claimed by Chaos, but in defiance of their true masters in the Abyss, the pure strength of their post mortem incarnations are capable of fending off the petitioners of the Abyss. (The Keepers of Lingusia)
Orb of the Dead Grant Un-Death power. (Domesday 7)
Death Knight Fighter 10/Rogue 6/Mage 6, Darksed: ?
Degenerate Pygmy: See Pygmy Degenerate.
Demi-Lich: See Demilich, Demi-Lich.
Demilich, Demi-Lich: Once a Lich (Monsters & Treasure tome, page 54) has outlived its physical form (which is many centuries), its spirit will release from its frail body and enter into the ethereal and astral planes. It will always and forever have a connection with the remains it has left behind and will guard them for eternity. (Classic Monsters)
Once a lich (Monsters & Treasure) has outlived its physical form (which takes many centuries), its spirit will release from its frail body and enter into the ethereal and astral planes. It will always and forever have a connection with the remains it has left behind and will guard them for eternity. (Classic Monsters & Treasures 2nd Printing)
A demilich is an advanced lich of great power. When the animating 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. (Black Libram of Naratus)
A demilich is an advanced lich of great power. When the animating force of a lich ceases to exist and the material body finally decays (often after centuries of un-death) the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull. (Castle Keeper's Guide to the Haunted Highlands)
Demiurge Demon Lord, Belphegor, The Corruptor: This fallen demiurge of Chaos is said to have died more deaths than most. Having been an ancient devonin lord ensorcelled in to the service of the Prehunate Empire ten thousand years ago, Belphegor was slain on the fields of battle when the gods cast down the heretical pre-human civilization of old. Thousands of years later, the dark necromancers of the Kadantanian Empire sought to resurrect the demon god, and he was brought to life through much sacrifice, rising from the festering remains of his subterranean tomb to live anew. For centuries, the Kadantanians were a force to be reckoned with, but at last they were destroyed in war, and Belphegor’s vampiric undeath could not be sustained. He fell once again in to deathly slumber, only to be awakened again by agents of Draskis, in which descendents of the Kadantanian necromancers had found new power. He became the god of the Draskis, and in a period of war and strife, the kingdom of Draskis almost destroyed the eastern kingdom of Cymeer. Belphegor was summoned on the fields of battle, in which the Cymeeri god Amehwy and his seraphim minions were also summoned, and the dark god slew the Cymeeri demiurge. It was a terrible blow, and Draskis swept over their foes like a great tidal wave, but during the Reckoning, the powers of Chaos were smitten by the triumph of Order, and Belphegor’s life force was once again drained, and the terrible beast fell. His followers, sundered and marked with the taint of the sherigras, built the Draskis Necropolis about his festering corpse, hoping to find a way to channel new energies in to his body. Eventually, the Cymeeri people rose up against their oppressors, and conquered the Draskis people. The Necropolis Draskis fell silent, no more desperate offerings brought to it. It seemed that Belphegor would rest forever more. (The Keepers of Lingusia)
Most recently, the Red Dragon Comet appeared in the sky, heralding an eons old return of the great balance. The comet was stricken from the sky by the might of the new Dark Lord of Chaos, as Xauraun Vestillios stole the power of his forebears, and the rain of debris from the comet brought an explosion of raw chaos energy upon the land. One such meteor plunged in to the heart of the Necropolis Draskis, and penetrated the heart of Belphegor. Like a cardiac patient under the paddles, his necrotic being shook with painful awareness, and he was once again brought to vampiric life. Now, infused with new power, Belphegor schemes to draw forth new followers and carve out a new empire of darkness in the land. (The Keepers of Lingusia)
Denizen Genitch Beetle: They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn. (Tome of the Unclean)
These beetles are found throughout all the lower planes. They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn. (Tome of the Unclean 2017 Preorder)
They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn. (Tome of the Unclean 2019 Preorder)
Destriganumos, Alkuvar: See Undead Dragon, Alkuvar Destriganumos.
Devil Lesser Discarnate: The discarnate are lost souls, shadows of their former selves. (Tome of the Unclean)
The discarnate are the souls and spirits of those who died in Hell and were trapped there, their bodies left to rot, unburied.
Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate. (Tome of the Unclean)
Note that the discarnate are also people that have fallen in Hell and have become undead creatures. (Tome of the Unclean)
The discarnate are the souls and spirits of those who died in hell and were trapped there, their bodies left to rot, unburied. (Tome of the Unclean 2017 Preorder)
Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate. (Tome of the Unclean 2017 Preorder)
The discarnate are lost souls, shadows of their former selves. (Tome of the Unclean 2019 Preorder)
The discarnate are the souls and spirits of those who died in Hell and were trapped there, their bodies left to rot, unburied.
Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate. (Tome of the Unclean 2019 Preorder)
Note that the discarnate are also people that have fallen in Hell and have become undead creatures. (Tome of the Unclean 2019 Preorder)
Devouring Soul: See Soul Devouring.
Discarnate: See Devil Lesser Discarnate.
Dog Animal Skeleton: See Animal Skeleton Dog.
Dog Hunting Skeletal Undead: See Skeletal Undead Hunting Dog.
Dog Skeletal Undead Hunting: See Skeletal Undead Hunting Dog.
Dog Zombie: Unfortunately, after the attack there was no one to let them out and so the poor animals died of thirst and starvation. The Awakener subsequently animated them as zombies to provide a nasty surprise to anyone nosey enough to intrude in here. (U1 Shadows of Halfling Hall)
Don Martimho: See Zombie, Don Martimho.
Dr. Orleon: See Vampire, Dr. Orleon.
Dracula: See Vampire Count Dracula, Count Vlad Tepesch, King of the Vampires.
Dragon Green Zombie: See Zombie Green Dragon.
Dragon Lich: ?
Dragon Skeletal: See Skeletal Dragon.
Dragon Skeleton: ?
Dragon Undead: See Undead Dragon.
Draug: The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. (Black Libram of Naratus)
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Black Libram of Naratus)
The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. (Castle Keeper's Guide to the Haunted Highlands)
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Castle Keeper's Guide to the Haunted Highlands)
Draug are the horrid undead creatures of those who have drowned at sea. (The Keeper Issue 1)
Victim ’s drowned to death by a draug have a 25% chance of returning to unlife as a Draug in 3 days time. Removal of the victim ’s body from the water will prevent this from happening. (The Keeper Issue 1)
Draugr: The draugr is a type of undead, so malevolent in life that its evil ways still possess it in death. Resembling a zombie in appearance, the draugr is very intelligent, unlike the mindless, plodding zombie. Only humans can be reborn as draugr. (Classic Monsters)
Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave. (Classic Monsters)
The draugr is a type of undead so malevolent in life that its evil ways still possess it in death. Resembling a zombie in appearance, the draugr is very intelligent, unlike the mindless, plodding zombie. Only humans can be reborn as draugr. The undead can only walk the earth during the night, and must rest during the day. Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave. (Classic Monsters & Treasures 2nd Printing)
The draugr is a type of undead so malevolent in life that its evil ways still possess it in death. (Tome of the Unclean)
Only humans can be reborn as draugr. (Tome of the Unclean)
Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave. (Tome of the Unclean)
The draugr is a type of undead so malevolent in life that its evil ways still possess it in death. (Tome of the Unclean 2019 Preorder)
Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave. (Tome of the Unclean 2019 Preorder)
The Draugr are undead warriors who often are cursed into being so by a wizard or god or have made a pact to protect their loot or personal possessions into death itself. (Codex Nordica)
Sometimes, a victim to a Draugr can be made to turn into one as well, taking a full day before it occurs.
Dread Knight: The Dread Knight is a powerful undead created from the corpse of a fallen knight or paladin by necromancers. (Critters Vol. 1)
Dryhtne: The dryhtné are slain warriors who have not passed on to the next world after death for various reasons and now haunt regions where they previously roamed, either on land or sea. (Codex Germania)
Often, the curse of a wælcyrig could bring these dead warriors up from the earth to haunt or plague an enemy. (Codex Germania)
Dust Ghoul: See Ghoul Dust.
Dust Wraith: See Wraith Dust.
Dwarf Gray Wight: See Wight Dwarf Gray.
Dysadda Gyristia: See Vampire, Dysadda Gyristia.
Ealuta: See Gaunt, Ealuta.
Ekimmu: See Vampire Ekimmu, Spirit Vampire, Vampire Lord.
Eldritch Head: These disembodied heads are the craftsmanship of fell necromancers. (Castle Keeper's Guide to the Haunted Highlands)
Eldritch Heads have been infused with a portion of the necromancer’s arcane energies, and as such assault those who would interfere with their master’s property with magical assaults. (Castle Keeper's Guide to the Haunted Highlands)
Empusa: Under the command and, by some myths, created by the dark goddess Hecate, these vampiric beings are lethal. (Codex Classicum)
Terrible and insidious, the Empousai are spawned from a union of the goddess Hecate and Mormo. (Codex Classicum)
Empusa Spawn: The Empusa can turn the slain it fed upon back, but it will become a 4 Hit Dice Empusa (Vampire) instead, and have only Physical saves. The abilities are limited as well: Blood Drain, Energy Drain, Regeneration 1, Electrical Resistance (half). If the creating Empusa is slain, so are the spawn. (Codex Classicum)
Erigast: See Lich, Erigast.
Esidria Elas Phallikoskis: See Vampire Wizard 14, Esidria Elas Phallikoskis, Queen of the Black Society.
Evil Oculus of Ice and Fire: ?
Fear Guard: Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation. (Black Libram of Naratus)
Any living creature reduced to wisdom of 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation. (Castle Keeper's Guide to the Haunted Highlands)
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. (Giant's Rapture)
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 stone’s are possessed of the spirits of those that have died before some great task was completed. (S2 Dwarven Glory)
Fell Shadow: When a victim is reduced to 0 STR points, 0 hit points, or 0 CON points, the victim is dead and will rise in 1-3 nights as a lesser Fell Shadow under the thrall of the Fell Shadow that slew him or her; if the Fell Shadow in question still exists. If not, the new Fell Shadow will be independent and at full strength. (Domesday 7)
Fell Shadow Lesser: When a victim is reduced to 0 STR points, 0 hit points, or 0 CON points, the victim is dead and will rise in 1-3 nights as a lesser Fell Shadow under the thrall of the Fell Shadow that slew him or her; if the Fell Shadow in question still exists. If not, the new Fell Shadow will be independent and at full strength. (Domesday 7)
Fiona Fitzgerald: See Banshea, Fiona Fitzgerald.
Fitzgerald, Fiona: See Banshea, Fiona Fitzgerald.
Fire Phantom: When a humanoid 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 burnt flesh swathed in elemental fire. (Black Libram of Naratus)
When a humanoid 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 burnt flesh swathed in elemental fire. (Castle Keeper's Guide to the Haunted Highlands)
Fleshless Oracle: See Lich Ancient Fleshless Oracle.
Forsaken: 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 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 fled the Pits. (Monsters and Treasures of Aihrde)
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 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. (Monsters and Treasures of Airhde 2nd Printing)
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 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. (Monsters & Treasures of Airhde 3rd Printing)
Fye: Fye are cursed, solitary, incorporeal spirits whose death took place in the vicinity of a temple of evil, or other such desecrated place. (Castle Keeper's Guide to the Haunted Highlands)
Gallytrot: These are decaying and baleful dead beings dressed in tattered and old clothing that seek the life essence of those they cause fear in, and they come from the underworld of Annwn at times when the presence of death is strong. (Night of the Spirits)
These Gallytrots were long dead Roman soldiers from ages past that have come from the underworld seeking revenge. (Night of the Spirits)
Gamin Vampire: See Vampire Szalbaphir, Vampire Gamin.
Gan Cean: ?
Gan Ceannan: They are the tortured spirits of dead horsemen who seek the souls of the weak or dying. (Codex Celtarum)
Gashadokuro: Gashadokuro are created from gathering bones from people who have died of starvation. (Of Gods & Monsters)
Gashadokuro are created from gathering bones from people who have died of starvation. (Amazing Adventures Manual of Monsters)
Gaunt: Gaunts are the results of necromantic experimentations upon the corpses of elves and other woodland beings. (U2 Verdant Rage)
Gaunt, Ealuta: In their midst was an old washer woman, Ealuta, who had not left Gaxmoor willingly that day, but rather been driven out by her family for she was a thief and threatened murder. She cursed her family, fled the town and laughed in scorn when the city disappeared. She gathered with the refugees near the Cuft Gorge and helped them build a home of loose rock. In time, however, she began to steal from them, and later, when winter struck and food ran short, she stole more. She was eventually found out and driven out of the makeshift town. They hounded her over the bridge and drove her into the snow to die. (The Long Valley)
But she did not die, for she was pickled with hate for all living things, and this hate kept her warm. She found shelter under the eastern side of the , and there carved out a hovel where she found some comfort. (The Long Valley)
When the first of the refugees died, she took note and watched as the others buried him. When they left the grave, she dug up the body and gnawed upon it, devouring the flesh raw. She tried to hide her crimes but was too weak. So, she took a rock and cut the remains into pieces and bore it back across the bridge to her lonely world. There, she buried the meat in the dirt.
The others soon discovered her crime but were too weak to pursue her, for the snows were deep and the food already gone. Three more died and were buried in shallow graves, only to suffer the indignity of becoming Ealuta’s meal, one after the other. What followed was a nightmare of death, murder and a witch’s haunt, until at last some few fled into the west to find succor and only one remained, a young girl, whose brother lay in the cold ground. She would not leave his side for him to become a meal for the witch. (The Long Valley)
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 Long Valley)
The tale did not end there, however, for Ealuta rose from the gorge, a twisted creature of evil and spite. Wild and without purpose, she haunted the bridge slaying any and all who came to it. Driven by a hunger she could not satisfy, she dwelt there from that day to this. (The Long Valley)
Genitch Beetle: See Denizen Genitch Beetle.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Monsters & Treasures 2nd Printing)
If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Monsters and Treasures 3rd Printing)
If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Monsters & Treasures 4th Printing)
If a creature dies from wounds sustained by a tharghûl’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim rises as a ghoul if it has less than four levels or hit dice, and as a ghast if it has a four or more levels or hit dice. (Monstrous Menaces 2 Blade Dancer, Goblin, and Tharghul)
If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Tome of the Unclean)
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean)
If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Tome of the Unclean 2019 Preorder)
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean 2019 Preorder)
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 sakes your agony. Know no peace.” (Umbrage Saga)
Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month. (U1 Shadows of Halfling Hall)
He warns, however, that the place is cursed and anyone who is tainted with the curse who leaves the castle dies within twenty–four hours, only to rise again as a ghast or wight to return to the castle and serve as its guardian. The same is true for anyone slain within the fortress itself. He refers to this as the Curse of the Crawling Queen. (U4 Curse of the Khan)
If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Amazing Adventures Manual of Monsters)
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. (Vampires of the Olden Lands)
Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. (Domesday 7)
Create Undead spell caster level 13. (Player's Handbook 3rd Printing)
Create Undead spell caster level 13. (Player's Handbook 4th printing)
Create Undead spell caster level 13. (Players Handbook 6th Printing)
Create Undead spell caster level 13. (Player's Handbook 7th Printing)
Create Undead spell caster level 12. (Amazing Adventures 1st Printing)
Create Undead spell caster level 12. (Amazing Adventures 2nd Printing)
Deathly Blight spell. (Domesday 8)
Rise as the Undead spell. (Players Guide to the Haunted Highlands)
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. (Monsters & Treasures 2nd Printing)
Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. (Monsters and Treasures 3rd Printing)
Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. (Monsters & Treasures 4th Printing)
Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. (Tome of the Unclean)
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean)
Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. (Tome of the Unclean 2019 Preorder)
Once set loose in Hell, a soul is difficult to find and if not devoured will appear as a ghost somewhere. (Tome of the Unclean 2019 Preorder)
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean 2019 Preorder)
While the scorched walls of the tavern still teeter, the roof has burned away to collapse on the interior, crushing and burning the inside of the building. Hunter’s Moon was the last hiding place of a few straggling refugees and the elderly bard trying to lead them to safety. The bard’s rage lives on in the form of a ghost whose unearthly howling haunts the decrepit ruin. (Castle Keeper's Guide to the Haunted Highlands)
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Castle Keeper's Guide to the Haunted Highlands)
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer. (Players Guide to the Haunted Highlands)
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Free City of Eskadia)
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Haunted Highlands Deities)
Though the body is dead, the spirit of the man remains. It is not attached to the body however, only the detached 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. (Stains Upon the Green)
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 and 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. (The Long Valley)
Ghosts are the restless undead spirits of the tragically or evil deceased. Generally, in life, these people committed some crime or act (or series of acts) that doomed them to forever walk the earth, never finding rest. Many were cruel, vindictive, and visited needless suffering upon others. Others were so consumed with anger, sorrow, or other emotions at the moment of death that their spirits were forced to remain bound to the physical world in perpetual torment. (Amazing Adventures Manual of Monsters)
Ghosts are the undead spirits of evil men, women, or even animals. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. (Victorious the Role Playing Game)
The wizard went insane trying to devise a way out of the tower, but he failed over and over and over again. He finally died of old age. But even in death he found no release, for a force wall blocks ethereal creatures. His soul remained trapped within the force wall and eventually turned into a ghost filled with rage and frustration. (Castles & Crusades: The Mysterious Tower)
Lake Spirit Trap: This deep lake is said to have gotten its name from the time of the War of the Gods, when the armies of order forged northward to contain the abyssal spawn which erupted from the region. During a fierce battle against the demonic dragon Alkuvar Destriganumos, the beast was slain and plunged in to the earth, forming the deep crater that became Lake Spirit Trap. The tale goes on, saying that the blood of the dragon tainted the waters which filled the crater, turning it red on certain evil days, and that the ghosts of the soldiers which fell in battle against the dragon were trapped forever more, unable to escape their watery graves. (The Keepers of Lingusia)
If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death. (Domesday 7)
Create Greater Undead spell caster level 19. (Player's Handbook 3rd Printing)
Create Greater Undead spell caster level 19. (Player's Handbook 4th printing)
Create Greater Undead spell caster level 19. (Players Handbook 6th Printing)
Create Greater Undead spell caster level 19. (Player's Handbook 7th Printing)
Create Greater Undead spell caster level 19. (Amazing Adventures 1st Printing)
Create Greater Undead spell caster level 19. (Amazing Adventures 2nd Printing)
Deathly Blight spell. (Domesday 8)
Ghost, Bidder Bredderson: This dump of a warehouse and brewery was once famous for its quality brews until the brewmeister refused to pay protection to the Order and was never seen again.
Mystical research determined that the Order would be forever cursed by Bowbe for their murder of the brewmeister. (Free City of Eskadia)
Ghost, Vivienne: But she lingered still, in the world of the living, a haunt barred from the Stone Fields, where the noble dead lie, for a desire so deep death cannot claim her; now, upon the edge of the Wretched Plains, her ghost is fearful and restless. (S3 Malady of Kings)
His one true love, Queen Vivienne, had died long ago; but unbeknownst to him, her spirit did not pass to the Stone Fields where the good rest forever. Instead, it lingered in the world, awaiting his return.
But in truth, she failed to gain the peace the gods promise the dead. Her spirit, sundered from her corporeal form, lived on, seeking the love of her life, Luther. (S3 Malady of Kings)
A powerful, forceful woman, Vivienne ruled the kingdom frequently in her husband’s absence. It is this force which has kept her spirit from passing from the world and made her the ghost of the Frieden Anhohe. (S3 Malady of Kings)
Ghost, Wulfric Knight, The Wolf at Midnight: After some conversation and questions, Wulfric realized to his horror that the man calling himself Lord Mortis was in fact a necromancer; one of the few types of magicians that most practitioners could agree were evil and to be avoided at all costs! Knight drove the man from his home with a riding crop, and thought this would be the end of things. Not so, for not two weeks later Wulfric was killed in a carriage accident. Once he was safely out of the way, Lord Mortis began a ritual to bind Wulfric’s ghost to his eternal service. Not wishing to become an ectoplasmic reference work for such an evil man, Wulfric’s ghost fled first to the continent, then later to the New World. (Victorious: Evil in the White City Act 1 The Articulator)
Ghost Dragon: A ghost dragon is the undead spirit of an evil dragon, forever haunting the region of its death, or more commonly, guarding its beloved treasure hoard into eternity. In life, the dragon was a paragon of its sub-species; greedy, cruel, vindictive, and generally causing suffering upon those in its domain. Upon the dragon’s death, its spirit was forced to remain bound to the physical world.
Ghost Fighter 5, The Champion: ?
Ghost Jackal: ?
Ghostly Horse: ?
Ghostly Spirit: See Spirit of the Dead, Ghostly Spirit.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Monsters & Treasures 2nd Printing)
If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Monsters and Treasures 3rd Printing)
If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Monsters & Treasures 4th Printing)
If a creature dies from wounds sustained by a tharghûl’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim rises as a ghoul if it has less than four levels or hit dice, and as a ghast if it has a four or more levels or hit dice. (Monstrous Menaces 2 Blade Dancer, Goblin, and Tharghul)
The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. (Tome of the Unclean)
If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Tome of the Unclean)
If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Tome of the Unclean 2019 Preorder)
[This encounter is with dead huntsmen, adventurers and humanoid monsters who have run afoul of the ghoul bands which hunt the wood and have themselves been turned. (Castle Keeper's Guide to the Haunted Highlands)
As with wights, the touch of Nartarus is ever reaching. Some of those who were buried alive crossed beyond death and became ghouls. (Castle Keeper's Guide to the Haunted Highlands)
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 sakes your agony. Know no peace.” (Umbrage Saga)
The orcs of Seroneous cared little for the dead. They slew the last of the gnomes and fey 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. (Umbrage Saga)
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 (CL 15) or lose a point of constitution. Upon reaching zero constitution the character is completely transformed into a ghoul!
Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month. (U1 Shadows of Halfling Hall)
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! (U2 Verdant Rage)
They are creations of Falvorn and were once vicious murderers who crossed the Khan. (U4 Curse of the Khan)
If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Amazing Adventures Manual of Monsters)
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls. (Vampires of the Olden Lands)
The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster. (Domesday 7)
Animate Dead Greater spell. (Amazing Adventures Companion)
Create Undead spell caster level 11. (Player's Handbook 3rd Printing)
Create Undead spell caster level 11. (Player's Handbook 4th printing)
Create Undead spell caster level 11. (Players Handbook 6th Printing)
Create Undead spell caster level 11. (Player's Handbook 7th Printing)
Create Undead spell caster level 9. (Amazing Adventures 1st Printing)
Create Undead spell caster level 9. (Amazing Adventures 2nd Printing)
Deathly Blight spell. (Domesday 8)
Rise as the Undead spell. (Players Guide to the Haunted Highlands)
Ghoul Aquatic: See Ghoul Lacedon, Aquatic Ghoul.
Ghoul Bear Black: ?
Ghoul Black Bear: See Ghoul Bear Black.
Ghoul Cinder: A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. (Black Libram of Naratus)
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 they died. (Castle Keeper's Guide to the Haunted Highlands)
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. (Black Libram of Naratus)
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. (Castle Keeper's Guide to the Haunted Highlands)
Ghoul Gnoll: ?
Ghoul Halfling: ?
Ghoul Human: ?
Ghoul Lacedon, Aquatic Ghoul: A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul in 1d4 days under the control of the brykolakas that created it. (Black Libram of Naratus)
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Black Libram of Naratus)
A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul in 1d4 days under the control of the brykolakas that created it. (Castle Keeper's Guide to the Haunted Highlands)
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Castle Keeper's Guide to the Haunted Highlands)
Ghoul Wolf: ?
Glorian: See Wight, Glorian.
Gnoll Ghoul: See Ghoul Gnoll.
Gnoll Zombie: See Zombie Gnoll.
Goat Lantern: See Lantern Goat.
Golem Corpse: See Corpse Golem.
Gossamer Haunt: See Haunt Gossamer.
Granny Soul-Sucker: See Vampire Bhabaphir, Granny Soul-Sucker.
Grave Knight: See Vampire Ancient Grave Knight.
Grave Mold: It is an undead creature, formed by Argus from yellow mold with his residual druidic abilities and the Liber Mortis. (U2 Verdant Rage)
Grave Risen: Any creature hit by a claw attack from a grave risen must make a constitution save (Challenge Level 5) or contract a deviant form of blood poisoning. Those who fail, suffer 1 point of constitution damage per minute until they are cured with a neutralize poison spell or ranger special ability. Humanoids who die from this malady rise in 1d4 days as a grave risen. (Castle Keeper's Guide to the Haunted Highlands)
These undead creatures are the cursed remainder of dwarves who were buried alive after the quake. (Castle Keeper's Guide to the Haunted Highlands)
Gray Dwarf Wight: See Wight Dwarf Gray.
Greater Mummy: See Mummy Greater.
Greater Shadow: See Shadow Greater.
Greater Shadow Abbernothian: See Shadow Greater Abbernothian.
Green Zombie: See Zombie Green.
Grimlock Zombie: See Zombie Grimlock.
Grip Death: See Death Grip.
Guard Fear: See Fear Guard.
Guard Skeletal Human: See Skeletal Human Guard.
Guardian Ash: See Ash Guardian.
Guardian Crypt: See Crypt Guardian.
Guardian of the Key: See Bodak, Guardian of the Key.
Guardian of the Old Kings: See Velboshia-Lok Nodivia, Guardian of the Old Kings.
Gyristia, Dysadda: See Vampire, Dysadda Gyristia.
Hagarant Lord: These are the descendants of House Dadera and other evil people who, in their corruption, lost their souls entirely to the temptations of chaos and evil. Now, they are undead husks of the people they once were. (The Keepers of Lingusia)
The Hagarant Lords are an ancient evil which some say has its roots beneath the capitol of Octzel. The Hagarant Lords were a coven of nobles and powerful mages who swore fealty to the mad god Slithotep in exchange for immortality. The unexpected result of their immortality was a slow descent in to madness and undeath. (The Keepers of Lingusia)
Hagarant Lord, Veregnar Gonn Dalpuris: Veregnar Gonn Dalpuris was a powerful duke seven centuries ago who had an unfortunate habit of taking on mistresses behind his wife’s back. He was seduced by a woman named Melantha, who was in fact a member of the Black Society in Octzel, a vampiress and half-demon who lured him in to the study of the dark arts of chaos and the worship of Slithotep, the mad god. Veregnar was swayed by this cult and joined the movement, becoming a potent wizard. In time, their plot was foiled and he was one of the few survivors, who stole away and hid in a tomb-like secret enclave in the city sewers, where he went undiscovered in an undead slumber. (The Keepers of Lingusia)
Half Woman, Ban Yeoja: ?
Halfling Ghoul: See Ghoul Halfling.
Halfling Zombie: See Zombie Halfling.
Halistrak: See Lich, Halistrak.
Hand of Glory: ?
Handmaiden of Satan: The handmaidens are unique, Satanic, undead creatures created by the Cardinal’s vile sorcery. (Amazing Adventures Companion)
Finally, the handmaiden's attacks (claw and bite) inject a venom that acts as a type 4 poison (see Amazing Adventures, p. 179). If a character dies from this poison, they rise within 48 hours as a new undead of the same type as the handmaidens, entirely under the thrall of the Cardinal and his schemes. (Amazing Adventures Companion)
Haugbui: The Haugbui are undead that are bound to stay within their own tomb but will guard it with their might from robbers or the daring that wish to enter. (Codex Nordica)
Haunt: The haunt is an undead tied to the spot of its death. (Classic Monsters)
In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task. (Classic Monsters)
A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all). (Classic Monsters)
The haunt is an undead tied to the spot of its death. (Classic Monsters & Treasures 2nd Printing)
In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task. (Classic Monsters & Treasures 2nd Printing)
A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all). (Classic Monsters & Treasures 2nd Printing)
The haunt is an undead tied to the spot of its death. It appears as a ghostly image, a floating, incorporeal form that vaguely resembles its form before death, be it man, dwarf, gnome or some other humanoid. In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, its spirit seeks to fulfill its final task. (Tome of the Unclean)
A haunt can be of any alignment and its task can be anything from the mundane (“replace the stone in the wall thus covering the secret hiding place”) to the extraordinary (“travel to a distant land and deliver a message of peace”); from the safe (“to see my child who was born after I died”) to the perilous (“avenge my family by killing the ancient red dragon who murdered them all”). (Tome of the Unclean)
In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, its spirit seeks to fulfill its final task. (Tome of the Unclean 2019 Preorder)
In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task. (Amazing Adventures Manual of Monsters)
In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task. (Phantom Train)
A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all). (Phantom Train)
Haunt Gossamer: It is unknown how Gossamer Haunts procreate or even by what process they come into existence, though theory thinks that they are the vengeful spirits of those abandoned by family and friends to die alone and forlorn in some equally forgotten place. (Critters Vol. 1)
Haunt Poltergeist: The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed. (Phantom Train)
Head Eldritch: See Eldritch Head.
Headless Horseman: ?
Heironeous Uliran Theophal: See Vampire Human Wizard 11, Srihoz, Heironeous Uliran Theophal.
Hero Spectral: See Spectral Hero.
Hilde: See Coffer Corpse, Hilde, Bride of Malash.
Hoarfrost Maiden: Believed to be the spirits of humanoid warrior-women that froze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell. (Castle Keeper's Guide to the Haunted Highlands)
Hoarfrost Maiden: Believed to be the spirits of humanoid warrior-women that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell. (Black Libram of Naratus)
Hor Shaol: Hor Shaol are the undead knights of a usually demonic power. (Domesday Volume 1 Issue 3)
Horse Ghostly: See Ghostly Horse.
Horseman Headless: See Headless Horseman.
Hroder: See Vampire, Baron Hroder.
Huecuva: ?
Huge Skeleton: See Skeleton Huge.
Hulk Zombie: See Zombie Hulk.
Human Ghoul: See Ghoul Human.
Husk: The Husk is the corporeal remains of a cleric whose faith and devotion to their evil deity was so strong that their deity would not let them truly die. (Critters Vol. 1)
Human Guard Skeletal: See Skeletal Human Guard.
Irrbloss: It is said that the Irrbloss are the lost wandering spirits of those people who have perished in mired and boggy places that now seek to be freed from their prison or wish ill to others out of personal vengeance. (Codex Nordica)
Jackal Ghost: See Ghost Jackal.
Jarisha: See Vampire, Jarisha.
Jaud: Infected by the vampire while in the womb, the jaud is a premature baby that has exited from the mother, usually fatally and with a great deal of gore, to feed on others. (Codex Slavorum)
Jelaquin: See Spectre, Jelaquin.
Jester Red: See Red Jester.
Johnny Ringo: See Restless Dead, Johnny Ringo.
Jolly Roger, Captain Roger Blackfriar: Captain Roger Blackfriar wasn’t the worst pirate in the Spanish Main, but not the best either. He’d spent half a lifetime in the shadow of better privateers and pirates, always trying for the big catch, the golden prize that would set him up for life and make his name revered with other legends such as Blackbeard and Kidd, Raleigh and Drake. While he caught enough Spanish merchantmen to keep his ship afloat and his crew paid, he could never catch the better prizes. His luck always seemed to fail him when it counted. (Victorious the Role Playing Game)
One night he got drunk and staggered to the hut of an old Houngan, who was notorious among the pirate community for having the touch of Satan about her. First he’d paid a few shillings for a telling of his fortune, and her words only seemed to promise more mediocrity, more failures. In a drunken frenzy he demanded she get hold of “Ol’ Nick’ hisself!” and he’d sell his soul to have a Spanish treasure ship in his grasp. The old woman smiled, and said the bargain was struck. (Victorious the Role Playing Game)
Within two weeks, Blackfriar’s ship entered a thick fogbank, quite unusual for the Caribbean. As he tried to regain his directions, his vessel nearly rammed a massive Spanish galleon. This ship, the yearly treasure craft bringing the gold and silver of the New World to His Spanish Majesty, had lost her escorts in the fog. She was alone, and bewildered as to her direction. Not missing a moment, Blackfriar gave a couple of broadsides into the Spanish ship before they could react. With a crash of timbers, his ship moved alongside the liner and his men charged over the gunnels to board their prey. Despite heavy fighting, it was the pirates who were victorious. At last, Captain Blackfriar had his gold, and his reputation would soar! (Victorious the Role Playing Game)
So it would, but not in the way Blackfriar believed. With an unearthly chill surrounding them, the great Spanish galleon Esmerelda sank into the murky depths of the ocean, with not a single survivor found in the waters. The few on board Blackfriar’s ship Cutlass looked for any of the boarders, but eventually sailed away to spread the tale of Blackfriar’s failed grasp of fortune and fame. (Victorious the Role Playing Game)
This wasn’t the last of the Blackfriar, however, Sailors started to speak in whispers of an unnatural fog bank that swept down on lone ships at night, and the bones of Captain Blackfriar and his dead crew would slash and kill, the apparition still searching for his fame and fortune aboard the seaweed-choked wreck of the Esmerelda. Is the undead captain searching for more gold? For fame? For an end to his torment? No one knows, but legend says he searches the Caribbean and the Atlantic, firing cannon broadsides into steamers and ironclad warships alike, leaving none to speak of his passing. (Victorious the Role Playing Game)
Karukithyak: See Vampire, Karukithyak.
King Blood: See Vampire Ancient Lord Blood King.
King Mummy: See Mummy Greater Mummy King.
King of the Vampires: See Vampire Count Dracula, Count Vlad Tepesch, King of the Vampires.
Knight, Wulfric: See Ghost, Wulfric Knight, The Wolf at Midnight.
Knight Death: See Death Knight, Knight of Chaos.
Knight Dread: See Dread Knight.
Knight Grave: See Vampire Ancient Grave Knight.
Knight of Chaos: See Death Knight, Knight of Chaos.
Knight Zombie: See Zombie Knight.
Krenkin: See Lich Human Wizard 23, Lich Lord Krenkin, Lichelord Krenkin.
Lacedon: See Ghoul Lacedon, Aquatic Ghoul.
Lady Catea Gonn Aleric: See Lich, Lady Catea Gonn Aleric.
Lady of Thirst: See Vampire Ancient Thirst Lord, Miss Charity, Lady of Thirst.
Lamia: These evil and accursed vampiric women, spawned from the original blood of Lamia herself. (Codex Classicum)
Lantern Goat: Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demihumans often meet with a dire end while trekking alone in the hills. (Black Libram of Naratus)
Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased. (Black Libram of Naratus)
Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demi-humans often meet with a dire end while trekking alone in the hills. (Castle Keeper's Guide to the Haunted Highlands)
Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased. (Castle Keeper's Guide to the Haunted Highlands)
Leather Corpse: See Cuir-Lijik, Leather Corpse.
Lecrutia: See Spirit, Lecrutia.
Lesser Devil Discarnate: See Devil Lesser Discarnate.
Lesser Lich: See Lich Lesser.
Lesser Mummy: See Mummy Lesser.
Lesser Shadow: See Shadow Lesser.
Lesser Shadow Abbernothian: See Shadow Lesser Abbernothian.
Lhamira: See Vampire Lhamira, Vampire-Witch.
Lhamphir: See Vampire Lhamphir, Plague Bearer.
Lich, Liche: A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. (Monsters & Treasures 2nd Printing)
A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. (Monsters and Treasures 3rd Printing)
A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. (Monsters & Treasures 4th Printing)
A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. (Tome of the Unclean)
A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. (Tome of the Unclean 2019 Preorder)
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer. (Castle Keeper's Guide to the Haunted Highlands)
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer. (Players Guide to the Haunted Highlands)
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Free City of Eskadia)
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Haunted Highlands Deities)
Within its pages the liber mortis gives detailed information on the creation of specters and liches. (U2 Verdant Rage)
A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. (Amazing Adventures Manual of Monsters)
Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. (Amazing Adventures Manual of Monsters)
Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. (Domesday 7)
Awful Rite of Undeath spell. (Amazing Adventures Companion)
Deathly Blight spell. (Domesday 8)
Orb of the Dead Grant Un-Death power. (Domesday 7)
Lich, Erigast: ?
Lich, Halistrak: ?
Lich, Lady Catea Gonn Aleric: ?
Lich, Lluvandro the Black, Lluvandron the Black: ?
Lich, Luscious Maximus Mageris: ?
Lich, Nialle, The Dark Queen: ?
Lich Ancient: Liches no longer gain levels as they once did in life. Such is the trade-off for an eternity of uncovering dark lore. Instead, they grow in hit dice as they age, and through their growth in hit dice, add a commensurate number of spellcaster levels to their deadly repertoire. (Castle Keeper's Guide to the Haunted Highlands)
Lich Ancient Arch-Lich: 1,001-1,500 years. (Castle Keeper's Guide to the Haunted Highlands)
Lich Ancient Fleshless Oracle: 601-1,000 years. (Castle Keeper's Guide to the Haunted Highlands)
Lich Ancient Lich Lord: 1,500-2,000 years. (Castle Keeper's Guide to the Haunted Highlands)
Lich Ancient Rotted Prefect: 300-600 years. (Castle Keeper's Guide to the Haunted Highlands)
Lich Dragon: See Dragon Lich.
Lich Human Wizard 23, Lich Lord Krenkin, Lichelord Krenkin: Krenkin was eventually able to make his way to Halistrak’s distant stronghold on the seventh planet of the system and broke in to his vault of secrets, where he learned much about magic, and how to prolong his life as a liche. (The Keepers of Lingusia)
Lich Human Wizard 23, Lord Sitor: Sitor had long prepared for his death, however, and the Cult of the Undying, a group that had formed over the last century of mages who worshipped him, held the phylactery into which his spirit transferred on death. (The Keepers of Lingusia)
Lich Human Wizard 25, Arcus Tallus-Perilan: ?
Lich Lesser, Oyugun: His initial oath to remain in service to the Khan for eternity held, for when the Ruby Diadem was placed upon his forehead he was transformed into a lich. (U4 Curse of the Khan)
Lich Lord: See Lich Ancient Lich Lord.
Lich Lord Krenkin: See Lich Human Wizard 23, Lich Lord Krenkin, Lichelord Krenkin.
Liche: See Lich, Liche.
Lichelord Krenkin: See Lich Human Wizard 23, Lich Lord Krenkin, Lichelord Krenkin.
Lion-Vampire Being: ?
Living Vampire: See Vampire Mhoroiphir, Living Vampire.
Lizard Man Vampire: See Vampire Lizard Man.
Llewellyn: See Allip, Llewellyn.
Lluvandro the Black: See Lich, Lluvandro the Black, Lluvandron the Black.
Lluvandron the Black: See Lich, Lluvandro the Black, Lluvandron the Black.
Lokenze: See Skeleton, Lokenze.
Lord Blood King: See Vampire Ancient Lord Blood King.
Lord Hagarant: See Hagarant Lord.
Lord Sitor: See Lich Human Wizard 23, Lord Sitor.
Lord Thirst: See Vampire Ancient Thirst Lord.
Lord Vampire: See Vampire Ekimmu, Spirit Vampire, Vampire Lord.
Lu Shelt: See Shelt Lu.
Lucarne the Wight Knight: See Wight Knight 8, Lucarne the Wight Knight.
Luscious Maximus Mageris: See Lich, Luscious Maximus Mageris.
Mageris, Luscious Maximus: See Lich, Luscious Maximus Mageris.
Maiden Hoarfrost: See Hoarfrost Maiden.
Malcom of Helliwell: See Vampire Grave Knight, Malcom of Helliwell.
Malhavok: See Wraith, Malhavok.
Marissa: See Vampire, Marissa.
Markovin, Castor Elas: See Vampire Fighter-Wizard 13, Castor Elas Markovin.
Martimho: See Zombie, Don Martimho.
Megtragyaz: Megtrágyáz are undead, born of those who drowned in the deep mud or muck.
If a megtrágyáz knocks a target unconscious, it tries to smother it to death with its own body; if it is successful, the megtrágyáz is finally put to rest, but the smothered victim rises as a megtrágyáz. (Magnificent Miscellaneum Vol. 1)
Melantha: See Vampire Half-Demon, Melantha.
Men Mison: See Mison Men.
Mhoroiphir: See Vampire Mhoroiphir, Living Vampire.
Mison Men: 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. (Monsters and Treasures of Aihrde)
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. (Monsters and Treasures of Aihrde)
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. (Monsters and Treasures of Airhde 2nd Printing)
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 interwoven 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. (Monsters and Treasures of Airhde 2nd Printing)
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. (Monsters and Treasures of Airhde 2nd Printing)
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. (Monsters & Treasures of Airhde 3rd Printing)
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 interwoven 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 goddes Inzae, and her disposition is a malicious one. (Monsters & Treasures of Airhde 3rd Printing)
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. (Monsters & Treasures of Airhde 3rd Printing)
Miss Charity: See Vampire Ancient Thirst Lord, Miss Charity, Lady of Thirst.
Mistflarden: Mistflarden are ‘ghost witches’ that flit about the shadows to cause others spiritual and bodily harm. They are said by many to be evil elves that have rejected the glowing holy light of Ælfhám, while others believe they are the wrathful spirits of drude and halirúna, or even the exiled spirits of the witches of Frau Hölle. (Codex Germania)
Mold Grave: See Grave Mold.
Morgane Boylin: See Shade, Morgane Boylin.
Moria: See Vampire Ashtarth Ranger-Rogue 9, Moria.
Mormo, Mormolyceion: There is nothing good about the Mormo, or could ever be, and many who go to Hades that have led a terrible life towards children are condemned to be one. (Codex Classicum)
The accursed by Hecate are also made to become a Mormo as well, or worse, watch their children fall victim to one. (Codex Classicum)
Mormolyceion: See Mormo, Mormolyceion.
Mortuary Cyclone: A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally). (Black Libram of Naratus)
A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally). (Castle Keeper's Guide to the Haunted Highlands)
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. (Monsters & Treasures 2nd Printing)
A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. (Monsters and Treasures 3rd Printing)
A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. (Monsters & Treasures 4th Printing)
There are those who are brought to the planes, or captured there, and buried alive. Their living bodies are wrapped in coils of madness and imprisoned in tombs of stone. These mummies are every bit as dangerous in hell as they are in the material world. The torments of their binding and the nature of their burial drive them mad, with a need bent on destruction. (Tome of the Unclean)
A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity. Any creature that defiles or loots the tomb of a mummy is doomed to face the mummy’s wrath. Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence. (Tome of the Unclean)
The process required to create a mummy gives the creature powerful protections against physical damage. (Tome of the Unclean)
A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. (Tome of the Unclean 2019 Preorder)
The process required to create a mummy gives the creature powerful protections against physical damage. (Tome of the Unclean 2019 Preorder)
There are those who are brought to the planes, or captured there, and buried alive. Their living bodies are wrapped in coils of madness and imprisoned in tombs of stone. These mummies are every bit as dangerous in hell as they are in the material world. The torments of their binding and the nature of their burial drive them mad, with a need bent on destruction. (Tome of the Unclean 2019 Preorder)
Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month. (U1 Shadows of Halfling Hall)
A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. (Amazing Adventures Manual of Monsters)
A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity, which is most commonly the deserts of Egypt, though mummies have been encountered in Central and South America and in arctic, desert, and jungle climes the world over, where conditions are right for preservation of the body. (Amazing Adventures 1st Printing)
The process required to create a mummy gives the creature powerful protections against physical damage. (Amazing Adventures 1st Printing)
A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity, which is most commonly the deserts of Egypt, though mummies have been encountered in Central and South America and in arctic, desert, and jungle climes the world over, where conditions are right for preservation of the body. (Amazing Adventures 2nd Printing)
Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence. The process required to create a mummy gives the creature powerful protections against physical damage. (Amazing Adventures 2nd Printing)
A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity. Any creature that defiles or loots the tomb of a mummy is doomed to face the mummy’s wrath. Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence. (Victorious the Role Playing Game)
The process required to create a mummy gives the creature powerful protections against physical damage. (Victorious the Role Playing Game)
Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. (Domesday 7)
Animate Dead Master spell. (Amazing Adventures Companion)
Create Greater Undead spell caster level 13. (Player's Handbook 3rd Printing)
Create Greater Undead spell caster level 13. (Player's Handbook 4th printing)
Create Greater Undead spell caster level 13. (Players Handbook 6th Printing)
Create Greater Undead spell caster level 13. (Player's Handbook 7th Printing)
Create Greater Undead spell caster level 13. (Amazing Adventures 1st Printing)
Create Greater Undead spell caster level 13. (Amazing Adventures 2nd Printing)
Mummy, Bulrigi: ?
Mummy, Nulsrad the Mummy: Nulsrad was once a high priest of Soagoth, and servant of the Beast of Yug. Nulsrad was a mummy priest who has been imprisoned, slumbering in his tomb since the sealing of the shrine. At the time of the sealing, Nulsrad was thought destroyed and bricked up in his chamber. In essence this was true, however Nulsrad’s evil and the power of the Beast of Yug were simply too great to completely extinguish by the heroes of Olde Adrik.
Mummy Ancient, Raj Rhukan: ?
Mummy Greater: As with the vampire and lich, the mummy gains powers over time as it molders in its wrappings for ages unending. (Castle Keeper's Guide to the Haunted Highlands)
Greater mummies are intelligent, often the remains of deceased priests or leaders. (Amazing Adventures 1st Printing)
Greater mummies are intelligent, often the remains of deceased priests or leaders. (Amazing Adventures 2nd Printing)
The majority of Greater Mummies were High Level Clerics in life, but sometimes Kings, Archmages or mighty warriors can be turned into a Mummy Lord. The process for creating a Greater Mummy involves a complex series of rituals and clerical magic. This dark necromantic rite can be performed on either a still living being or on one who has died - assuming the body was specially treated, prepared and maintained immediately following their death. Obviously, clerics who perform the ritual on themselves must still be living! (The Keeper Issue 1)
Mummy Greater, Trebitha Gonn Chastetor: ?
Mummy Greater, Urthrasta: ?
Mummy Greater Mummy King: 2,001+ years. (Castle Keeper's Guide to the Haunted Highlands)
Mummy Greater Nomarch of Death: 400-800 years. (Castle Keeper's Guide to the Haunted Highlands)
Mummy Greater Prelate of Tombs: 801-1,200 years. (Castle Keeper's Guide to the Haunted Highlands)
Mummy Greater Vizier of the Neropolis: 1,201-2,000 years. (Castle Keeper's Guide to the Haunted Highlands)
Mummy King: See Mummy Greater Mummy King.
Mummy Lesser: The awakener will animate these bodies within 1-3 rounds after the party enters. (U1 Shadows of Halfling Hall)
These mummies are rather weaker than the usual mummy due to the relative weakness of the awakener and the condition of the bodies. (U1 Shadows of Halfling Hall)
Mummy Lord, Shabekith: Shabekith was the first worshipper of the Khan as a deity after his transformation. She volunteered to guard his tomb and was indeed the first sacrifice given to the new war god. Due to her service, the Khan ordained her with eternal un–life as a mummy lord. (U4 Curse of the Khan)
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 into unlife and revive the soul as a mummy of the deep. (Black Libram of Naratus)
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 into un-life and revive the soul as a mummy of the deep. (Castle Keeper's Guide to the Haunted Highlands)
Musketeer Squire of Satan: ?
Nachzehrer: Nachzehrer are recently dead, usually fresh from a large sickness related event and usually become one in 1d4 nights after burial. There is no explanation for how a dead person transforms into a nachzehrer, but many think it is the insidious influence of hulda or curses of the halirúna. (Codex Germania)
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 the beast devoured and whose souls were bound to it. (Monsters and Treasures of Aihrde)
A victim killed by the naerlulth is brought back to unlife, fated to suffer everlasting torment in the ashen wake of the creature’s passing. (Monsters and Treasures of Airhde 2nd Printing)
A victim killed by the naerlulth is brought back to unlife, fated to suffer everlasting torment in the ashen wake of the creature’s passing. (Monsters & Treasures of Airhde 3rd Printing)
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 were devoured by the beast and whose souls were bound to it. (Of Gods & Monsters)
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. (A9 The Helm of Night)
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. These undead, the naerlulthut, inhabit the ash of the naerlulth; rising only when the living are near, who them haunt with threats of death and damnation. (A9 The Helm of Night)
Necromancer's Wraith: See Wraith of a Necromancer, Necromancer's Wraith.
Nekun: Nekun are the skeleton-like anonymous dead of those who have passed into Hades, Tartarus and other regions below the earth. (Tome of the Unclean)
Nekun are the skeleton-like anonymous dead of those who have passed into Hades, Tartarus and other regions below the earth. (Tome of the Unclean 2019 Preorder)
The skeleton-like anonymous Dead of those who have passed into Hades, Tartarus and other regions below the Earth. (Codex Classicum)
Nialle: See Lich, Nialle, The Dark Queen.
Nomarch of Death: See Mummy Greater Nomarch of Death.
Nulsrad the Mummy: See Mummy, Nulsrad the Mummy.
Oculus of Ice and Fire Evil: See Evil Oculus of Ice and Fire.
Ogre Zombie: Zombie Ogre.
Ogre-Ghoul: The evil half-orc Lamesh discovered a potent magical item, the Necromantic Crown of Quentis, and has created several of these abominations. (Lost City of Gaxmoor)
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 (CL 15) or lose a point of constitution. Upon reaching zero constitution the character is completely transformed into a ghoul!
Ole the Giant Slayer: See Undead Partial Ghast Human Trollblood Ranger 7, Bjorn the Old, Ole the Giant Slayer.
Oracle Fleshless: See Lich Ancient Fleshless Oracle.
Orc Zombie: See Zombie Orc.
Orinsu: 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.
These souls, usually spawned from those who suffered a horrible death due to torture, starvation, or other evil circumstances, search for their place in the afterlife. The spirit, wracked by earthly pain, is unsure as to whether it should pass on from the realm of the living. It remains in the foggy middle, tied to its place of death as an undead creature. (S4 A Lion in the Ropes)
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. (S4 A Lion in the Ropes)
Orleon: See Vampire, Dr. Orleon.
Ousmane: ?
Oyugun: See Lich Lesser, Oyugun.
Partial Undead: See Undead Partial.
Penanggalan: When a penanggalan decides to infect someone and turn them into another of her kind, she will drink only enough blood to cause the victim pain, normally only feeding for 2-3 minutes. When the victim starts waking, the undead will fly away, leaving behind a confused victim. Over the course of successive feedings, the victim will become weaker and weaker, losing a point of strength and constitution each morning. A victim, if fed upon for a full week, will become a penanggalan on the next night. (Classic Monsters)
They are always female, but can appear of any age. (Classic Monsters & Treasures 2nd Printing)
When a penanggalan decides to infect someone and turn them into another of her kind, she will drink only enough blood to cause the victim pain, normally only feeding for 2-3 minutes. When the victim starts waking, the undead will fly away, leaving behind a confused victim. Over the course of successive feedings, the victim will become weaker and weaker, losing a point of strength and constitution each morning. A victim, if fed upon for a full week, will become a penanggalan on the next night. (Classic Monsters & Treasures 2nd Printing)
Phallikoskis, Esidria Elas: See Vampire Wizard 14, Esidria Elas Phallikoskis, Queen of the Black Society.
Phantom: Phantoms are the undead spirits of those who still long for the pleasures of mortal life. (The Keeper Issue 1)
Phantoms can be made with the Create Greater Undead spell by a cleric of level 17 or higher provided they meet the personality traits as described above. Of course, some phantoms (like all undead) are created though unfathomable means, simply through their lust for continued life. (The Keeper Issue 1)
Phantom Fire: See Fire Phantom.
Phantom Warrior: ?
Plague Bearer: See Vampire Lhamphir, Plague Bearer.
Plague Zombie: See Zombie Plague.
Poltergeist: The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed. (Classic Monsters)
The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed. (Classic Monsters & Treasures 2nd Printing)
The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed when it was alive. (Amazing Adventures Manual of Monsters)
Poltergeist Haunt: See Haunt Poltergeist.
Prefect Rotted: See Lich Ancient Rotted Prefect.
Prelate of Tombs: See Mummy Greater Prelate of Tombs.
Prince Sanguine: See Vampire Ancient Sanguine Prince.
Prince Tamur: See Bodak, Prince Tamur.
Pygmy Degenerate: Mutated, vile cave pygmies that have been corrupted by the evil within.
Queen Anne: And what about the queen? She spent several days being held captive and possibly tortured by minions of the devil—is she still the pure and good soul she appears to be, or is she now in league with the Cardinal as a witch or undead consort?
Queen of the Black Society: See Vampire Wizard 14, Esidria Elas Phallikoskis, Queen of the Black Society.
Raj Rhukan: See Mummy Ancient, Raj Rhukan.
Rat Animal Skeleton: See Animal Skeleton Rat.
Rat Shadow: See Shadow Rat.
Ray Corpse: See Corpse Ray.
Reaper Soul: See Soul Reaper.
Red Jester: Red jesters are thought to be the remains of court jesters put to death for telling bad puns, 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 tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery. (Black Libram of Naratus)
Red jesters are thought to be the remains of court jesters put to death for telling bad puns, 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 tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery. (Castle Keeper's Guide to the Haunted Highlands)
Restless Dead, Johnny Ringo: ?
Revenant: Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim. (Classic Monsters)
Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim. (Classic Monsters & Treasures 2nd Printing)
Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim. (Tome of the Unclean)
Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim. (Tome of the Unclean 2019 Preorder)
Any human (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 CON, INT and WIS to become a revenant. Even at that, the chances are very slim. (Amazing Adventures Manual of Monsters)
Only an individual who was particularly evil and vengeful in life can made into a revenants through the use of Create Greater Undead by a cleric of level 15 or higher. (The Keeper Issue 1)
Rhukan, Raj: See Mummy Ancient, Raj Rhukan.
Riccio, Ron: See Vampire Human Fighter 10, Ron Riccio.
Richelieu: See Vampire, Cardinal Richelieu.
Ringo, Johnny: See Restless Dead, Johnny Ringo.
Risen Grave: See Grave Risen.
Rochefort: See Vampire Spawn, Comte de Rochefort.
Roger Blackfriar: See Jolly Roger, Captain Roger Blackfriar.
Roger Jolly, Captain Roger Blackfriar: See Jolly Roger, Captain Roger Blackfriar.
Ron Riccio: See Vampire Human Fighter 10, Ron Riccio.
Rotted Prefect: See Lich Ancient Rotted Prefect.
Rottenshuf: See Soul Thief, Rottenshuf.
Rusalka: Rusalka are the vengeful, undead spirits of women who were either murdered or committed suicide in a body of water. (Codex Slavorum)
Sagramore: See Vampire, Sagramore.
Sanguine Prince: See Vampire Ancient Sanguine Prince.
Scarlet Zombie: See Zombie Scarlet.
Shabekith: See Mummy Lord, Shabekith.
Shade, Morgane Boylin: ?
Shadow: They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. (Monsters & Treasures 2nd Printing)
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Monsters & Treasures 2nd Printing)
They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. (Monsters and Treasures 3rd Printing)
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Monsters and Treasures 3rd Printing)
They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. (Monsters & Treasures 4th Printing)
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Monsters & Treasures 4th Printing)
They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. (Tome of the Unclean)
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Tome of the Unclean)
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean)
D20 MONSTER
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith (Tome of the Unclean)
If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2017 Preorder)
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith (Tome of the Unclean 2017 Preorder)
They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. (Tome of the Unclean 2019 Preorder)
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. A victim rising as a shadow is forever dead, and cannot be restored to life by any means short of a wish. (Tome of the Unclean 2019 Preorder)
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2019 Preorder)
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith (Tome of the Unclean 2019 Preorder)
According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. (Black Libram of Naratus)
A creature reduced to 0 Strength by a shadow wolf’s Drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Black Libram of Naratus)
According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. (Castle Keeper's Guide to the Haunted Highlands)
A creature reduced to 0 strength by a shadow wolf’s drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Castle Keeper's Guide to the Haunted Highlands)
Rune of Undeath victim with less than 5 HD. (Castle Keeper's Guide to the Haunted Highlands)
Shadows are able to create spawn by reducing a creature’s strength to zero. (C5 Falls the Divide)
Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter. (DB3 Deeper Darkness)
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. (The Long Valley)
They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. (Amazing Adventures Manual of Monsters)
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds. (Amazing Adventures Manual of Monsters)
A creature reduced to 0 Strength by a shadow wolf’s Drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds. (Amazing Adventures Manual of Monsters)
Shadow: If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death. (Domesday 7)
Animate Dead Greater spell. (Amazing Adventures Companion)
Create Undead spell caster level 12. (Player's Handbook 3rd Printing)
Create Undead spell caster level 12. (Player's Handbook 4th printing)
Create Undead spell caster level 12. (Players Handbook 6th Printing)
Create Undead spell caster level 12. (Player's Handbook 7th Printing)
Create Undead spell caster level 10. (Amazing Adventures 1st Printing)
Create Undead spell caster level 10. (Amazing Adventures 2nd Printing)
Deathly Blight spell. (Domesday 8)
Shadow Greater: 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. (Umbrage Saga)
Shadow Greater Abbernothian: Greater shadows are those shadows that have existed since the terrible years of the Long Twilight. These are ancient spirits of spite and malice who seek to extinguish the flame of life wherever they find it. (Abbernoth Campaign Setting)
Shadow Lesser: According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows. (Black Libram of Naratus)
According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows. (Castle Keeper's Guide to the Haunted Highlands)
Shadow Lesser Abbernothian: They are creatures born of darkness; some say they are the spirits of morgar who have returned from the grave to serve their Queen of Oblivion in death as they did in life. Others believe that shadows are the manifestations of those who perpetuated great evils in life. Perhaps both have a bit of truth to them, regardless lesser shadows come in two forms; they are either the aforementioned spirits, or they are thralls created and bound to darkness by another shadow. (Abbernoth Campaign Setting)
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Abbernoth Campaign Setting)
A creature reduced to 0 strength by a greater shadow’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Abbernoth Campaign Setting)
A creature reduced to 0 strength by a shadow worg’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Abbernoth Campaign Setting)
Shadow Rat: When unusually greedy dwarves die from combat, their spirits fly back to their last homes and haunt the edges of whatever metropolis they lived in last. (Of Gods & Monsters)
With every successful attack, the undead creature takes away a point of strength and then heals ten points with the power of the lost strength point. When a victim loses all of their strength, they become a shadow rat and can’t be raised back to life. (Of Gods & Monsters)
Shadow Rat Swarm: ?
Shadow Wolf: ?
Shadow Worg: ?
Shelt Lu: It is thought to be an undead version of a lurker, but this is debatable since the shelt lu is noticeable smaller, approximately six feet tall and three feet across. (Classic Monsters)
It is thought to be an undead version of a lurker, but this is debatable since the shelt lu is noticeable smaller, approximately six feet tall and three feet across. (Classic Monsters & Treasures 2nd Printing)
Sitor: See Lich Human Wizard 23, Lord Sitor.
Skeletal Cat: ?
Skeletal Dragon: Unlike the Dragon Skeleton or Dragon Lich, the Skeletal Dragon is an amalgamation of hundreds of skeletons of all types forced into draconic form by the necromantic magic used to bring it to life. This ritual is so foul that it has been hunted down to the point of non-existence upon the mortal plane. The only way a necromantic cult can obtain knowledge of the ritual is through infernal agents. (Critters Vol. 3)
Skeletal Human Guard: ?
Skeletal Undead Hunting Dog: ?
Skeletal Warrior: The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. (Classic Monsters)
The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. (Classic Monsters & Treasures 2nd Printing)
The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. Their life essence still exists, and if they were ever to claim it, they would die, and their spirit will pass into the afterlife, tormented no more. (Tome of the Unclean)
The essence is usually kept in a gem of some worth, usually in excess of 10,000gp. This gem may be set in a crown, circlet, necklace or various other types of jewelry, or can be loose. (Tome of the Unclean)
The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. Their life essence still exists, and if they were ever to claim it, they would die, and their spirit will pass into the afterlife, tormented no more. (Tome of the Unclean 2019 Preorder)
The essence is usually kept in a gem of some worth, usually in excess of 10,000gp. This gem may be set in a crown, circlet, necklace or various other types of jewelry, or can be loose. (Tome of the Unclean 2019 Preorder)
Skeletal Warrior Advanced, Daedalus Antonitus: Daedalus Antonitus animates as a special undead creature if anyone violates his seat of honor (i.e. touches or attempts to steal any of his possessions).
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures. (Monsters & Treasures 2nd Printing)
Humanoid skeletons are the animated remains of humanoid creatures. (Monsters and Treasures 3rd Printing)
Humanoid skeletons are the animated remains of humanoid creatures. (Monsters & Treasures 4th Printing)
Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery. (Tome of the Unclean)
The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. (Tome of the Unclean)
Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery. (Tome of the Unclean 2019 Preorder)
Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a razor-sharp blade that bestows a +3 bonus to both attack and damage. If the attack roll results in a natural 19 or 20, flakes of the blade break off and enter the wound, causing it to fester. In the round following a successful hit the victim feels a searing pain which lasts for 4 rounds at which point the limb becomes numb and useless. If untreated, the wound turns necrotic and within 1d4 days the flesh surrounding the wound rots away. There is no saving throw for this condition. Further neglect leads to the rot continuing to spread, dealing 1d10 points of damage each day until the victim dies. Unless the dead is buried in consecrated or holy grounds, they will rise as either a zombie or skeleton within 1d8 days. (Tome of the Unclean 2019 Preorder)
Treatment for the rot includes remove curse, remove disease, heal, restoration spells, a paladin’s cure disease ability, or a cleric or paladin may attempt to turn the bone flakes, which turn as a 1 HD undead. (Tome of the Unclean 2019 Preorder)
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Black Libram of Naratus)
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Castle Keeper's Guide to the Haunted Highlands)
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 sakes your agony. Know no peace.” (Umbrage Saga)
The knoglen blade weapon is a pole-arm fashioned from the living bones of the Aghul’s victims. Ranging about 8 feet long, it serves as a +3 weapon in both to hit and damage. The blade(s) are razor sharp, self replicating bones. When the wielder scores a successful hit with the blade of at least 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. In the round following a successful hit, the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless. If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bones. They turn as a skeleton. If untreated, the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die. Unless buried in holy or consecrated ground they reanimate as a zombie or skeleton in 1d8 days. (A6 Of Banishment and Blight)
This chamber is home to a charnel spider. The foul creature occasionally leaves its lair to crawl forth to animate zombies and skeletons within the canyons and caverns of the Mynthnoc Cairns. (DB1 Haunted Highlands)
Anyone making a successful wisdom check (CL 0) notices a gold chain hanging on one of the chandeliers. Any attempt to retrieve it however animates five skeletons and many of the bones. (S2 Dwarven Glory)
Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month. (U1 Shadows of Halfling Hall)
The bed is infested with rot grubs, and it was this area where the zombies above ground had been infected. Argus simply cast cleave flesh on these four to make them skeletons and thereby salvage something from the bodies. (U2 Verdant Rage)
However, he has a bowl of 24 Hydra’s Teeth that he’s enchanted to transform into undead skeletons (again via the Liber Mortis). (U2 Verdant Rage)
The Liber Mortis 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 an equal number of skeletons (max HP) as teeth used to serve the caster. (U2 Verdant Rage)
Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery. (Amazing Adventures Manual of Monsters)
Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery. (Amazing Adventures 1st Printing)
Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery. (Amazing Adventures 2nd Printing)
The living is not allowed to arrive where the train stops. The PCs have 1 hour to defeat the train. If they do not succeed they all die and become skeletons bound to the train. There is no chance of resurrection even if a wish spell is used. (Phantom Train)
The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster. (Domesday 7)
Animate Dead spell. (Player's Handbook 3rd Printing)
Animate Dead spell. (Player's Handbook 4th printing)
Animate Dead spell. (Players Handbook 6th Printing)
Animate Dead spell. (Player's Handbook 7th Printing)
Animate Dead spell. (Amazing Adventures 2nd Printing)
Animate Dead spell. (Amazing Adventures 1st Printing)
Skeleton Pull spell. (Black Libram of Naratus)
Skeleton Pull spell. (Players Guide to the Haunted Highlands)
Knoglen Blade magic item. (Monsters and Treasures of Airhde 2nd Printing)
Knoglen Blade magic item. (Monsters & Treasures of Airhde 3rd Printing)
Orb of the Dead Create Undead power. (Domesday 7)
Skeleton, Lokenze: This is the place most adventurers are likely to frequent. Located at the old Crossroads (back when Galent was nothing more than the Keep), this Inn and Tavern caters to most out-of-town customers. Its owner, An Ogre Magi of indeterminate age, purchased the business from its prior owner who built the Tavern some fifty years ago on the very spot where a huge tree grew, off of which dozens of criminals and despots had been hung, either by the neck or in cages, to die. Since then, such public executions have moved south to the new crossroads, but the memory of the former still remains. (The Keepers of Lingusia)
In fact, the Tavern & Inn was built around the old tree, the base of which can be seen taking of a sizeable portion of the Tavern's center. The four rooms which touch upon the tree on the second level are rarely used, except to intentionally humiliate someone unfamiliar with local tales, or by those one betting dare. This is because the tree is haunted in a most unusual way. (The Keepers of Lingusia)
In Octzellan burial customs criminals are hung on specially marked trees, so that their spirits are trapped within the tree. These trees are "undead", so to speak; they have no dryad, or spirit, within them, yet they live. Instead they take the soul of those killed on or close to them, preventing the criminal from reaching the afterlife. (The Keepers of Lingusia)
Skeleton Animal: See Animal Skeleton.
Skeleton Huge: 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. (Death in the Treklant)
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. (Death in the Treklant)
It happened one day that the staircase, weakened by a sagging foundation and misuse, collapsed upon several of the ogres, including their notorious leader, Garoonsh, killing them instantly. One survivor, with a terribly shattered leg, crawled down a hallway looking for his child, only to die a lonesome and painful death in the darkness beneath the earth, never seeing his son again. (Death in the Treklant)
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. (I2 Under Dark & Misty Ground Dzeebagd)
Skeleton Dragon: See Dragon Skeleton.
Skeleton Small Beast: These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock. (Castle Keeper's Guide to the Haunted Highlands)
These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock. (U4 Curse of the Khan)
Skeleton Stronger: At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4). (Monsters and Treasures of Airhde 2nd Printing)
At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4). (Monsters & Treasures of Airhde 3rd Printing)
Skistatikan: See Vampire Setite Serpent-Man Necromancer-Cleric 9, Skistatikan.
Skromt: How the Skrømt spirit is bound to the stone varies from tribe to tribe, but many were sacrifices and criminals put to death by the tribe for their evil deeds. The Goði and wizards would bind their spirit to the stone to bless and protect the tribe in that direction (east, west, north, south) and react if the marker stone was moved or broken. (Codex Nordica)
Small Beast Skeleton: See Skeleton Small Beast.
Snake Animated: See Animated Snake.
Son of Rhealth: The sons of rhealth were created ages ago, by worshipers of the foul Lord of the Undead.
It will also ‘attack’ with one of the putrid worms that live within it. Once per round, one of the worms will leap or fall onto the son’s opponent. The victim is allowed a dexterity check to avoid this. Success means the worm has fallen to the ground, while failure means the worm has landed on the victim. It will do this every round, meaning a victim may have multiple worms on it at any given time.
Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered. When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease will manifest in 2d12 hours. At first, the victim will be nauseated and will vomit and not be able to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (-x on all dice rolls, with x = number of hours infected). Once dead, the creature will rise as a Son of Rhealth in one day. Only a Cure Disease spell will negate this horrific disease.
The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead. (Classic Monsters & Treasures 2nd Printing)
It will also attack with one of the putrid worms that live within it. Once per round, one of the worms will leap or fall onto the Son’s opponent. The victim is allowed a dexterity check to avoid this. Success means the worm has fallen to the ground, while failure means the worm has landed on the victim. It will do this every round, meaning a victim may have multiple worms on it at any given time. (Classic Monsters & Treasures 2nd Printing)
Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease will manifest in 2d12 hours. At first, the victim will be nauseated and will vomit and not be able to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (-x on all dice rolls, with x = number of hours infected). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease. (Classic Monsters & Treasures 2nd Printing)
The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead. (Tome of the Unclean)
Those victims that have had a worm from a Son of Rhealth land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered. When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. (Tome of the Unclean)
This disease manifests within 2d12 hours. At first, the victim becomes nauseated, vomiting and unable to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (- number of hours infected on all dice rolls). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease. (Tome of the Unclean)
The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead. (Tome of the Unclean 2019 Preorder)
The disease from a son of Rhealth worm bursting inside a victim manifests within 2d12 hours. At first, the victim becomes nauseated, vomiting and unable to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (- number of hours infected on all dice rolls). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease. (Tome of the Unclean 2019 Preorder)
Soul Devouring: ?
Soul Reaper: ?
Soul Thief, Rottenshuf: These creatures are of the order of the Val-Austlich, created in the Days before Days by Thorax. They were shadows, cast off by the Cloak of Red, and called the rottenshuf. (Monsters and Treasures of Aihrde)
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. (Monsters and Treasures of Airhde 2nd Printing)
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. (Monsters & Treasures of Airhde 3rd Printing)
Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The 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. (Monsters and Treasures of Airhde 2nd Printing)
He was one of the guards for Unklar’s forces. Accused of treason - treason he never committed - he was tortured for many years before they allowed him to die. Being innocent, his soul attempted to fulfill his duties they accused him of not performing while alive. (Heart of Glass)
These creatures are of the order of the Val-Austlich, created in the Days before Days by Thorax. They were shadows, cast off by the Cloak of Red, and called the rottenshuf. (Heart of Glass)
Spawn Empusa: See Empusa Spawn.
Spawn Vampire: See Vampire Spawn.
Spawn Wight: See Wight Spawn.
Spawn Wraith: See Wraith Spawn.
Spectral Hero: Spectral Heroes are the undead spirits of heroes who served well their deity in life. (Castle Keeper's Guide to the Haunted Highlands)
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. (Monsters & Treasures 2nd Printing)
Any creature slain by a spectre will become a spectre in 1d4 rounds. (Monsters & Treasures 2nd Printing)
Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. (Monsters and Treasures 3rd Printing)
Any creature slain by a spectre will become a spectre in 1d4 rounds. (Monsters and Treasures 3rd Printing)
Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. (Monsters & Treasures 4th Printing)
Any creature slain by a spectre will become a spectre in 1d4 rounds. (Monsters & Treasures 4th Printing)
Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds. (Tome of the Unclean)
Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds. (Tome of the Unclean 2019 Preorder)
Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds. (Black Libram of Naratus)
Slain creatures are deposited on the ground where they rise as undead “slaves” in command of the mortuary cyclone. (Black Libram of Naratus)
Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds. (Castle Keeper's Guide to the Haunted Highlands)
Rune of Undeath victim with more than 10 HD. (Castle Keeper's Guide to the Haunted Highlands)
Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter. (DB3 Deeper Darkness)
The corpses of the Umeshti lord and lady buried here were cursed during the war of the gods and each was buried alive within their own sepulcher. Now their spirits reside here restlessly as specters. (DB3 Deeper Darkness)
Within its pages the liber mortis gives detailed information on the creation of specters and liches. (U2 Verdant Rage)
Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. (Amazing Adventures Manual of Monsters)
Any creature slain by a spectre will become a spectre in 1d4 rounds. (Amazing Adventures Manual of Monsters)
This room was the living quarters of a high priest dedicated to Lord Gregor's foul devil. The high priest met his end while trying to summon a devil. Lord Gregor refused to pay the required fees for the outsider's assistance, so it attacked. It ripped out Lord Gregor's throat in one swipe and mortally wounded the high priest, who fled here. Due to the evil acts it performed in life, its soul cannot rest, and it has become a spectre. (Castles & Crusades: The Secret of Smuggler's Cove)
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)
Create Greater Undead spell caster level 15. (Player's Handbook 3rd Printing)
Create Greater Undead spell caster level 15. (Player's Handbook 4th printing)
Create Greater Undead spell caster level 15. (Players Handbook 6th Printing)
Create Greater Undead spell caster level 15. (Player's Handbook 7th Printing)
Create Greater Undead spell caster level 15. (Amazing Adventures 1st Printing)
Create Greater Undead spell caster level 15. (Amazing Adventures 2nd Printing)
Spectre, Angrboda: Worse, though, is Angrboða’s undead state. She was slain in earlier times and is said by many to haunt the woods and swamps as a spectre. (Codex Nordica)
Spectre, Aramach: ?
Spectre, Jelaquin: ?
Spirit, Lecrutia: Lecrutia’s spirit has fought its own great battles of will to win its way from the tortured limbo of the murdered. (Free City of Eskadia)
Spirit Angry: ?
Spirit Ghostly: See Spirit of the Dead, Ghostly Spirit.
Spirit of the Dead, Ghostly Spirit: ?
Spirit Vampire: See Vampire Ekimmu, Spirit Vampire, Vampire Lord.
Spook: ?
Squire of Satan: See Musketeer Squire of Satan.
Srihoz: See Vampire Human Wizard 11, Srihoz, Heironeous Uliran Theophal.
Stone Feliul: See Feliul Stone.
Strighoiphir: See Vampire Strighoiphir, Dead Vampire.
Stronger Skeleton: See Skeleton Stronger.
Stronger Zombie: See Zombie Stronger.
Swarm Shadow Rat: See Shadow Rat Swarm.
Szalbaphir: See Vampire Szalbaphir, Vampire Gamin.
Tallus-Perilan, Arcus: See Lich Human Wizard 25, Arcus Tallus-Perilan.
Tamur: See Bodak, Prince Tamur.
Taraxippus: This ghost or ghosts are said to haunt the horse tracks of Olympias and make the horse races occasionally difficult to impossible for participants. Many Classical sources say the Taraxippus is but the ghost of heroes past now returned to haunt the Olympic Games for various reasons, while others say differently. Another story says that the strange event is due to a brave individual named Ischenos who sacrificed himself for the better of all in his community during a plague, and his grave is located at Olympia where the games are held. (Codex Classicum)
Tepesch, Vlad: See Vampire Count Dracula, Count Vlad Tepesch, King of the Vampires.
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 spirts, 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. (Monsters and Treasures of Airhde 2nd Printing)
The terralip is found where any deciduous forest once grew or grows. They can be of any breed of hardwood, from the hardbarked 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. (Monsters and Treasures of Airhde 2nd Printing)
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 and 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 want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to 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. (Monsters and Treasures of Airhde 2nd Printing)
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. (Monsters & Treasures of Airhde 3rd Printing)
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. (Monsters & Treasures of Airhde 3rd Printing)
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 and 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 want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to 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. (Monsters & Treasures of Airhde 3rd Printing)
Tharghul: Through long experience and terrible rites, a mentally acute ghoul or ghast can rise in power and eventually attain the status of tharghûl; any such creature that retains eight or more levels when it rises again as undead rises as a tharghûl, and cannot be controlled by any master. (Monstrous Menaces 2 Blade Dancer, Goblin, and Tharghul)
The Champion: See Ghost Fighter 5, The Champion.
The Corruptor: See Demiurge Demon Lord, Belphegor, The Corruptor.
The Dark Queen: See Lich, Nialle, The Dark Queen.
The Wolf at Midnight: See Ghost, Wulfric Knight, The Wolf at Midnight.
Theophal, Heironeous Uliran: See Vampire Human Wizard 11, Srihoz, Heironeous Uliran Theophal.
Thief Soul: See Soul Thief, Rottenshuf.
Thing Crypt: See Crypt Thing.
Thirst Lord: See Vampire Ancient Thirst Lord.
Topielec: These frightening spirits are the souls of those who have been drowned by various means in bodies of water and are now filled with rage. (Codex Slavorum)
Treant Undead: See Undead Treant.
Trebitha Gonn Chastetor: See Mummy Greater, Trebitha Gonn Chastetor.
Tree Terralip: See Terralip Tree.
Tree Undead: See Undead Tree.
Troll Aggamite: See Aggamite Troll.
Undead Crow: ?
Undead Dragon: ?
Undead Dragon, Alkuvar Destriganumos: Lake Spirit Trap: This deep lake is said to have gotten its name from the time of the War of the Gods, when the armies of order forged northward to contain the abyssal spawn which erupted from the region. During a fierce battle against the demonic dragon Alkuvar Destriganumos, the beast was slain and plunged in to the earth, forming the deep crater that became Lake Spirit Trap. The tale goes on, saying that the blood of the dragon tainted the waters which filled the crater, turning it red on certain evil days, and that the ghosts of the soldiers which fell in battle against the dragon were trapped forever more, unable to escape their watery graves. Indeed,
strange things seem to haunt the lake, and the handful of men who ply their trade as fishermen and bargers on the lake are a nervous, stoic lot. Even stranger rumors suggest that the draconic, undead form of the dragon still dwells within the lake, surfacing on those days of Sanguine tide, to seek out new victims to sustain its unlife. (The Keepers of Lingusia)
Undead Partial Ghast Human Trollblood Ranger 7, Bjorn the Old, Ole the Giant Slayer: Rather it be Bjorn’s luck or his Norse half-troll soul, his near death at the claws and fangs of a ghast and ghoul pack have left his body and soul straddling two worlds. His normally good aligned soul has been faintly tainted by evil he can feel and innately struggles against (and magic can detect). His body does not take well to healing, be it natural or divine, in many ways it seems to be slowly dying. Food and drink do not slack his ravenous hunger and all things living make his mouth water (further disgusting him). In some ways he is both a mortal human and an undead ghast, in others he is fully neither. (Domesday 8)
Undead Treant: ?
Undead Tree: In Octzellan burial customs criminals are hung on specially marked trees, so that their spirits are trapped within the tree. These trees are "undead", so to speak; they have no dryad, or spirit, within them, yet they live. Instead they take the soul of those killed on or close to them, preventing the criminal from reaching the afterlife. (The Keepers of Lingusia)
Urthrasta: See Mummy Greater, Urthrasta.
Vaettir: They are the vengeful spirits of those sacrificed to the bogs and they will drag the victims into the waters to their doom. (Nine Worlds Saga Volume I Hel Rising)
These spectral women float about the swamp waters and remain from what had been left of earlier sacrifices by the dwarfs (of Mortals) to satiate the Ogress. (Nine Worlds Saga Volume II Odin's Fury)
Vampir: Usually only the evilest of people can become a vampir, living or dead, and prey on the innocent living. (Codex Slavorum)
Vampire: If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics. (Monsters & Treasures 2nd Printing)
If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics. (Monsters and Treasures 3rd Printing)
If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics. (Monsters & Treasures 4th Printing)
Typically they began their career as thrall or spawn to another vampire of greater power who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire. (Black Libram of Naratus)
Typically, they began their career as thrall or spawn to another vampire of greater power, who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire as described in Monsters & Treasure. (Castle Keeper's Guide to the Haunted Highlands)
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Castle Keeper's Guide to the Haunted Highlands)
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer. (Players Guide to the Haunted Highlands)
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Free City of Eskadia)
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Haunted Highlands Deities)
But the worst of his powers came when Naarheit, god of Chaos, revealed to Sagramore that he could alleviate his loneliness by spreading his disease to others. (Heart of Glass)
At first he did so reluctantly, for he was ever a good man, and knew in his heart that what he did was an abomination. He felt also that he owed Jaren a debt. But his loneliness overcame his reluctance, and he eventually made others like himself. (Heart of Glass)
If a Vampire is killed, all of its spawn immediately become full vampires. (Amazing Adventures Manual of Monsters)
Formerly human, these foul creatures have become completely corrupted, lurking in a state between life and death, and requiring warm, fresh blood for sustenance. (Amazing Adventures 1st Printing)
If a Vampire is killed, all of its spawn immediately become full vampires. (Amazing Adventures 1st Printing)
Formerly human, these foul creatures have become completely corrupted, lurking in a state between life and death, and requiring warm, fresh blood for sustenance. (Amazing Adventures 2nd Printing)
If a Vampire is killed, all of its spawn immediately become full vampires. (Amazing Adventures 2nd Printing)
If the controlling vampire is destroyed, its spawn becomes a full vampire with the normal statistics. (Victorious the Role Playing Game)
The vampire aboleth can choose to raise one of its slain victims as a vampire under its control. (Castles & Crusades: Dread Crypt of Srihoz)
The priests and mages of Set have been known to suffer terrible fates if they go against Set’s will, and it is said that any being which defies his worship will be inflicted with a vampiric curse, insuring that they perpetuate Set’s will forever whether they want to, or not. Some setite and human followers of Set willingly petition the god for this infliction, to become members of his Chosen flock. (The Keepers of Lingusia)
There are three known ways to become a vampire, according to those specialists who are necromantic students of the undead. First, followers of Set who betray the dictates of their accursed god can be damned with Setitic Vampirism. (The Keepers of Lingusia)
Vampirism can be brought down on someone who was so evil and villainous in life that they are grabbed by Devonin and offered a second chance to walk the land of the living, as a stalker in the night. (The Keepers of Lingusia)
Finally, a vampire can be created when they bite a mortal and share blood, rendering the blood of the mortal impure. This is not always effective, and the process creates a special master-servant bond between the vampires, which has such psychological ramifications that it is done rarely. (The Keepers of Lingusia)
Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. (Domesday 7)
Animate Dead Master spell. (Amazing Adventures Companion)
Create Greater Undead spell caster level 17. (Player's Handbook 3rd Printing)
Create Greater Undead spell caster level 17. (Player's Handbook 4th printing)
Create Greater Undead spell caster level 17. (Players Handbook 6th Printing)
Create Greater Undead spell caster level 17. (Player's Handbook 7th Printing)
Create Greater Undead spell caster level 17. (Amazing Adventures 1st Printing)
Create Greater Undead spell caster level 17. (Amazing Adventures 2nd Printing)
Create Vampire spell. (Castles & Crusades: Dread Crypt of Srihoz)
Rise as the Undead spell. (Players Guide to the Haunted Highlands)
Orb of the Dead Grant Un-Death power. (Domesday 7)
Vampire, Baron Hroder: Baron Hroder was the ruling baron of Galent before he was turned into a Vampire by the mad Karukithyak. (The Keepers of Lingusia)
Vampire, Camilla: ?
Vampire, Cardinal Richelieu: An important reason why the Cardinal believes stories of werewolves and the like is simple: he is a vampire himself, having sold his soul to Satan for the glory of France, and for personal power and glory. (Amazing Adventures Companion)
Vampire, Count Dracula, Count Vlad Tepesch, King of the Vampires: ?
Vampire, Dr. Orleon: ?
Vampire, Dracula: ?
Vampire, Dysadda Gyristia: The Tower of Serpents is the headquarters of the Setites and their representative of the Council of Four, the serpent sorceress Dysadda Gyristia, great great granddaughter or the long-dead Dysadda Benn. She is a cruel manipulator, sorceress, and schemer, and has for the time being sworn her undying loyalty to Xauraun, that she be spared, as thousands of her kin were slaughtered or driven from the city on the day he ascended to power. She is now considered a traitor to Set, and has begun to develop vampiric traits as fits the curse which overcomes Set's most loyal minions who betray him. (The Keepers of Lingusia)
Vampire, Jarisha: ?
Vampire, Karukithyak: Karukithyak was born with the rare malady of Vampirism.
Vampire, Marissa: ?
Vampire, Sagramore: Unklar then cursed him, “Ever shall you thirst for the power you cannot have! Ever shall you gain that which you do not seek!” And he marked him with the gift of immortality, bound to a chain in a cave under a mountain in the frozen north. (Heart of Glass)
Vampire, Varney the Vampire: ?
Varney the Vampire: See Vampire, Varney the Vampire.
Vampire, Xerxes: ?
Vampire Aboleth: ?
Vampire Ancient: Although they can no longer gain additional class levels in their former life’s profession, such vampires grow stronger as they age, becoming deadlier as their flesh hardens to damage and their hit dice grow with their insatiable blood lust. (Castle Keeper's Guide to the Haunted Highlands)
Vampire Ancient Crimson Baron: 601-800 years. (Castle Keeper's Guide to the Haunted Highlands)
Vampire Ancient Grave Knight: 200-400 years. (Castle Keeper's Guide to the Haunted Highlands)
Vampire Ancient Grave Knight Knight 10, Y'Bras the Drinker: ?
Vampire Ancient Thirst Lord: 401-600 years. (Castle Keeper's Guide to the Haunted Highlands)
Vampire Ancient Thirst Lord, Miss Charity, Lady of Thirst: ?
Vampire Ancient Sanguine Prince: 801-1,00 years. (Castle Keeper's Guide to the Haunted Highlands)
Vampire Ancient Lord Blood King: 1,001+ years. (Castle Keeper's Guide to the Haunted Highlands)
Vampire Ashtarth: ?
Vampire Ashtarth Ranger-Rogue 9, Moria: Her curse is a mystery, for she is not known to have worshipped Set, but some believe that she was bitten by a Setitie Vampire who once served Karukithyak, and for such shame, she was forced to leave her homeland. (The Keepers of Lingusia)
Vampire Bhabaphir, Granny Soul-Sucker: Bhabaphirs are horribly twisted old ladies, the corrupted “wise woman” of a village transformed into a vicious and most evil form of undead. The means for such a thing to pass are several. First and foremost, the wise-woman may delve into eldritch things that are beyond her ken and thus be horribly transformed, possessed perhaps, by a demonic spirit. Similarly, she may be corrupted by Chaos through feelings of jealousy, envy, or hatred for those in her community whom she feels may take advantage of her. Too, another bhabaphir may visit the village in disguise and “convert” the local wise-woman. Finally, she may fall in secret to the service of another, more potent vampire, and also be transformed. (Vampires of the Olden Lands)
Vampire Dead: See Vampire Strighoiphir, Dead Vampire.
Vampire Ekimmu, Spirit Vampire, Vampire Lord: They are themselves descended from Chaos cultists of Elder Deshret who ascended to a state of Undeath during the Wars of Chaos. (Vampires of the Olden Lands)
Strighoiphirs who have ascended beyond their physical bodies. (Vampires of the Olden Lands)
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)
Vampire Fighter-Wizard 13, Castor Elas Markovin: He seeks, some believe, to perform an act which will grant his family freedom from the curse which Set has placed upon him, although the nature of his curse and its origins are lost in time, and only he knows. (The Keepers of Lingusia)
Vampire Gamin: See Vampire Szalbaphir, Vampire Gamin.
Vampire Grave Knight, Malcom of Helliwell: They watched as he vanished beneath the awnings of the ruined gate. The screams of his pain and horror carried over the barren wastes and into the ice-bound wilds. So Malcom of Helliwell, knight and paladin of the Holy Defenders, sacrificed his place in heaven for the greater good of the world. So Malcom of Helliwell gained immortality and became a vampire, all for the greater good. (Heart of Glass)
A one time paladin of the Holy Defenders of the Flame, Malcom fell victim to Sagramore, the father of all Vampires, and the machinations of the gods during the Winter Dark Wars. (Heart of Glass)
Malcom is an unusually powerful vampire. He is a Living Vampire, a Patriarch. There are few of these creatures in the world. Malcom came to be thus for as a living man he was a good man, a lordly paladin of a noble line and family who willingly submitted to the lusts of the undead Lord Sagramore. In so doing he bound his soul, his very being, to the prospect of being undead, so that his soul lingered in his body. (Heart of Glass)
Sagramore, a one time wizard and tortured victim of the horned god’s came to St. Luther and offered to make Malcom a creature of the undead. “You know my tale, Lord of Dreams, and you know that I must live by the blood of living things. You know that I am a vampire. But Narrheit must be foiled, and the riddles of the Blood Runes understood and only Malcom may do this.” He promised to take the boy in his arms and give him eternal life. (Heart of Glass)
“Such a thing would be damnation for him. But alas, I see no other way. If he agrees, I myself shall slay him when his destiny is fulfilled.” So they took Malcom and after much debate the knight, in great consternation, with curses for his father and St. Luther allowed for the Vampire’s embrace. So it was that the second curse came upon Malcom and he became the undead. (Heart of Glass)
Vampire Grave Lords: ?
Vampire Grave Lords Pleasure Slave: ?
Vampire Half-Demon, Melantha: ?
Vampire Human Fighter 10, Ron Riccio: ?
Vampire Human Wizard 11, Srihoz, Heironeous Uliran Theophal: ?
Vampire Lhamira, Vampire-Witch: A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs. (Vampires of the Olden Lands)
Vampire Lhamphir, Plague Bearer: The lhamphir arises on rare occasions from those who were
slain through plague; only the first slain in a settlement might arise as a lhamphir, if proper precautions are not taken. If the body is given final rites and a proper burial or cremation according to the Good or Lawful faith to which the victim belonged, then the lhamphir cannot arise. Otherwise, there is a percentage chance equal to the Charisma score plus the level of the victim that he arises as a lhamphir. If the community and his family abandoned him during his illness, this chance doubles that he arises as a lhamphir, eager to avenge himself upon those who turned on him. (Vampires of the Olden Lands)
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir. (Vampires of the Olden Lands)
Vampire Living: See Vampire Mhoroiphir, Living Vampire.
Vampire Lizard Man: ?
Vampire Lord: See Vampire Ekimmu, Spirit Vampire, Vampire Lord.
Vampire Mhoroiphir, Living Vampire: Mhoroiphirs can result from several sources, the most common being created as the spawn of an existing mhoroiphir. They can also be created by lhamiras, strighoiphirs, and ekimmu. Finally, they might arise naturally, or rather, unnaturally, especially in the land of Strigoria. These methods include, among others: (Vampires of the Olden Lands)
 Dying without being consecrated to the God of Law;
 Committing suicide;
 Practicing sorcery, black witchcraft, or eldritch wizardry in life;
 Having a spell-caster’s familiar jump on your corpse before you are buried;
 Eating the flesh of an animal killed by a vampire;
 Being slain by a lycanthrope;
 Death by murder un-avenged;
 Dying while cursed by a sorcerer or witch. (Vampires of the Olden Lands)
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. (Vampires of the Olden Lands)
Vampire Setite Serpent-Man Necromancer-Cleric 9, Skistatikan: Banished from Hazer-Phennis the underworld empire of the Setite serpent men, he fled a decade ago to the Octzellan lands, and eventually found his niche within the Capitol. He is a dedicated servant of Set, and does not understand why he was transformed into a vampire by his god. (The Keepers of Lingusia)
Vampire Spawn: A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn. (Monsters & Treasures 2nd Printing)
A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn. (Monsters and Treasures 3rd Printing)
A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn. (Monsters & Treasures 4th Printing)
If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used. (Black Libram of Naratus)
If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into un-life as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used. An affected humanoid loses all abilities, and gains the statistics of a vampire spawn. (Castle Keeper's Guide to the Haunted Highlands)
Vampire Spawn, or lesser vampires, are those mortals who are turned into a vampire by the kiss of a full vampire. (Amazing Adventures Manual of Monsters)
If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, but must be consciously used. (Amazing Adventures Manual of Monsters)
If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. (Amazing Adventures Manual of Monsters)
This ability is not automatic, but must be consciously used. (Amazing Adventures Manual of Monsters)
If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, but must be consciously used. (Amazing Adventures 1st Printing)
If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. (Amazing Adventures 2nd Printing)
If a vampire chooses, it can drain the blood of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, and must be consciously used. (Victorious the Role Playing Game)
Create Vampire Spawn spell. (Castles & Crusades: Dread Crypt of Srihoz)
Vampire Spawn, Comte de Rochefort: ?
Vampire Spirit: See Vampire Ekimmu, Spirit Vampire, Vampire Lord.
Vampire Strighoiphir, Dead Vampire: A strighoiphir is a “dead vampire,” that is, it is the result of a vampire that has been slain once but risen again, due to the required ritual being incomplete or incorrectly performed. Strighoiphirs can also result from an ekimmu or strighoiphir creating such a beast. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)
Vampire Szalbaphir, Vampire Gamin: Szalbaphirs normally arise when a child is lost in the forest or exposed on a hill and found by vampires. They also result when a vampire seeks revenge against a mortal and drains his children to create a true level of horror. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls. (Vampires of the Olden Lands)
Vampire Weak: ?
Vampire Wizard 14, Esidria Elas Phallikoskis, Queen of the Black Society: ?
Vampire-Witch: See Vampire Lhamira, Vampire-Witch.
Vampiric Wolf: ?
Velboshia-Lok Nodivia, Guardian of the Old Kings: Ancient guardians of the Tombs of the Gods, these desiccated corpses were once the proud Temple Guards of the Divine Palaces in the mythic city Corti’Zahn. When the War of the Gods destroyed the early Fertile Empires of Hyrkania and laid low the mortal forms of the divine lords, the temple guardians who died in the conflict against the demons were mummified and submitted to a terrible necromantic process to revive them as eternal tomb protectors. Something horrible corrupted the spells of reanimation, however, seeping in from the Chaos Energy which permeated the land in the wake of the war, and grew like a fungus in the bodies of these undead guardians. (The Keepers of Lingusia)
Veregnar Gonn Dalpuris: See Hagarant Lord, Veregnar Gonn Dalpuris.
Vessilante: The Vessilante are a rare sort of entity which is created magically through the bonding of a corrupted Devonin or Seraph in the form of a mortal human. These great monstrosities are usually culled from freshly dead corpses, often pieced together if there was damage to the original body. The process of habitation heals the damage and changes the nature of the body such that it must shun the light or suffer excruciating pain. (The Keepers of Lingusia)
Vivienne: See Ghost, Vivienne.
Vizier of the Neropolis: See Mummy Ancient Vizier of the Neropolis.
Vlad Tepesch: See Vampire Count Dracula, Count Vlad Tepesch, King of the Vampires.
Warrior Phantom: See Phantom Warrior.
Warrior Skeletal: See Skeletal Warrior.
Weak Vampire: See Vampire Weak.
Wen, Wraig: See White Woman, Wraig Wen.
White Woman, Wraig Wen: ?
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. (Monsters & Treasures 2nd Printing)
They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. (Monsters & Treasures 4th Printing)
They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. (Tome of the Unclean)
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean)
D20 MONSTER
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith (Tome of the Unclean)
The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. (Tome of the Unclean)
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean)
If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2017 Preorder)
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith (Tome of the Unclean 2017 Preorder)
Scepter of Orcus. (Tome of the Unclean)
They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. (Tome of the Unclean 2019 Preorder)
A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. (Tome of the Unclean 2019 Preorder)
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2019 Preorder)
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith (Tome of the Unclean 2019 Preorder)
At times, when the whim takes him, Orcus will take up his scepter and attack. Those struck will suffer 2d4+6 damage and will lose three levels (constitution save to avoid level loss). Anyone reduced to 0 levels will fall dead, only to rise the next round as a wight under Orcus’s control. (Tome of the Unclean 2019 Preorder)
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean 2019 Preorder)
This burial chamber once housed the remains of four warlords of a dead line of Ugashtan clansmen. The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights. (Castle Keeper's Guide to the Haunted Highlands)
The evil of Nartarus crawls even into the strongest hearts. The gnarled reach of the unholy one’s claw is long and some who died during the quake were transformed by the will of the god of death. (Castle Keeper's Guide to the Haunted Highlands)
If the door is opened by any other than Merovina the bodies of her victims begin to crawl up from their shallow, moss covered graves. (C4 Harvest of Oaths)
The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights. (DB1 Haunted Highlands)
However, one of the soulless victims of the barghest haunts this room. As noted, Corilyn brought three mercenaries into the Keep with him, and all died at the hands of the barghest. One turned into a wight and haunts the Great Hall and Room S7. (Stains Upon the Green)
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. (The Long Valley)
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. (The Long Valley)
He warns, however, that the place is cursed and anyone who is tainted with the curse who leaves the castle dies within twenty–four hours, only to rise again as a ghast or wight to return to the castle and serve as its guardian. The same is true for anyone slain within the fortress itself. He refers to this as the Curse of the Crawling Queen. (U4 Curse of the Khan)
Anyone killed by a wight can rise as a wight under the control of the slayer. (Castles & Crusades: The Slithering Overlord)
Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. (Domesday 7)
If the revenants so chooses, those who are killed by strength loss can be brought back to unlife as a zombie under control of the revenants. Victims of 4 HD or greater, have a 25% chance of returning as a wight. (The Keeper Issue 1)
Animate Dead Greater spell. (Amazing Adventures Companion)
Create Undead spell caster level 14. (Player's Handbook 3rd Printing)
Create Undead spell caster level 14. (Player's Handbook 4th printing)
Create Undead spell caster level 14. (Players Handbook 6th Printing)
Create Undead spell caster level 14. (Player's Handbook 7th Printing)
Create Undead spell caster level 14. (Amazing Adventures 1st Printing)
Create Undead spell caster level 14. (Amazing Adventures 2nd Printing)
Deathly Blight spell. (Domesday 8)
Wight, Glorian: This wight is all that is left of Glorian. When his deity left the known planes many centuries ago, the souls of his followers were expelled from Meelkor’s realms. The weakest perished or found respite elsewhere in the planes, but the most powerful (such as Glorian) seethed with anger at what they felt was a grand betrayal. After years of servitude to Meelkor, they expected more than to be unceremoniously evicted from their afterlife! Of course, to Meelkor, expectations of reward were counter to his beliefs anyway, but even the most pious human cleric secretly expects compensation for his years of mortal restraint once he reaches the magnificent afterlife. The righteous anger coursing through Glorian and a few other high-level followers was so great that their souls forcibly returned to their bodies and they reanimated as undead. (Castles & Crusades: The Mysterious Tower)
Wight Barrow: A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds. (Black Libram of Naratus)
A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds. (Castle Keeper's Guide to the Haunted Highlands)
In the ancient history of Hyrkania, many of the old kings of the pre empire days would bury their dead in huge mounds, with rock tombs beneath. Within these catacombs would go the line of their family, and for generations the dead would be buried like so. These ancient mound lands were, alas, ripe for the time of the War of the Gods, and when the power of the Chaos Lords spread through the land, many necromancer kings who rose in the time of conflict saw to it that their tombs were guarded, often by the reanimated remains of these earlier kings. (The Keepers of Lingusia)
The lords and kings themselves are said to have arisen, willfully, from the grave to jealously guard the treasure hordes they buried themselves with. (The Keepers of Lingusia)
Wight Blood: Blood wights are the bloated, risen corpses of those tortured souls who have bled to death on unholy ground. (Castle Keeper's Guide to the Haunted Highlands)
Wight Dwarf Gray: Used to all kinds of atrocious smells and keeping their hygiene to a minimum, the troglodytes dumped all dead bodies, of friends and foes alike, into this room. After Pserkipis had come to be the leader of the trog tribe, he quickly abolished this ghastly practice and taught his minions to embalm their dead with the herbs from the Underground Paradise. The terrible smell disappeared, giving way to a strange side effect. Strangely enough (and maybe due to the overwhelming evil associated with The Slithering Overlord), this new burial rite caused Pserkipis’ fallen enemies to rise as particularly strong wights, utterly loyal to their killers. (Castles & Crusades: The Slithering Overlord)
Wight Knight 8, Lucarne the Wight Knight: ?
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn. (Monsters & Treasures 2nd Printing)
A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight spawn, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. (Monsters and Treasures 3rd Printing)
A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn. (Monsters & Treasures 4th Printing)
A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. (Tome of the Unclean)
A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. (Tome of the Unclean 2019 Preorder)
A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. (Amazing Adventures Manual of Monsters)
Willec the Halfling Zombie: See Zombie Halfling,Willec.
Wolf at Midnight: See Ghost, Wulfric Knight, The Wolf at Midnight.
Wolf Ghoul: See Wolf Ghoul.
Wolf Shadow: See Wolf Shadow.
Wolf Vampiric: See Wolf Vampiric.
Woman Half: See Half Woman.
Worg Shadow: See Shadow Worg.
Woman White: See White Woman.
Wraig Wen: See White Woman, Wraig Wen.
Wraith: Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane. (Monsters & Treasures 2nd Printing)
Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane. (Monsters and Treasures 3rd Printing)
Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. (Monsters & Treasures 4th Printing)
Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. A wraith is incorporeal, having shed all connections of the flesh. (Tome of the Unclean)
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean)
D20 MONSTER
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith (Tome of the Unclean)
The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. (Tome of the Unclean)
If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2017 Preorder)
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith (Tome of the Unclean 2017 Preorder)
Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. (Tome of the Unclean 2019 Preorder)
A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. (Tome of the Unclean 2019 Preorder)
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2019 Preorder)
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith (Tome of the Unclean 2019 Preorder)
Wraiths are the angry spritits of explorers and villains who have died a horrible death within the cursed wood. (Castle Keeper's Guide to the Haunted Highlands)
Rune of Undeath victim with more than 5 HD. (Castle Keeper's Guide to the Haunted Highlands)
The wraiths were dwarves killed in the great quake. (Castle Keeper's Guide to the Haunted Highlands)
The Lady of Garun first attempts to charm her victim into being friendly. When she feels the time is ripe, she delivers a long and passionate kiss, drawing out the soul of her victim. Those who lose their souls turn into wraiths. (A10 The Last Respite)
Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter. (DB3 Deeper Darkness)
Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane. (Amazing Adventures Manual of Monsters)
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)
When a victim is dying the Hor Shaol may steal it's soul and use it to create a special type of Wraith that serves only it's creator they may only have 3 wraiths of this type at any time. (Domesday Volume 1 Issue 3)
If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death. (Domesday 7)
Any humanoid victim, no racial exceptions, killed by the energy drain of the necromancer’s wraith suffers a fate far worse than death. Their soul is stripped from their body and both are immediately enslaved and corrupted to the will of the wraith of the necromancer. Within d3 rounds the victim’s body raises as a four hit dice zombie and their soul becomes a full strength wraith, both under the control of the wraith of the necromancer. (Domesday 8)
Animate Dead Greater spell. (Amazing Adventures Companion)
Create Undead spell caster level 18. (Player's Handbook 3rd Printing)
Create Undead spell caster level 18. (Player's Handbook 4th Printing)
Create Undead spell caster level 18. (Player's Handbook 6th Printing)
Create Undead spell caster level 18. (Player's Handbook 7th Printing)
Create Undead spell caster level 18. (Amazing Adventures 1st Printing)
Create Undead spell caster level 18. (Amazing Adventures 2nd Printing)
Wraith, Malhavok: 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. (Monsters and Treasures of Airhde 2nd Printing)
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, born 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. (Monsters and Treasures of Airhde 2nd Printing)
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. (Monsters & Treasures of Airhde 3rd Printing)
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, born 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.
(Monsters & Treasures of Airhde 3rd Printing)
Wraith Dust: Dust wraiths are formed when powerful corporeal undead such as mummies turn to dust due to time or when an intelligent creature is slain by a dust wraith. (Critters Vol. 1)
Wraith Necromancer's: See Wraith of a Necromancer, Necromancer's Wraith.
Wraith of a Necromancer, Necromancer's Wraith: A necromancer’s wraith is the undead wraith-like spirit of a powerful necromancer, forever lusting to create powerful undead under its control. The wraith of the necromancers employs powerful and unique necromantic spells and undead abilities to make this happen. In life, the necromancer was a high level spell caster specializing in necromantic spheres focused to create a personal domain of negative energy and undead status. Typically a wizard-cleric multi-class character of 15th to 19th level! If the necromancer was a single class spell caster in life then the caster level could be as high as 23rd to 25th level, but decrease the dice type to d6 for wizards and increase the dice type to d10 for clerics. Aside: The clerical masters of a necromancer are typically demons, devils, or gods; Lolth, Kali, Ares, Set, Druaga, Inanna, Hel, Hades, Surma, or Yutrus. (Domesday 8)
The wraith of a necromancer was a powerful necromancer who has managed to forge a most powerful bond with the negative material plane and shed all connections of the flesh. (Domesday 8)
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn. (Monsters & Treasures 2nd Printing)
A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn. (Monsters and Treasures 3rd Printing)
A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn. (Monsters & Treasures 4th Printing)
A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. (Tome of the Unclean)
A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. (Tome of the Unclean 2019 Preorder)
A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. (Amazing Adventures Manual of Monsters)
Wulfric Knight: See Ghost, Wulfric Knight, The Wolf at Midnight.
Xerxes: See Vampire, Xerxes.
Y'Bras the Drinker: See Vampire Ancient Grave Knight Knight 10, Y'Bras the Drinker.
Yeoja, Ban: See Half Woman, Ban Yeoja.
Ziburinis: Humanoid skeletons are the animated remains of humanoid creatures. (Codex Slavorum)
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Monsters & Treasures 2nd Printing)
Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Monsters and Treasures 3rd Printing)
Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Monsters & Treasures 4th Printing)
Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Tome of the Unclean)
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean)
D20 MONSTER
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith (Tome of the Unclean)
The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. (Tome of the Unclean)
If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2017 Preorder)
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith (Tome of the Unclean 2017 Preorder)
Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Tome of the Unclean 2019 Preorder)
As humans can be turned into undead, so can the plethora of monsters that litter the land. (Tome of the Unclean 2019 Preorder)
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2019 Preorder)
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith (Tome of the Unclean 2019 Preorder)
Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a razor-sharp blade that bestows a +3 bonus to both attack and damage. If the attack roll results in a natural 19 or 20, flakes of the blade break off and enter the wound, causing it to fester. In the round following a successful hit the victim feels a searing pain which lasts for 4 rounds at which point the limb becomes numb and useless. If untreated, the wound turns necrotic and within 1d4 days the flesh surrounding the wound rots away. There is no saving throw for this condition. Further neglect leads to the rot continuing to spread, dealing 1d10 points of damage each day until the victim dies. Unless the dead is buried in consecrated or holy grounds, they will rise as either a zombie or skeleton within 1d8 days. (Tome of the Unclean 2019 Preorder)
Treatment for the rot includes remove curse, remove disease, heal, restoration spells, a paladin’s cure disease ability, or a cleric or paladin may attempt to turn the bone flakes, which turn as a 1 HD undead. (Tome of the Unclean 2019 Preorder)
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Black Libram of Naratus)
A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds. (Castle Keeper's Guide to the Haunted Highlands)
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Castle Keeper's Guide to the Haunted Highlands)
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 sakes your agony. Know no peace.” (Umbrage Saga)
The knoglen blade weapon is a pole-arm fashioned from the living bones of the Aghul’s victims. Ranging about 8 feet long, it serves as a +3 weapon in both to hit and damage. The blade(s) are razor sharp, self replicating bones. When the wielder scores a successful hit with the blade of at least 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. In the round following a successful hit, the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless. If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bones. They turn as a skeleton. If untreated, the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die. Unless buried in holy or consecrated ground they reanimate as a zombie or skeleton in 1d8 days. (A6 Of Banishment and Blight)
While Crisigrin did not like this room, he understood its importance. Any of his enemies, as well as any overtly evil being, was thrown into this room to die. Once dead, the mist acted as an animate dead spell. (DA1 Dark Journey)
This chamber is home to a charnel spider. The foul creature occasionally leaves its lair to crawl forth to animate zombies and skeletons within the canyons and caverns of the Mynthnoc Cairns. (DB1 Haunted Highlands)
A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds. A charnel spider can control a number of zombies whose total hd are not more than twice the charnel spider’s hd. (DB1 Haunted Highlands)
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. (The Long Valley)
Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month. (U1 Shadows of Halfling Hall)
These zombies were part of Argus’ first experiments in necromancy with the Liber Mortis. (U2 Verdant Rage)
Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Amazing Adventures Manual of Monsters)
In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head). (Amazing Adventures Manual of Monsters)
Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Amazing Adventures 1st Printing)
In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head). (Amazing Adventures 1st Printing)
Nobody else turns into a zombie, even if the zombies manage to kill any more bystanders. This should lead the PC’s to believe that it was, in fact, something on the needle that created the undead killing machines. (Amazing Adventures 1st Printing)
Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Amazing Adventures 2nd Printing)
In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head). (Amazing Adventures 2nd Printing)
Nobody else turns into a zombie, even if the zombies manage to kill any more bystanders. This should lead the PC’s to believe that it was, in fact, something on the needle that created the undead killing machines. (Amazing Adventures 2nd Printing)
Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Victorious the Role Playing Game)
Any creature whose strength has been completely drained away by the Husks withering touch will rise 2d4 rounds after death as a zombie under the full control of the Husk that created it. (Critters Vol. 1)
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. (Vampires of the Olden Lands)
The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster. (Domesday 7)
Any humanoid victim, no racial exceptions, killed by the energy drain of the necromancer’s wraith suffers a fate far worse than death. Their soul is stripped from their body and both are immediately enslaved and corrupted to the will of the wraith of the necromancer. Within d3 rounds the victim’s body raises as a four hit dice zombie and their soul becomes a full strength wraith, both under the control of the wraith of the necromancer. (Domesday 8)
If the revenants so chooses, those who are killed by strength loss can be brought back to unlife as a zombie under control of the revenants. Victims of 4 HD or greater, have a 25% chance of returning as a wight. (The Keeper Issue 1)
Animate Dead spell. (Player's Handbook 3rd Printing)
Animate Dead spell. (Player's Handbook 4th printing)
Animate Dead spell. (Players Handbook 6th Printing)
Animate Dead spell. (Player's Handbook 7th Printing)
Animate Dead spell. (Amazing Adventures 1st Printing)
Animate Dead spell. (Amazing Adventures 2nd Printing)
Deathly Blight spell. (Domesday 8)
Knoglen Blade magic item. (Monsters and Treasures of Airhde 2nd Printing)
Knoglen Blade magic item. (Monsters & Treasures of Airhde 3rd Printing)
Orb of the Dead Create Undead power. (Domesday 7)
Zombie, Don Martimho: Currently the necromancer Damadal keeps the Champaign room as his land-side quarters. Damadal is a messenger for the Grave Lords, and captain of the Nightingale. As a special favor to Charity, he turned Don Martimho into a zombie which she keeps around to remind the Mantua Nostra who the real boss is.
Zombie Bat: ?
Zombie Brine: Brine zombies are the remnants of a ship’s crew that has perished at sea. (Black Libram of Naratus)
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. (Black Libram of Naratus)
If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. (Black Libram of Naratus)
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Black Libram of Naratus)
Brine zombies are the remnants of a ship’s crew that has perished at sea. (Castle Keeper's Guide to the Haunted Highlands)
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. (Castle Keeper's Guide to the Haunted Highlands)
If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. (Castle Keeper's Guide to the Haunted Highlands)
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Castle Keeper's Guide to the Haunted Highlands)
Zombie Dog: See Dog Zombie.
Zombie Gnoll: ?
Zombie Green: ?
Zombie Green Amdromodon: When any type of Amdromodon touches a dead humanoid, having died in the last 48 hours, the humanoid rises as a Green Amdromodon Zombie and follows its creator. A status symbol in Amdromodon society is how many and how powerful are the follower zombies. Giants are particularly favored because of their toughness to kill. Flying creatures of all types are also especially sought after. (Beneath the Dome)
These zombies are not limited to humans as the touch of an Amdromodon can turn any recently dead body into a green zombie. (Beneath the Dome)
Zombie Green Animal: ?
Zombie Green Dragon: ?
Zombie Grimlock: Sirthim created the 4 zombies that seem to be the only guardians of this chamber. Using several scrolls of animate dead he had managed to bring from the drow city, the drider returned fallen grimlock warriors to a semblance of life. (Castles & Crusades: The Slithering Overlord)
Zombie Halfling: ?
Zombie Halfling,Willec: ?
Zombie Hulk: Zombie hulks are zombies raised from the fresh corpses of large beasts such as ogres, bugbears, trolls, and minotaur. (Castle Keeper's Guide to the Haunted Highlands)
Zombie Knight: The Zombie Knight is the unfortunate victim of a Dread Knight that has been reanimated to serve its slayer for eternity. (Critters Vol. 1)
Any living creature killed by the Dread Knight has a 50% chance of rising as a Zombie Knight within 1d3 rounds after begin slain. The Zombie Knight is a thrall of the Knight and will obey only its creator or the necromancer that created the Knight itself. If those that are slain by the knight are beheaded immediately after death, then they will be unable to rise as undead spawn. (Critters Vol. 1)
Zombie Monster: As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of it past self. Any creature from a goblin to a giant can be transformed into a zombie and the CK must make adjustments to the statistics listed above. (For instance, a ogre zombie would do 1d6 slam + 4 for its strength).
As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its past self. Any creature from a goblin to a giant can be transformed into a zombie and the CK must make adjustments to the statistics listed above. (For instance, an ogre zombie would do 1d6 slam + 4 for its strength ). (Classic Monsters & Treasures 2nd Printing)
As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its former self. Any creature from a goblin to a giant can be transformed into a zombie. (Tome of the Unclean)
As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its former self. Any creature from a goblin to a giant can be transformed into a zombie, and the CK must make adjustments to the statistics listed above. (Tome of the Unclean 2019 Preorder)
Zombie Ogre: ?
Zombie Orc: Skalnoc orders the bodies of any and all fallen orcs taken to this sector for “burial” and using the power of the Demon Eye to animate dead. (Castle Keeper's Guide to the Haunted Highlands)
Zombie Plague: Beings bit by plague zombies must make a successful save vs. disease (Challenge Level 2) or lose 1d4 points of Constitution. Each hour thereafter the victim must make an additional save vs. plague or again lose 1d4 Constitution. This continues until the victim is dead. (Castle Keeper's Guide to the Haunted Highlands)
1d10 rounds after a victim succumbs to the zombie infection, they rise as a plague zombie, intent on attacking any living creature it comes across. (Castle Keeper's Guide to the Haunted Highlands)
Beings bit by plague zombies must make a successful save vs. disease (Challenge Level 2) or lose 1d4 points of Constitution. Each hour thereafter the victim must make an additional save vs. plague or again lose 1d4 Constitution. This continues until the victim is dead.
1d10 rounds after a victim succumbs to the zombie infection they rise as a plague zombie, intent on attacking any living creature it comes across. (Free City of Eskadia)
Zombie Scarlet: ?
Zombie Stronger: At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4). (Monsters and Treasures of Airhde 2nd Printing)
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 and 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 want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to 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. (Monsters and Treasures of Airhde 2nd Printing)
At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4). (Monsters & Treasures of Airhde 3rd Printing)

Castles and Crusades Troll Lord Games
Monsters & Treasures 2nd Printing
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Allip: An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide.
Banshee: The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living.
Bodak: A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Lich: A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony.
Shadow: They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Vampire: If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics.
Vampire Spawn: A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn.
Wraith: Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.

Monsters and Treasures 3rd Printing
Undead: Undead are once–living creatures animated by spiritual or supernatural forces.
Allip: An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide.
Banshee: The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living.
Bodak: A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Lich: A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony.
Shadow: They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Vampire: If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics.
Vampire Spawn: A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight spawn, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.
Wraith: Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.

Monsters & Treasures 4th Printing
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Allip: An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide.
Banshee: The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living.
Bodak: A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Lich: A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony.
Shadow: They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Vampire: If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics.
Vampire Spawn: A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn.
Wraith: Wraiths are powerful wights who have forged a more powerful bond with the negative material plane.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.

Classic Monsters
Undead: Undead are once–living creatures animated by spiritual or supernatural forces.
Animal Skeleton: Animal carcasses that are the target of Animate Dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.
Apparition: ?
Coffer Corpse: ?
Crypt Thing: Legends abound that crypt things were once great sages, destined to live out eternity in a constant thirst for knowledge.
Death Knight: Once loyal paladins, they were raised back into life by demonic forces to unleash mayhem on an unsuspecting world. Thankfully, very few of these creatures are known to exists
Demilich: Once a Lich (Monsters & Treasure tome, page 54) has outlived its physical form (which is many centuries), its spirit will release from its frail body and enter into the ethereal and astral planes. It will always and forever have a connection with the remains it has left behind and will guard them for eternity.
Draugr: The draugr is a type of undead, so malevolent in life that its evil ways still possess it in death. Resembling a zombie in appearance, the draugr is very intelligent, unlike the mindless, plodding zombie. Only humans can be reborn as draugr.
Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave.
Evil Oculus of Ice and Fire: ?
Haunt: The haunt is an undead tied to the spot of its death.
In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.
A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all).
Huecuva: ?
Penanggalan: When a penanggalan decides to infect someone and turn them into another of her kind, she will drink only enough blood to cause the victim pain, normally only feeding for 2-3 minutes. When the victim starts waking, the undead will fly away, leaving behind a confused victim. Over the course of successive feedings, the victim will become weaker and weaker, losing a point of strength and constitution each morning. A victim, if fed upon for a full week, will become a penanggalan on the next night.
Poltergeist: The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed.
Revenant: Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim.
Shelt Lu: It is thought to be an undead version of a lurker, but this is debatable since the shelt lu is noticeable smaller, approximately six feet tall and three feet across.
Skeletal Warrior: The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them.
Son of Rhealth: The sons of rhealth were created ages ago, by worshipers of the foul Lord of the Undead.
It will also ‘attack’ with one of the putrid worms that live within it. Once per round, one of the worms will leap or fall onto the son’s opponent. The victim is allowed a dexterity check to avoid this. Success means the worm has fallen to the ground, while failure means the worm has landed on the victim. It will do this every round, meaning a victim may have multiple worms on it at any given time.
Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered. When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease will manifest in 2d12 hours. At first, the victim will be nauseated and will vomit and not be able to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (-x on all dice rolls, with x = number of hours infected). Once dead, the creature will rise as a Son of Rhealth in one day. Only a Cure Disease spell will negate this horrific disease.
Zombie Monster: As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of it past self. Any creature from a goblin to a giant can be transformed into a zombie and the CK must make adjustments to the statistics listed above. (For instance, a ogre zombie would do 1d6 slam + 4 for its strength).
Zombie Ogre: ?

Classic Monsters & Treasures 2nd Printing
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Animal Skeleton: Animal carcasses that are the target of animate dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell animate dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.
Apparition: ?
Coffer Corpse: ?
Crypt Thing: Legends abound that crypt things were once great sages, destined to live out eternity in a constant thirst for knowledge.
Death Knight: Once loyal paladins, they were raised back into life by demonic forces to unleash mayhem on an unsuspecting world.
Demilich: Once a lich (Monsters & Treasure) has outlived its physical form (which takes many centuries), its spirit will release from its frail body and enter into the ethereal and astral planes. It will always and forever have a connection with the remains it has left behind and will guard them for eternity.
Draugr: The draugr is a type of undead so malevolent in life that its evil ways still possess it in death. Resembling a zombie in appearance, the draugr is very intelligent, unlike the mindless, plodding zombie. Only humans can be reborn as draugr. The undead can only walk the earth during the night, and must rest during the day. Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave.
Evil Oculus of Ice and Fire: ?
Haunt: The haunt is an undead tied to the spot of its death.
In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.
A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all).
Huecuva: ?
Penanggalan: They are always female, but can appear of any age.
When a penanggalan decides to infect someone and turn them into another of her kind, she will drink only enough blood to cause the victim pain, normally only feeding for 2-3 minutes. When the victim starts waking, the undead will fly away, leaving behind a confused victim. Over the course of successive feedings, the victim will become weaker and weaker, losing a point of strength and constitution each morning. A victim, if fed upon for a full week, will become a penanggalan on the next night.
Poltergist: The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed.
Revenant: Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim.
Shelt Lu: It is thought to be an undead version of a lurker, but this is debatable since the shelt lu is noticeable smaller, approximately six feet tall and three feet across.
Skeletal Warrior: The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them.
Son of Rhealth: The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead.
It will also attack with one of the putrid worms that live within it. Once per round, one of the worms will leap or fall onto the Son’s opponent. The victim is allowed a dexterity check to avoid this. Success means the worm has fallen to the ground, while failure means the worm has landed on the victim. It will do this every round, meaning a victim may have multiple worms on it at any given time.
Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease will manifest in 2d12 hours. At first, the victim will be nauseated and will vomit and not be able to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (-x on all dice rolls, with x = number of hours infected). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease.
Zombie Monster: As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its past self. Any creature from a goblin to a giant can be transformed into a zombie and the CK must make adjustments to the statistics listed above. (For instance, an ogre zombie would do 1d6 slam + 4 for its strength ).
Zombie Ogre: ?
Hand of Glory: ?

Monsters and Treasures of Aihrde
Undead: Undead are once–living creatures animated by spiritual or supernatural forces.
Creatures killed and devoured by naerlulth are often cast into limbo, and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead, but have no shape or form until they assume one.
Forsaken: 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 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 fled the Pits.
Mison Men: 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.
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.
Naerluthut: 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 the beast devoured and whose souls were bound to it.
Soul Thief: These creatures are of the order of the Val-Austlich, created in the Days before Days by Thorax. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.

Monsters and Treasures of Airhde 2nd Printing
Undead Crow: ?
Forsaken: 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 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.
Mison Men: 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 interwoven 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: A victim killed by the naerlulth is brought back to unlife, fated to suffer everlasting torment in the ashen wake of the creature’s passing.
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 spirts, 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 hardbarked 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.
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 and 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 want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to 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.
Stronger Skeleton: At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4).
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 and 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 want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to 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.
Stronger Zombie: At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4).
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 and 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 want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to 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.
Malhavok, Wraith: 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, born 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.
Ghost Jackal: ?

Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Wight: ?
Ghoul: ?
Skeleton: Knoglen Blade magic item.
Zombie: Knoglen Blade magic item.
Banshee: The sword Noxmorus has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elves or fey, the blade has a malevolent effect. On a roll of a 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.
Noxmorus magic item
Ghost: ?

KNOGLEN BLADE: Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a +3 bonus to both attacks and damage. The blade is razor sharp, also crafted from living bone. On a result of 19 or 20 (before bonuses) flakes of the blade break off and enter the wound. Once in a wound the flakes begin to meld with the victim. In the round following a successful hit the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless.
If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bone flakes, as if they were a skeleton. They turn as a skeleton. If untreated the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die.
Unless buried in holy or consecrated ground, they reanimate as a zombie or skeleton in 1d8 days.

NOXMURUS, “NIGHT OF THE DEAD”: 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 +5 two-handed claymore, 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. 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 a human, or any elf other than a high elf or half-elf with high elf ancestry, 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 as such can control the will of its wielder. Noxmurus has a will of 21.
When unsheathed, the sword allows the wielder to move silently as a 5th level rogue, and if in a forest environment, the bearer can become invisible at will to all beings less than 15 hit dice and to all elves (as the spell invisibility). 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 the dwarf) as well as darkvision up to 120 feet. It can detect magic within a 20 foot radius. When borne by any elf other than a high elf or half-elf with high elf ancestry, the sword bestows a glamour upon the wielder, allowing the wielder to make himself seem greater than he is. The glamour acts similar to the Frightful Presence of Dragons. The glamour unsettles creatures within 120 feet if they have fewer than 12 HD. A potentially affected creature that succeeds at a wisdom save (CL 20) remains immune to the Glamour for one day. On a failure, creatures with 4 or fewer HD panic for 2d4 rounds, fleeing from the wielder and those with 5-12 HD become shaken for 4d4 rounds, suffering a -2 on all to hit 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 a 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.

Monsters & Treasures of Airhde 3rd Printing
Undead Crow: ?
Forsaken: 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 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.
Mison Men: 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 interwoven 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 goddes 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: A victim killed by the naerlulth is brought back to unlife, fated to suffer everlasting torment in the ashen wake of the creature’s passing.
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.
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 and 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 want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to 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.
Stronger Skeleton: At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4).
Stronger Zombie: At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4).
Malhavok, Wraith: 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, born 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.
Ghost Jackal: ?

Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Wight: ?
Ghoul: ?
Skeleton: Knoglen Blade magic item.
Zombie: Knoglen Blade magic item.
Banshee: The sword Noxmorus has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elves or fey, the blade has a malevolent effect. On a roll of a 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.
Noxmorus magic item
Ghost: ?

KNOGLEN BLADE: Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a +3 bonus to both attacks and damage. The blade is razor sharp, also crafted from living bone. On a result of 19 or 20 (before bonuses) flakes of the blade break off and enter the wound. Once in a wound the flakes begin to meld with the victim. In the round following a successful hit the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless.
If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure diseas, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bone flakes, as if they were a skeleton. They turn as a skeleton. If untreated the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die.
Unless buried in holy or consecrated ground, they reanimate as a zombie or skeleton in 1d8 days.

NOXMURUS, “NIGHT OF THE DEAD”: 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 +5 two-handed claymore, 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. 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 a human, or any elf other than a high elf or half-elf with high elf ancestry, 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 as such can control the will of its wielder. Noxmurus has a will of 21.
When unsheathed, the sword allows the wielder to move silently as a 5th level rogue, and if in a forest environment, the bearer can become invisible at will to all beings less than 15 hit dice and to all elves (as the spell invisibility). 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 the dwarf) as well as darkvision up to 120 feet. It can detect magic within a 20 foot radius. When borne by any elf other than a high elf or half-elf with high elf ancestry, the sword bestows a glamour upon the wielder, allowing the wielder to make himself seem greater than he is. The glamour acts similar to the Frightful Presence of Dragons. The glamour unsettles creatures within 120 feet if they have fewer than 12 HD. A potentially affected creature that succeeds at a wisdom save (CL 20) remains immune to the Glamour for one day. On a failure, creatures with 4 or fewer HD panic for 2d4 rounds, fleeing from the wielder and those with 5-12 HD become shaken for 4d4 rounds, suffering a -2 on all to hit rolls and attribute checks. The wielder can also detect any type of scrying.

Of Gods & Monsters
Undead: Creatures killed and devoured by naerlulth are often cast into limbo and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead but have no shape or form until they assume one.
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 were devoured by the beast and whose souls were bound to it.
Civatateo: Civatateo are noble women who have died in childbirth and now roam as undead looking to punish the living.
Shadow Rat: When unusually greedy dwarves die from combat, their spirits fly back to their last homes and haunt the edges of whatever metropolis they lived in last.
With every successful attack, the undead creature takes away a point of strength and then heals ten points with the power of the lost strength point. When a victim loses all of their strength, they become a shadow rat and can’t be raised back to life.
Gashadokuro: Gashadokuro are created from gathering bones from people who have died of starvation.

Monstrous Menaces 2 Blade Dancer, Goblin, and Tharghul
Tharghul: Through long experience and terrible rites, a mentally acute ghoul or ghast can rise in power and eventually attain the status of tharghûl; any such creature that retains eight or more levels when it rises again as undead rises as a tharghûl, and cannot be controlled by any master.

Ghast: If a creature dies from wounds sustained by a tharghûl’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim rises as a ghoul if it has less than four levels or hit dice, and as a ghast if it has a four or more levels or hit dice.
Ghoul: If a creature dies from wounds sustained by a tharghûl’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim rises as a ghoul if it has less than four levels or hit dice, and as a ghast if it has a four or more levels or hit dice.

Tome of the Unclean
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
In the material planes the undead are creatures who have been trapped in their dead bodies through some device or the other.
Many fall in life and are never laid to rest. Whether in battle, or at home, those whose bodies are not buried in hallowed ground, or at least given the blessings of the gods, are untethered and unprotected. Even if they were good in life and their souls crossed to some heaven of their belief, their bodies are not safe. These the arch devil and demons can summon to the infernal planes.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Devil Discarnate Lesser: The discarnate are lost souls, shadows of their former selves.
The discarnate are the souls and spirits of those who died in Hell and were trapped there, their bodies left to rot, unburied.
Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate.
Note that the discarnate are also people that have fallen in Hell and have become undead creatures.
Abigor: ?
Ousmane: ?
Undead Crow: ?
Draugr: The draugr is a type of undead so malevolent in life that its evil ways still possess it in death.
Only humans can be reborn as draugr.
Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Ghoul: The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.
If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Haunt: The haunt is an undead tied to the spot of its death. It appears as a ghostly image, a floating, incorporeal form that vaguely resembles its form before death, be it man, dwarf, gnome or some other humanoid. In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, its spirit seeks to fulfill its final task.
A haunt can be of any alignment and its task can be anything from the mundane (“replace the stone in the wall thus covering the secret hiding place”) to the extraordinary (“travel to a distant land and deliver a message of peace”); from the safe (“to see my child who was born after I died”) to the perilous (“avenge my family by killing the ancient red dragon who murdered them all”).
Lich: A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: There are those who are brought to the planes, or captured there, and buried alive. Their living bodies are wrapped in coils of madness and imprisoned in tombs of stone. These mummies are every bit as dangerous in hell as they are in the material world. The torments of their binding and the nature of their burial drive them mad, with a need bent on destruction.
A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity. Any creature that defiles or loots the tomb of a mummy is doomed to face the mummy’s wrath. Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence.
The process required to create a mummy gives the creature powerful protections against physical damage.
Nekun: Nekun are the skeleton-like anonymous dead of those who have passed into Hades, Tartarus and other regions below the earth.
Revenant: Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim.
Shadow: They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
D20 MONSTER
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
Skeletal Warrior: The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. Their life essence still exists, and if they were ever to claim it, they would die, and their spirit will pass into the afterlife, tormented no more.
The essence is usually kept in a gem of some worth, usually in excess of 10,000gp. This gem may be set in a crown, circlet, necklace or various other types of jewelry, or can be loose.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery.
The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Sons of Rhealth: The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead.
Those victims that have had a worm from a Son of Rhealth land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered. When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease.
This disease manifests within 2d12 hours. At first, the victim becomes nauseated, vomiting and unable to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (- number of hours infected on all dice rolls). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
D20 MONSTER
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Scepter of Orcus.
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.
Wraith: Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. A wraith is incorporeal, having shed all connections of the flesh.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
D20 MONSTER
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
D20 MONSTER
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.
Monster Zombie: As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its former self. Any creature from a goblin to a giant can be transformed into a zombie.
Ogre Zombie: ?
Denizen Genitch Beetle: They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn.
Vampire: ?
Banshee: But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Demi-Lich: ?

SCEPTER OF ORCUS’S: At times, when the whim takes him, Orcus will take up his scepter and attack. Those struck will suffer 2d4+6 damage and will lose three levels (constitution save to avoid level loss). Anyone reduced to 0 levels will fall dead, only to rise the next round as a wight under Orcus’s control.

Tome of the Unclean 2017 Preorder
Devil Discarnate: The discarnate are the souls and spirits of those who died in hell and were trapped there, their bodies left to rot, unburied.
Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate.
Genitch Beetle: These beetles are found throughout all the lower planes. They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn.

Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Zombie: If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith
Shadow: If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith
Wight: If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith
Wraith: If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith

Tome of the Unclean 2019 Preorder
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Vorgalos house their lairs, the country around and the beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.
In the material planes the undead are creatures who have been trapped in their dead bodies through some device or the other.
It is not so simple in the infernal planes for here there are few living creatures that possess restless spirits.
Many fall in life and are never laid to rest. Whether in battle, or at home, those whose bodies are not buried in hallowed ground, or at least given the blessings of the gods, are untethered and unprotected. Even if were good in life and their souls crossed to some heaven of their belief, their bodies are not safe. These the arch devil and demons can summon to the infernal planes. When Orcus calls his armies to him, hosts of them rise from the earth around him, these are the untethered undead and they serve him for they know no other way.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Devil Discarnate: The discarnate are lost souls, shadows of their former selves.
The discarnate are the souls and spirits of those who died in Hell and were trapped there, their bodies left to rot, unburied.
Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate.
Note that the discarnate are also people that have fallen in Hell and have become undead creatures.
Abigor: ?
Ousmane: ?
Undead Crow: ?
Draugr: The draugr is a type of undead so malevolent in life that its evil ways still possess it in death.
Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Once set loose in Hell, a soul is difficult to find and if not devoured will appear as a ghost somewhere.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Haunt: In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, its spirit seeks to fulfill its final task.
Lich: A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony.
The process required to create a mummy gives the creature powerful protections against physical damage.
There are those who are brought to the planes, or captured there, and buried alive. Their living bodies are wrapped in coils of madness and imprisoned in tombs of stone. These mummies are every bit as dangerous in hell as they are in the material world. The torments of their binding and the nature of their burial drive them mad, with a need bent on destruction.
Nekun: Nekun are the skeleton-like anonymous dead of those who have passed into Hades, Tartarus and other regions below the earth.
Revenant: Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim.
Shadow: They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. A victim rising as a shadow is forever dead, and cannot be restored to life by any means short of a wish.
Skeletal Warrior: The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. Their life essence still exists, and if they were ever to claim it, they would die, and their spirit will pass into the afterlife, tormented no more.
The essence is usually kept in a gem of some worth, usually in excess of 10,000gp. This gem may be set in a crown, circlet, necklace or various other types of jewelry, or can be loose.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery.
Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a razor-sharp blade that bestows a +3 bonus to both attack and damage. If the attack roll results in a natural 19 or 20, flakes of the blade break off and enter the wound, causing it to fester. In the round following a successful hit the victim feels a searing pain which lasts for 4 rounds at which point the limb becomes numb and useless. If untreated, the wound turns necrotic and within 1d4 days the flesh surrounding the wound rots away. There is no saving throw for this condition. Further neglect leads to the rot continuing to spread, dealing 1d10 points of damage each day until the victim dies. Unless the dead is buried in consecrated or holy grounds, they will rise as either a zombie or skeleton within 1d8 days.
Treatment for the rot includes remove curse, remove disease, heal, restoration spells, a paladin’s cure disease ability, or a cleric or paladin may attempt to turn the bone flakes, which turn as a 1 HD undead.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Sons of Rhealth: The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead.
The disease from a son of Rhealth worm bursting inside a victim manifests within 2d12 hours. At first, the victim becomes nauseated, vomiting and unable to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (- number of hours infected on all dice rolls). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
At times, when the whim takes him, Orcus will take up his scepter and attack. Those struck will suffer 2d4+6 damage and will lose three levels (constitution save to avoid level loss). Anyone reduced to 0 levels will fall dead, only to rise the next round as a wight under Orcus’s control.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Wraith: Wraiths are powerful wights who have forged a more powerful bond with the negative material plane.
A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
As humans can be turned into undead, so can the plethora of monsters that litter the land.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a razor-sharp blade that bestows a +3 bonus to both attack and damage. If the attack roll results in a natural 19 or 20, flakes of the blade break off and enter the wound, causing it to fester. In the round following a successful hit the victim feels a searing pain which lasts for 4 rounds at which point the limb becomes numb and useless. If untreated, the wound turns necrotic and within 1d4 days the flesh surrounding the wound rots away. There is no saving throw for this condition. Further neglect leads to the rot continuing to spread, dealing 1d10 points of damage each day until the victim dies. Unless the dead is buried in consecrated or holy grounds, they will rise as either a zombie or skeleton within 1d8 days.
Treatment for the rot includes remove curse, remove disease, heal, restoration spells, a paladin’s cure disease ability, or a cleric or paladin may attempt to turn the bone flakes, which turn as a 1 HD undead.
Zombie Monster: As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its former self. Any creature from a goblin to a giant can be transformed into a zombie, and the CK must make adjustments to the statistics listed above.
Shadow: Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
Vampire: ?
Banshee: But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Lich: ?
Demi-Lich: ?
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic.
Denizen Genitch Beetle: They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn.

Black Libram of Naratus
Barrow Wight: A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds.
Bhuta: When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.
Bogeyman: Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors.
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.
If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Brykolakas: Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved.
Cinder Ghoul: A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul.
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 Guardian: ?
Demilich: A demilich is an advanced lich of great power. When the animating 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.
Draug: The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Dust Ghoul: 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.
Fear Guard: Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation.
Fire Phantom: When a humanoid 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 burnt flesh swathed in elemental fire.
Hoarfrost Maiden: Believed to be the spirits of humanoid warrior-women that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell.
Lantern Goat: Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demihumans often meet with a dire end while trekking alone in the hills.
Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased.
Mortuary Cyclone: A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally).
Spectre: Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds.
Slain creatures are deposited on the ground where they rise as undead “slaves” in command of the mortuary cyclone.
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 into unlife and revive the soul as a mummy of the deep.
Red Jester: Red jesters are thought to be the remains of court jesters put to death for telling bad puns, 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 tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery.
Shadow Lesser: According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows.
Shadow Rat: ?
Shadow Rat Swarm: ?
Wolf Ghoul: ?
Wolf Shadow: ?
Wolf Vampiric: ?

Skeleton: When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Skeleton Pull spell.
Vampire: Typically they began their career as thrall or spawn to another vampire of greater power who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire.
Lacedon: A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul in 1d4 days under the control of the brykolakas that created it.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Zombie: When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Shadow: According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil.
A creature reduced to 0 Strength by a shadow wolf’s Drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Vampire Spawn: If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used.

SKELETON PULL, Level 6 Necromancer
CT, 1 action R, 30 ft. D, instantaneous
SV, wisdom negates SR, Yes Comp (V, S, M)
A necromancer’s connection to the dark powers of the abyss allows them to simply rip the skeleton from a humanoid body killing them instantly and creating an undead servant. Any humanoid creature within 30 ft. of the caster, and visible, can be affected by this spell. The victim’s allies nearby bear witness to the necromancer’s dark power as the skeleton tears free of its flesh in a cloud of blood and gore. This awe-inspiring power, and the gory scene it creates forces a wisdom save against fear for all enemies that witness it. Those that fail flee for 5 minutes. The skeleton created is a normal 1 HD skeleton under control of the necromancer. The prudent caster uses this spell but once per day for each additional use per day stands a 10% chance (cumulative) of sending the caster’s soul straight to the abyss. A successful wisdom save resists these dark forces. The saving throw receives a bonus for each HD or level above 4. Anyone slain by this spell can only be brought back to life by a true resurrection, or a wish.
The material component of this spell is the powdered bone of a skeleton that is thrown in the direction of the victim.

Player's Handbook 3rd Printing
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: Create Undead spell caster level 11.
Shadow: Create Undead spell caster level 12.
Ghast: Create Undead spell caster level 13.
Wight: Create Undead spell caster level 14.
Wraith: Create Undead spell caster level 18.
Mummy: Create Greater Undead spell caster level 13.
Spectre: Create Greater Undead spell caster level 15.
Vampire: Create Greater Undead spell caster level 17.
Ghost: Create Greater Undead spell caster level 19.

ANIMATE DEAD*, Level 3 cleric, 5 wizard
CT 1 R 50 ft. D n/a
SV none ST none Comp V, S, M
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again.
Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels.
The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead do not count toward the spell’s limits.
A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasures; undead created with this spell do not return any abilities the creature may have had while alive.
Preserve Dead This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.

CREATE UNDEAD, Level 6 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the cleric is of the appropriate level: ghouls (9), shadow (10), ghasts (12), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.

CREATE GREATER UNDEAD, Level 8 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms with by making a successful turning check. This spell must be cast at night and the caster must spend 100gp per corpse.

Player's Handbook 4th printing
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: Create Undead spell caster level 11.
Shadow: Create Undead spell caster level 12.
Ghast: Create Undead spell caster level 13.
Wight: Create Undead spell caster level 14.
Wraith: Create Undead spell caster level 18.
Mummy: Create Greater Undead spell caster level 13.
Spectre: Create Greater Undead spell caster level 15.
Vampire: Create Greater Undead spell caster level 17.
Ghost: Create Greater Undead spell caster level 19.

ANIMATE DEAD*, Level 3 cleric, 5 wizard
CT 1 R 50 ft. D n/a
SV none ST none Comp V, S, M
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels.
The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead do not count toward the spell’s limits.
A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasures; undead created with this spell do not return any abilities the creature may have had while alive.
Preserve Dead: This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.

CREATE UNDEAD, Level 6 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kind of undead if the cleric is of the appropriate level: ghouls (11), shadow (12), ghasts (13), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.

CREATE GREATER UNDEAD, Level 8 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms with by making a successful turning check. This spell must be cast at night and the caster must spend 100gp per corpse.

Players Handbook 6th Printing
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: Create Undead spell caster level 11.
Shadow: Create Undead spell caster level 12.
Ghast: Create Undead spell caster level 13.
Wight: Create Undead spell caster level 14.
Wraith: Create Undead spell caster level 18.
Mummy: Create Greater Undead spell caster level 13.
Spectre: Create Greater Undead spell caster level 15.
Vampire: Create Greater Undead spell caster level 17.
Ghost: Create Greater Undead spell caster level 19.

ANIMATE DEAD*, Level 3 cleric, 5 wizard
CT 1 R 50 ft. D Permanent
SV none SR none Comp V, S, M
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t create more HD of undead than the caster has levels in any single casting of the spell.
The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead, do not count toward the spell’s limits.
A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasure; undead created with this spell do not retain any abilities the creature may have had while alive.
The material component for this spell is a bag of bones.
Preserve Dead: This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.

CREATE UNDEAD, Level 6 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp DF, V, S, M
This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: ghoul (11), shadow (12), ghast (13), wight (14), or wraith (18). The cleric may create a less powerful undead if desired. For example, a 14th level cleric could, instead of creating a wight, also create a ghast, shadow, or ghoul. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.
The material component for this spell is a corpse.

CREATE GREATER UNDEAD, Level 8 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp DF, V, S, M
This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17), or ghost (19). The cleric may create a less powerful undead if desired. For example, a 17th level cleric could, instead of creating a vampire, also create a spectre or mummy. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms with by making a successful turning check. This spell must be cast at night and the caster must spend 100gp per corpse.
The material component for this spell is a corpse.

Player's Handbook 7th Printing
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: Create Undead spell caster level 11.
Shadow: Create Undead spell caster level 12.
Ghast: Create Undead spell caster level 13.
Wight: Create Undead spell caster level 14.
Wraith: Create Undead spell caster level 18.
Mummy: Create Greater Undead spell caster level 13.
Spectre: Create Greater Undead spell caster level 15.
Vampire: Create Greater Undead spell caster level 17.
Ghost: Create Greater Undead spell caster level 19.

ANIMATE DEAD*, Level 3 cleric, 5 wizard
CT 1 R 50 ft. D Permanent
SV none SR none Comp V, S, M
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t create more HD of undead than the caster has levels in any single casting of the spell.
The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead, do not count toward the spell’s limits.
A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasure; undead created with this spell do not retain any abilities the creature may have had while alive.
The material component for this spell is a bag of bones.
Preserve Dead: This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.

CREATE UNDEAD, Level 6 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp DF, V, S, M
This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: ghoul (11), shadow (12), ghast (13), wight (14), or wraith (18). The cleric may create a less powerful undead if desired. For example, a 14th level cleric could, instead of creating a wight, also create a ghast, shadow, or ghoul. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.
The material component for this spell is a corpse.

CREATE GREATER UNDEAD, Level 8 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp DF, V, S, M
This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17), or ghost (19). The cleric may create a less powerful undead if desired. For example, a 17th level cleric could, instead of creating a vampire, also create a spectre or mummy. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check.
This spell must be cast at night and the caster must spend 100gp per corpse.
The material component for this spell is a corpse.

Castle Keeper's Guide to the Haunted Highlands
Barrow Wight: A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds.
Bhuta: When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.
Blood Wight: Blood wights are the bloated, risen corpses of those tortured souls who have bled to death on unholy ground.
Bogeyman: Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors.
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.
If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Brykolakas: Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved.
Coffer Corpse: A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual.
Cinder Ghoul: 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 they died.
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 Guardian: ?
Eldritch Head: These disembodied heads are the craftsmanship of fell necromancers.
Eldritch Heads have been infused with a portion of the necromancer’s arcane energies, and as such assault those who would interfere with their master’s property with magical assaults.
Demilich: A demilich is an advanced lich of great power. When the animating force of a lich ceases to exist and the material body finally decays (often after centuries of un-death) the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull.
Draug: The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Dust Ghoul: 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.
Fear Guard: Any living creature reduced to wisdom of 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation.
Fire Phantom: When a humanoid 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 burnt flesh swathed in elemental fire.
Fye: Fye are cursed, solitary, incorporeal spirits whose death took place in the vicinity of a temple of evil, or other such desecrated place.
Hoarfrost Maiden: Believed to be the spirits of humanoid warrior-women that froze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell.
Lantern Goat: Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demi-humans often meet with a dire end while trekking alone in the hills.
Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased.
Grave Risen: Any creature hit by a claw attack from a grave risen must make a constitution save (Challenge Level 5) or contract a deviant form of blood poisoning. Those who fail, suffer 1 point of constitution damage per minute until they are cured with a neutralize poison spell or ranger special ability. Humanoids who die from this malady rise in 1d4 days as a grave risen.
These undead creatures are the cursed remainder of dwarves who were buried alive after the quake.
Mortuary Cyclone: A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally).
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 into un-life and revive the soul as a mummy of the deep.
Red Jester: Red jesters are thought to be the remains of court jesters put to death for telling bad puns, 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 tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery.
Shadow Lesser: According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows.
Shadow Rat: ?
Shadow Rat Swarm: ?
Skeleton Small Beast: These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock.
Soul Reaper: ?
Spectral Hero: Spectral Heroes are the undead spirits of heroes who served well their deity in life.
Wolf Ghoul: ?
Wolf Shadow: ?
Wolf Vampiric: ?
Zombie Hulk: Zombie hulks are zombies raised from the fresh corpses of large beasts such as ogres, bugbears, trolls, and minotaur.
Zombie Plague: Beings bit by plague zombies must make a successful save vs. disease (Challenge Level 2) or lose 1d4 points of Constitution. Each hour thereafter the victim must make an additional save vs. plague or again lose 1d4 Constitution. This continues until the victim is dead.
1d10 rounds after a victim succumbs to the zombie infection, they rise as a plague zombie, intent on attacking any living creature it comes across.
Urthrasta The Greater Mummy: ?
Skeletal Cat: ?
Zombie Bat: ?
Orc Zombie: Skalnoc orders the bodies of any and all fallen orcs taken to this sector for “burial” and using the power of the Demon Eye to animate dead.
Lluvandro the Black, Lich: ?
Y'Bras the Drinker, Grave Knight Vampire: ?
Lucarne the Wight Knight, Wight Knight 8: ?
Jelaquin, Spectre: ?
Nulsrad the Mummy: Nulsrad was once a high priest of Soagoth, and servant of the Beast of Yug. Nulsrad was a mummy priest who has been imprisoned, slumbering in his tomb since the sealing of the shrine. At the time of the sealing, Nulsrad was thought destroyed and bricked up in his chamber. In essence this was true, however Nulsrad’s evil and the power of the Beast of Yug were simply too great to completely extinguish by the heroes of Olde Adrik.
Grave Lords Vampire: ?
Grave Lords Pleasure Slave, Vampire: ?
Ron Riccio Human Vampire Fighter 10: ?
Miss Charity, Lady of Thirst, Vampire Ancient Thirst Lord: ?
Don Martimho, Zombie: Currently the necromancer Damadal keeps the Champaign room as his land-side quarters. Damadal is a messenger for the Grave Lords, and captain of the Nightingale. As a special favor to Charity, he turned Don Martimho into a zombie which she keeps around to remind the Mantua Nostra who the real boss is.

Lacedon: A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul in 1d4 days under the control of the brykolakas that created it.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Skeleton: When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Zombie: A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Spectre: Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds.
Rune of Undeath victim with more than 10 HD.
Shadow: According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil.
A creature reduced to 0 strength by a shadow wolf’s drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Rune of Undeath victim with less than 5 HD.
Vampire Spawn: If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into un-life as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used. An affected humanoid loses all abilities, and gains the statistics of a vampire spawn.
Vampire: Typically, they began their career as thrall or spawn to another vampire of greater power, who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire as described in Monsters & Treasure.
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer.
Vampire Ancient: Although they can no longer gain additional class levels in their former life’s profession, such vampires grow stronger as they age, becoming deadlier as their flesh hardens to damage and their hit dice grow with their insatiable blood lust.
Vampire Ancient Grave Knight: 200-400 years.
Vampire Ancient Thirst Lord: 401-600 years.
Vampire Ancient Crimson Baron: 601-800 years.
Vampire Ancient Sanguine Prince: 801-1,00 years.
Vampire Ancient Lord Blood King: 1,001+ years.
Ghoul: This encounter is with dead huntsmen, adventurers and humanoid monsters who have run afoul of the ghoul bands which hunt the wood and have themselves been turned.
As with wights, the touch of Nartarus is ever reaching. Some of those who were buried alive crossed beyond death and became ghouls.
Ghast: ?
Wight: This burial chamber once housed the remains of four warlords of a dead line of Ugashtan clansmen. The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights.
The evil of Nartarus crawls even into the strongest hearts. The gnarled reach of the unholy one’s claw is long and some who died during the quake were transformed by the will of the god of death.
Wraith: Wraiths are the angry spritits of explorers and villains who have died a horrible death within the cursed wood.
Rune of Undeath victim with more than 5 HD.
The wraiths were dwarves killed in the great quake.
Ghost: While the scorched walls of the tavern still teeter, the roof has burned away to collapse on the interior, crushing and burning the inside of the building. Hunter’s Moon was the last hiding place of a few straggling refugees and the elderly bard trying to lead them to safety. The bard’s rage lives on in the form of a ghost whose unearthly howling haunts the decrepit ruin.
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer.
Lich: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer.
Lich Ancient: Liches no longer gain levels as they once did in life. Such is the trade-off for an eternity of uncovering dark lore. Instead, they grow in hit dice as they age, and through their growth in hit dice, add a commensurate number of spellcaster levels to their deadly repertoire.
Lich Ancient Rotted Prefect: 300-600 years.
Lich Ancient Fleshless Oracle: 601-1,000 years.
Lich Ancient Arch-Lich: 1,001-1,500 years.
Lich Ancient Lich Lord: 1,500-2,000 years.
Mummy Greater: As with the vampire and lich, the mummy gains powers over time as it molders in its wrappings for ages unending.
Mummy Greater Nomarch of Death: 400-800 years.
Mummy Greater Prelate of Tombs: 801-1,200 years.
Mummy Greater Vizier of the Neropolis: 1,201-2,000 years.
Mummy Greater Mummy King: 2,001+ years.

RUNE OF UNDEATH: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.

Codex Celtarum
Gan Ceannan: They are the tortured spirits of dead horsemen who seek the souls of the weak or dying.
Gallytrot: ?

Codex Classicum
Empusai: Ἔμπουσα – Under the command and, by some myths, created by the dark goddess Hecate, these vampiric beings are lethal.
Terrible and insidious, the Empousai are spawned from a union of the goddess Hecate and Mormo.
Empusa Spawn: The Empusa can turn the slain it fed upon back, but it will become a 4 Hit Dice Empusa (Vampire) instead, and have only Physical saves. The abilities are limited as well: Blood Drain, Energy Drain, Regeneration 1, Electrical Resistance (half). If the creating Empusa is slain, so are the spawn.
Mormolyceion: There is nothing good about the Mormo, or could ever be, and many who go to Hades that have led a terrible life towards children are condemned to be one.
The accursed by Hecate are also made to become a Mormo as well, or worse, watch their children fall victim to one.
Lamia: These evil and accursed vampiric women, spawned from the original blood of Lamia herself.
Nekun: The skeleton-like anonymous Dead of those who have passed into Hades, Tartarus and other regions below the Earth.
Taraxippus: This ghost or ghosts are said to haunt the horse tracks of Olympias and make the horse races occasionally difficult to impossible for participants. Many Classical sources say the Taraxippus is but the ghost of heroes past now returned to haunt the Olympic Games for various reasons, while others say differently. Another story says that the strange event is due to a brave individual named Ischenos who sacrificed himself for the better of all in his community during a plague, and his grave is located at Olympia where the games are held.

Codex Germania
Undead: Untotenmeister Dragon Power.
Becolaep: A becolaep is a spectral witch that has died or was slain and passed on into the form of a wrath but refuses travel on to Helle or anywhere else in the Seven Worlds. Once a halirūna or wælcyrig, the becolaep is now a vengeful spirit, haunting desolate places (preferably near graves or tombs, or fresh battle-fields).
Dryhtne: The dryhtné are slain warriors who have not passed on to the next world after death for various reasons and now haunt regions where they previously roamed, either on land or sea.
Often, the curse of a wælcyrig could bring these dead warriors up from the earth to haunt or plague an enemy.
Mistflarden: Mistflarden are ‘ghost witches’ that flit about the shadows to cause others spiritual and bodily harm. They are said by many to be evil elves that have rejected the glowing holy light of Ælfhám, while others believe they are the wrathful spirits of drude and halirúna, or even the exiled spirits of the witches of Frau Hölle.
Nachzehrer: Nachzehrer are recently dead, usually fresh from a large sickness related event and usually become one in 1d4 nights after burial. There is no explanation for how a dead person transforms into a nachzehrer, but many think it is the insidious influence of hulda or curses of the halirúna.

UNTOTENMEISTER: The cursed spirit of the dragon can summon from graves up to 2d20 Undead to aid it at any time. The nature of these Undead depends on the Castle Keeper and the scope of the campaign and its experience level. These Untoten serve its needs and move amid the Living to do whatever its tasks might be however mundane or insidious. They also may simply be there for support in times of battle and nothing more and come from the barrows where the dragon now inhabits.
As with many societies, the poor and common classes were placed in shallow graves with limited goods interred. The rich and powerful would construct fairly elaborate barrow mounds. The most extreme burials contained entire ships (goods, captain/king, slaves, etc). These ceremonies are the same as those performed for cremations. These burials are the source of the undead terrors that haunt the moonlit lands of Germania and beyond, if not maintained well or blessed.

Codex Nordica
Draugr: The Draugr are undead warriors who often are cursed into being so by a wizard or god or have made a pact to protect their loot or personal possessions into death itself.
Sometimes, a victim to a Draugr can be made to turn into one as well, taking a full day before it occurs.
Haugbui: The Haugbui are undead that are bound to stay within their own tomb but will guard it with their might from robbers or the daring that wish to enter.
Irrbloss: It is said that the Irrbloss are the lost wandering spirits of those people who have perished in mired and boggy places that now seek to be freed from their prison or wish ill to others out of personal vengeance.
Skromt: How the Skrømt spirit is bound to the stone varies from tribe to tribe, but many were sacrifices and criminals put to death by the tribe for their evil deeds. The Goði and wizards would bind their spirit to the stone to bless and protect the tribe in that direction (east, west, north, south) and react if the marker stone was moved or broken.
Vaettir: ?
Angrboda: Worse, though, is Angrboða’s undead state. She was slain in earlier times and is said by many to haunt the woods and swamps as a spectre.
Undead: As with many societies, the poor and common classes are placed in shallow graves with limited ceremonies and goods interred. The rich and powerful will construct barrow mounds, fairly elaborate, at the minimum but, at the most extreme, entire ships (goods, captain/king, slaves, etc.) will be placed into the ground. These ceremonies are the same as what is performed for cremations. These burials are the source of the undead terrors that haunt the moonlit lands of Scandinavia and beyond if not maintained well or blessed.

Codex Slavorum
Jaud: Infected by the vampire while in the womb, the jaud is a premature baby that has exited from the mother, usually fatally and with a great deal of gore, to feed on others.
Rusalka: Rusalka are the vengeful, undead spirits of women who were either murdered or committed suicide in a body of water.
Topielec: These frightening spirits are the souls of those who have been drowned by various means in bodies of water and are now filled with rage.
Vampir: Usually only the evilest of people can become a vampir, living or dead, and prey on the innocent living.
Ziburinis: Humanoid skeletons are the animated remains of humanoid creatures.

Players Guide to the Haunted Highlands
Ghoul: Rise as the Undead spell.
Ghast: Rise as the Undead spell.
Vampire: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer.
Rise as the Undead spell.
Skeleton: Skeleton Pull spell.
Ghost: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer.
Lich: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer.

RISE AS THE UNDEAD, Level 5 necromancer
CT 1 action R 50 feet+10 feet/level D permanent
SV wisdom negates SR yes Comp V, S, M
This horrible curse has an effect unknown to the victim until he has been slain, at which time he rises as a blood thirsty ghoul (1-4 HD), ghast (4-6 HD), or vampire (7+ HD) under the command of the caster. The spell, if detected, may be removed with a remove curse spell. The material spell component for rise as the undead is a piece of flesh from a destroyed undead being such as a ghast, ghoul, or zombie.

SKELETON PULL, Level 6 necromancer
CT 1 action R 30 feet D instantaneous
SV see text SR yes Comp V, S, M
A necromancer’s connection to the dark powers of the dark lord of the undead allows him simply to rip the skeleton from a humanoid body, killing it instantly and creating an undead servant. Any visible humanoid creature within 30 feet of the caster can be affected by this spell. The victim’s allies nearby bear witness to the necromancer’s dark power as the skeleton tears free of its flesh in a cloud of blood and gore, unless a successful strengthsave is made to avoid its unholy pull. This awe-inspiring power, and the gory scene it creates, forces a wisdom save against fear for all enemies that witness it. Those that fail are terrified and flee as quickly as possible for five minutes. The animated skeleton created is a normal 1 HD skeleton under control of the necromancer.
The prudent caster uses this spell but once per day, for each additional use per day stands a 10% chance (cumulative) of sending the caster’s soul straight to the Rings of Hell. A successful charisma save on behalf of the caster resists these dark forces. The saving throw receives a bonus for each HD or level above 4. Anyone slain by this spell can only be brought back to life by true resurrection, or wish.
The material component of this spell is the powdered bone of a skeleton that is thrown in the direction of the victim.

Umbrage Saga
Skeleton: 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 sakes your agony. Know no peace.”
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 sakes your agony. Know no peace.”
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 sakes your agony. Know no peace.”
The orcs of Seroneous cared little for the dead. They slew the last of the gnomes and fey 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.
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 sakes your agony. Know no peace.”
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: ?

A6 Of Banishment and Blight
Skeleton: The knoglen blade weapon is a pole-arm fashioned from the living bones of the Aghul’s victims. Ranging about 8 feet long, it serves as a +3 weapon in both to hit and damage. The blade(s) are razor sharp, self replicating bones. When the wielder scores a successful hit with the blade of at least 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. In the round following a successful hit, the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless. If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bones. They turn as a skeleton. If untreated, the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die. Unless buried in holy or consecrated ground they reanimate as a zombie or skeleton in 1d8 days.
Zombie: The knoglen blade weapon is a pole-arm fashioned from the living bones of the Aghul’s victims. Ranging about 8 feet long, it serves as a +3 weapon in both to hit and damage. The blade(s) are razor sharp, self replicating bones. When the wielder scores a successful hit with the blade of at least 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. In the round following a successful hit, the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless. If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bones. They turn as a skeleton. If untreated, the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die. Unless buried in holy or consecrated ground they reanimate as a zombie or skeleton in 1d8 days.

A8 Forsaken Mountain
Undead: Creatures killed and devoured by naerlulth are often cast into limbo, and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead, but have no shape or form until they assume one.

A9 The Helm of Night
Naerluthut: 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.
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. These undead, the naerlulthut, inhabit the ash of the naerlulth; rising only when the living are near, who them haunt with threats of death and damnation.

A10 The Last Respite
Wraith: The Lady of Garun first attempts to charm her victim into being friendly. When she feels the time is ripe, she delivers a long and passionate kiss, drawing out the soul of her victim. Those who lose their souls turn into wraiths.

Beneath the Dome
Green Zombie: ?
Green Zombie Animal: ?
Green Dragon Zombie: ?
Scarlet Zombie: ?
Green Amdromodon Zombie: When any type of Amdromodon touches a dead humanoid, having died in the last 48 hours, the humanoid rises as a Green Amdromodon Zombie and follows its creator. A status symbol in Amdromodon society is how many and how powerful are the follower zombies. Giants are particularly favored because of their toughness to kill. Flying creatures of all types are also especially sought after.
These zombies are not limited to humans as the touch of an Amdromodon can turn any recently dead body into a green zombie.

C2 Shades of Mist
Animated Snake: Nodjmet has animated a dead snake and placed it by the entrance to the cave.

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.
Gaunt: ?

C4 Harvest of Oaths
Wight: If the door is opened by any other than Merovina the bodies of her victims begin to crawl up from their shallow, moss covered graves.

C5 Falls the Divide
Shadow: Shadows are able to create spawn by reducing a creature’s strength to zero.

DA1 Dark Journey
Skeleton: ?
Ghoul: ?
Animal Skeleton: ?
Zombie: While Crisigrin did not like this room, he understood its importance. Any of his enemies, as well as any overtly evil being, was thrown into this room to die. Once dead, the mist acted as an animate dead spell.
Ghast: ?
Shadow: ?

DB1 Haunted Highlands
Undead: Of course age and weathering has cracked many of these cairns open and the presence of a great evil within the canyons has caused many of the dead to stir from their slumber to walk amongst the living once again.
Ghoul: ?
Ghast: ?
Skeleton: This chamber is home to a charnel spider. The foul creature occasionally leaves its lair to crawl forth to animate zombies and skeletons within the canyons and caverns of the Mynthnoc Cairns.
Urthrasta the Mummy: ?
Wight: The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights.
Zombie: This chamber is home to a charnel spider. The foul creature occasionally leaves its lair to crawl forth to animate zombies and skeletons within the canyons and caverns of the Mynthnoc Cairns.
A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds. A charnel spider can control a number of zombies whose total hd are not more than twice the charnel spider’s hd.

DB2 Crater of Umeshti
Skeletal Cat: ?
Zombie Bat: ?
Zombie: ?
Skeleton: ?
Hilde Coffer Corpse Bride of Malash: Following instructions found upon the Scroll of Nartarus, he sacrificed Hilde in the name of the god of the walking dead. She was returned to him a fortnight later as a coffer corpse, and his very own undead bride.
Undead: Malash is a devotee of the teachings of the dark deity Nartarus and as such has been given limited access to cleric spells and special powers dealing with the control and manufacture of the walking dead.
Coffer Corpse: A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual.

DB3 Deeper Darkness
Ghoul: ?
Shadow: Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.
Wraith: Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.
Spectre: Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.
The corpses of the Umeshti lord and lady buried here were cursed during the war of the gods and each was buried alive within their own sepulcher. Now their spirits reside here restlessly as specters.

Death in the Treklant
Huge Skeleton: 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 happened one day that the staircase, weakened by a sagging foundation and misuse, collapsed upon several of the ogres, including their notorious leader, Garoonsh, killing them instantly. One survivor, with a terribly shattered leg, crawled down a hallway looking for his child, only to die a lonesome and painful death in the darkness beneath the earth, never seeing his son again.

Free City of Eskadia
Plague Zombie: Beings bit by plague zombies must make a successful save vs. disease (Challenge Level 2) or lose 1d4 points of Constitution. Each hour thereafter the victim must make an additional save vs. plague or again lose 1d4 Constitution. This continues until the victim is dead.
1d10 rounds after a victim succumbs to the zombie infection they rise as a plague zombie, intent on attacking any living creature it comes across.
Vampire: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer.
Ghost: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer.
Lich: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer.
Zombie: ?
Bidder Bredderson's Ghost: This dump of a warehouse and brewery was once famous for its quality brews until the brewmeister refused to pay protection to the Order and was never seen again.
Mystical research determined that the Order would be forever cursed by Bowbe for their murder of the brewmeister.
Lecrutia's Spirit: Lecrutia’s spirit has fought its own great battles of will to win its way from the tortured limbo of the murdered.
Ghoul: ?
Skeleton: ?
Spectre: ?
Dr. Orleon the Vampire: ?
Bhuta: There is a 20%* chance that the PCs encounter a victim of one of their encounters with the above opponents. In this event the corpse rises as a Bhuta attacking the character who slew it in life.
Wight: ?
Raj Rhukan, Ancient Mummy: ?

Giant's Rapture
Banshee: ?
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.

Haunted Highlands Deities
Vampire: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer.
Ghost: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer.
Lich: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer.

Heart of Glass
Soul Thief: He was one of the guards for Unklar’s forces. Accused of treason - treason he never committed - he was tortured for many years before they allowed him to die. Being innocent, his soul attempted to fulfill his duties they accused him of not performing while alive.
These creatures are of the order of the Val-Austlich, created in the Days before Days by Thorax. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.
Marissa, Vampire: ?
Malcom of Helliwell Vampire Grave Knight: They watched as he vanished beneath the awnings of the ruined gate. The screams of his pain and horror carried over the barren wastes and into the ice-bound wilds. So Malcom of Helliwell, knight and paladin of the Holy Defenders, sacrificed his place in heaven for the greater good of the world. So Malcom of Helliwell gained immortality and became a vampire, all for the greater good.
A one time paladin of the Holy Defenders of the Flame, Malcom fell victim to Sagramore, the father of all Vampires, and the machinations of the gods during the Winter Dark Wars.
Malcom is an unusually powerful vampire. He is a Living Vampire, a Patriarch. There are few of these creatures in the world. Malcom came to be thus for as a living man he was a good man, a lordly paladin of a noble line and family who willingly submitted to the lusts of the undead Lord Sagramore. In so doing he bound his soul, his very being, to the prospect of being undead, so that his soul lingered in his body.
Sagramore, a one time wizard and tortured victim of the horned god’s came to St. Luther and offered to make Malcom a creature of the undead. “You know my tale, Lord of Dreams, and you know that I must live by the blood of living things. You know that I am a vampire. But Narrheit must be foiled, and the riddles of the Blood Runes understood and only Malcom may do this.” He promised to take the boy in his arms and give him eternal life.
“Such a thing would be damnation for him. But alas, I see no other way. If he agrees, I myself shall slay him when his destiny is fulfilled.” So they took Malcom and after much debate the knight, in great consternation, with curses for his father and St. Luther allowed for the Vampire’s embrace. So it was that the second curse came upon Malcom and he became the undead.
Vampire: But the worst of his powers came when Naarheit, god of Chaos, revealed to Sagramore that he could alleviate his loneliness by spreading his disease to others.
At first he did so reluctantly, for he was ever a good man, and knew in his heart that what he did was an abomination. He felt also that he owed Jaren a debt. But his loneliness overcame his reluctance, and he eventually made others like himself.
Sagramore: Unklar then cursed him, “Ever shall you thirst for the power you cannot have! Ever shall you gain that which you do not seek!” And he marked him with the gift of immortality, bound to a chain in a cave under a mountain in the frozen north.

I2 Under Dark & Misty Ground Dzeebagd
Huge Skeleton: 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.

Lost City of Gaxmoor
Ogre-Ghoul: The evil half-orc Lamesh discovered a potent magical item, the Necromantic Crown of Quentis, and has created several of these abominations.
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 (CL 15) or lose a point of constitution. Upon reaching zero constitution the character is completely transformed into a ghoul!
Gnoll Zombie: ?
Xerxes, Vampire: ?
Ghoul: 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 (CL 15) or lose a point of constitution. Upon reaching zero constitution the character is completely transformed into a ghoul!
Skeleton: ?
Luscious Maximus Mageris, Lich: ?
Daedalus Antonitus, Advanced Skeletal Warrior: Daedalus Antonitus animates as a special undead creature if anyone violates his seat of honor (i.e. touches or attempts to steal any of his possessions).
Skeletal Warrior: ?

Magnificent Miscellaneum Vol. 1
Megtragyaz: Megtrágyáz are undead, born of those who drowned in the deep mud or muck.
If a megtrágyáz knocks a target unconscious, it tries to smother it to death with its own body; if it is successful, the megtrágyáz is finally put to rest, but the smothered victim rises as a megtrágyáz.Vampire: ?
Lich: ?

Night of the Spirits
Phantom Warrior: ?
Spirit of the Dead, Ghostly Spirit: ?
Wraig Wen, White Woman: ?
Gallytrot: These are decaying and baleful dead beings dressed in tattered and old clothing that seek the life essence of those they cause fear in, and they come from the underworld of Annwn at times when the presence of death is strong.
These Gallytrots were long dead Roman soldiers from ages past that have come from the underworld seeking revenge.
Gan Cean: ?
Angry Spirit: ?

Nine Worlds Saga Volume I Hel Rising
Vaettir: They are the vengeful spirits of those sacrificed to the bogs and they will drag the victims into the waters to their doom.
Haugbui: ?

Nine Worlds Saga Volume II Odin's Fury
Irrbloss: ?
Vaettir: These spectral women float about the swamp waters and remain from what had been left of earlier sacrifices by the dwarfs (of Mortals) to satiate the Ogress.

S2 Dwarven Glory
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 stone’s are possessed of the spirits of those that have died before some great task was completed.
Skeleton: Anyone making a successful wisdom check (CL 0) notices a gold chain hanging on one of the chandeliers. Any attempt to retrieve it however animates five skeletons and many of the bones.

S3 Malady of Kings
Vivienne, Ghost: But she lingered still, in the world of the living, a haunt barred from the Stone Fields, where the noble dead lie, for a desire so deep death cannot claim her; now, upon the edge of the Wretched Plains, her ghost is fearful and restless.
His one true love, Queen Vivienne, had died long ago; but unbeknownst to him, her spirit did not pass to the Stone Fields where the good rest forever. Instead, it lingered in the world, awaiting his return.
But in truth, she failed to gain the peace the gods promise the dead. Her spirit, sundered from her corporeal form, lived on, seeking the love of her life, Luther.
A powerful, forceful woman, Vivienne ruled the kingdom frequently in her husband’s absence. It is this force which has kept her spirit from passing from the world and made her the ghost of the Frieden Anhohe.

S4 A Lion in the Ropes
Orinsu: 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.
These souls, usually spawned from those who suffered a horrible death due to torture, starvation, or other evil circumstances, search for their place in the afterlife. The spirit, wracked by earthly pain, is unsure as to whether it should pass on from the realm of the living. It remains in the foggy middle, tied to its place of death as an undead creature.
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.

Stains Upon the Green
Wight: However, one of the soulless victims of the barghest haunts this room. As noted, Corilyn brought three mercenaries into the Keep with him, and all died at the hands of the barghest. One turned into a wight and haunts the Great Hall and Room S7.
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.
Ghost: Though the body is dead, the spirit of the man remains. It is not attached to the body however, only the detached 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.

The Long Valley
Bag O' Bones: 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 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.
Zombie: 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.
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.
Shadow: 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.
Ealuta, Gaunt: In their midst was an old washer woman, Ealuta, who had not left Gaxmoor willingly that day, but rather been driven out by her family for she was a thief and threatened murder. She cursed her family, fled the town and laughed in scorn when the city disappeared. She gathered with the refugees near the Cuft Gorge and helped them build a home of loose rock. In time, however, she began to steal from them, and later, when winter struck and food ran short, she stole more. She was eventually found out and driven out of the makeshift town. They hounded her over the bridge and drove her into the snow to die.
But she did not die, for she was pickled with hate for all living things, and this hate kept her warm. She found shelter under the eastern side of the , and there carved out a hovel where she found some comfort.
When the first of the refugees died, she took note and watched as the others buried him. When they left the grave, she dug up the body and gnawed upon it, devouring the flesh raw. She tried to hide her crimes but was too weak. So, she took a rock and cut the remains into pieces and bore it back across the bridge to her lonely world. There, she buried the meat in the dirt.
The others soon discovered her crime but were too weak to pursue her, for the snows were deep and the food already gone. Three more died and were buried in shallow graves, only to suffer the indignity of becoming Ealuta’s meal, one after the other. What followed was a nightmare of death, murder and a witch’s haunt, until at last some few fled into the west to find succor and only one remained, a young girl, whose brother lay in the cold ground. She would not leave his side for him to become a meal for the witch.
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. Wild and without purpose, she haunted the bridge slaying any and all who came to it. Driven by a hunger she could not satisfy, she dwelt there from that day to this.
Ghost: 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 and 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.
Skeleton: ?

U1 Shadows of Halfling Hall
Halfling Ghoul: ?
Halfling Zombie: ?
Zombie Dog: Unfortunately, after the attack there was no one to let them out and so the poor animals died of thirst and starvation. The Awakener subsequently animated them as zombies to provide a nasty surprise to anyone nosey enough to intrude in here.
Willec the Halfling Zombie: ?
Death Grip: These are the left hands of the zombies within the upper hall, now reanimated by the awakener into death grips.
The death grip is an unusual form of undead created by a high level necromancer or evil cleric. The hand of a corpse and one of the corpses eyeballs are used in the animation rite and it creates a scuttling clawlike hand that will follow simple commands as a skeleton or zombie.
Skeleton: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.
Bag O' Bones: Rather than animate all the skeletons here, the awakener decided it would be best to combine the material into a single (and dangerous) opponent.
It is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation.
The creation of such a monster requires expensive ingredients (at least 10,000gp) and 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.
Mummy Lesser: The awakener will animate these bodies within 1-3 rounds after the party enters.
These mummies are rather weaker than the usual mummy due to the relative weakness of the awakener and the condition of the bodies.
Awakener: The awakener is a special form of ghost/lich created by the minions of a lord of the undead. This being has its spirit form magic jarred into a piece of jewelry such as a circlet, bracelet, etc. of suitable size. This item is the creature’s focus and is usually of valuable and of exquisite manufacture.
Zombie: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.
Ghoul: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.
Ghast: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.
Mummy: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.

U2 Verdant Rage
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!
Banshee: The reason for its lack of a resident is that the former occupant was transformed by Argus into a banshee.
Any female wood folk slain as a gaunt has a 5% chance of rising yet again as a banshee in 1d4 days.
Wight: ?
Zombie: These zombies were part of Argus’ first experiments in necromancy with the Liber Mortis.
Skeleton: The bed is infested with rot grubs, and it was this area where the zombies above ground had been infected. Argus simply cast cleave flesh on these four to make them skeletons and thereby salvage something from the bodies.
However, he has a bowl of 24 Hydra’s Teeth that he’s enchanted to transform into undead skeletons (again via the Liber Mortis).
The Liber Mortis 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 an equal number of skeletons (max HP) as teeth used to serve the caster.
Gaunt: Gaunts are the results of necromantic experimentations upon the corpses of elves and other woodland beings.
Grave Mold: It is an undead creature, formed by Argus from yellow mold with his residual druidic abilities and the Liber Mortis.
Spectre: Within its pages the liber mortis gives detailed information on the creation of specters and liches.
Lich: Within its pages the liber mortis gives detailed information on the creation of specters and liches.

The Liber Mortis
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 book emits a mild aura of evil at a 15 foot radius. This is easily detectible 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.
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.
Any spellcaster (wizard, cleric, druid, etc.) may use the spells in the book, even if their class normally precludes the use of arcane spells. 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.
Any wizard who reads the tome will gain +1 level in their class. Any other caster will not gain this level advancement but all perusers of the Liber must make a 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.
The Liber Mortis’s spell abilities are:
1. Allows the user to cast the below spells as noted:
Cleave Flesh @ (4/day)
Detect Undead (3/day)
Invisibility to Undead (3/day)
Speak with Dead (3/day)
Animate/Preserve Dead (2/day)
Magic Circle vs Undead (2/day)
Create Undead (1/day)
Create Greater Undead (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).
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 an equal number of skeletons (max HP) as teeth used to serve the caster.
4. Within its pages gives detailed information on the creation of specters and liches.
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.
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
Cleave flesh is a 1st level spell that allows the caster to force the flesh of a corpse to drop away from the skeleton, leaving a clean set of bones behind. It will not do the same to living flesh, but will disrupt the flesh and cause 2d4 damage. Note that the use of this spell to create the gibbering mouther in the Great Oak cannot be employed by the player characters. Argus’ necromantic modifications are unique to his situation (as a fallen druid) and are not useable by player characters.

U3 Fingers of the Forsaken Hand
Ghast: ?
Mummy: ?
Wraith: ?
Ghoul: ?
Guardian of the Key, Bodak: Sitting at the desk is the Guardian of the Key, a powerful warrior and mystic transformed into a bodak of unusual power.

U4 Curse of the Khan
Ghoul: They are creations of Falvorn and were once vicious murderers who crossed the Khan.
Ghast: He warns, however, that the place is cursed and anyone who is tainted with the curse who leaves the castle dies within twenty –four hours, only to rise again as a ghast or wight to return to the castle and serve as its guardian. The same is true for anyone slain within the fortress itself. He refers to this as the Curse of the Crawling Queen.
Wight: He warns, however, that the place is cursed and anyone who is tainted with the curse who leaves the castle dies within twenty –four hours, only to rise again as a ghast or wight to return to the castle and serve as its guardian. The same is true for anyone slain within the fortress itself. He refers to this as the Curse of the Crawling Queen.
Skeletal Undead Hunting Dogs: ?
Bulrigi, Mummy: ?
Oyugun, Lesser Lich: His initial oath to remain in service to the Khan for eternity held, for when the Ruby Diadem was placed upon his forehead he was transformed into a lich.
Shabekith, Mummy Lord: Shabekith was the first worshipper of the Khan as a deity after his transformation. She volunteered to guard his tomb and was indeed the first sacrifice given to the new war god. Due to her service, the Khan ordained her with eternal un –life as a mummy lord.
Prince Tamur, Bodak: Prince Tamur was imprisoned alive, the Helm of Strife bolted to his living skull. Once completed, the torture and ritual transformed Prince Tamur for all time into a bodak.
Jarisha, Vampire: ?
Skeleton Small Beast: These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock.

Amazing Adventures
Amazing Adventures Manual of Monsters
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Animal Skeleton: Animal carcasses that are the target of Animate Dead are risen as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level Cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.
Apparition: ?
Bhuta: When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.
Bogeyman: Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Ghost: Ghosts are the restless undead spirits of the tragically or evil deceased. Generally, in life, these people committed some crime or act (or series of acts) that doomed them to forever walk the earth, never finding rest. Many were cruel, vindictive, and visited needless suffering upon others. Others were so consumed with anger, sorrow, or other emotions at the moment of death that their spirits were forced to remain bound to the physical world in perpetual torment.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Haunt: In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.
Huecuva: ?
Lich: A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality.
Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony.
Poltergeist: The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed when it was alive.
Revenant: Any human (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 CON, INT and WIS to become a revenant. Even at that, the chances are very slim.
Shadow: They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds.
A creature reduced to 0 Strength by a shadow wolf’s Drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds.
Skeleton: Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Vampire: If a Vampire is killed, all of its spawn immediately become full vampires.
Vampire Spawn: Vampire Spawn, or lesser vampires, are those mortals who are turned into a vampire by the kiss of a full vampire.
If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, but must be consciously used.
If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn.
This ability is not automatic, but must be consciously used.
Wight: ?
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.
Wolf Ghoul: ?
Wolf Shadow: ?
Wolf Vampiric: ?
Wraith: Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head).
Civatateo: Civatateo are noble women who have died in childbirth and now roam as undead looking to punish the living.
Gashadokuro: Gashadokuro are created from gathering bones from people who have died of starvation.

Amazing Adventures 1st Printing
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Mummy: A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity, which is most commonly the deserts of Egypt, though mummies have been encountered in Central and South America and in arctic, desert, and jungle climes the world over, where conditions are right for preservation of the body.
The process required to create a mummy gives the creature powerful protections against physical damage.
Create Greater Undead spell caster level 13.
Lesser Mummy: ?
Greater Mummy: Greater mummies are intelligent, often the remains of deceased priests or leaders.
Skeleton: Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery.
Animate Dead spell.
Vampire: Formerly human, these foul creatures have become completely corrupted, lurking in a state between life and death, and requiring warm, fresh blood for sustenance.
If a Vampire is killed, all of its spawn immediately become full vampires.
Create Greater Undead spell caster level 17.
Vampire Spawn: If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, but must be consciously used.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head).
Nobody else turns into a zombie, even if the zombies manage to kill any more bystanders. This should lead the PC’s to believe that it was, in fact, something on the needle that created the undead killing machines.
Animate Dead spell.
Undead Dragon: ?
Spectre: Create Greater Undead spell caster level 15.
Ghost: Create Greater Undead spell caster level 19.
Ghoul: Create Undead spell caster level 9.
Shadow: Create Undead spell caster level 10.
Ghast: Create Undead spell caster level 12.
Wight: Create Undead spell caster level 14.
Wraith: Create Undead spell caster level 18.

ANIMATE DEAD*, LEVEL 3 WIS, LEVEL 4 CHA, LEVEL 5 INT
CT 1 R 50 ft. D n/a
SV none SR none Comp V, S, M
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels.
The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead

CREATE GREATER UNDEAD, LEVEL 7 CHA, 8 WIS
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful Wisdom check with a CL equal to the hit dice of the monster. This spell must be cast at night and the caster must spend $100 per corpse.

CREATE UNDEAD, LEVEL 5 CHA, 6 WIS
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: ghouls (9), shadow (10), ghasts (12), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.

Amazing Adventures 2nd Printing
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Characters drained below 1st level become a 0-level character with no class or abilities. A character drained below 0-level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character may at the GM’s option rise as another type of undead creature.
Mummy: A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity, which is most commonly the deserts of Egypt, though mummies have been encountered in Central and South America and in arctic, desert, and jungle climes the world over, where conditions are right for preservation of the body.
Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence. The process required to create a mummy gives the creature powerful protections against physical damage.
Create Greater Undead spell caster level 13.
Mummy Lesser: ?
Mummy Greater: Greater mummies are intelligent, often the remains of deceased priests or leaders.
Skeleton: Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery.
Animate Dead spell.
Vampire: Formerly human, these foul creatures have become completely corrupted, lurking in a state between life and death, and requiring warm, fresh blood for sustenance.
If a Vampire is killed, all of its spawn immediately become full vampires.
Create Greater Undead spell caster level 17.
Vampire Spawn: If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head).
Nobody else turns into a zombie, even if the zombies manage to kill any more bystanders. This should lead the PC’s to believe that it was, in fact, something on the needle that created the undead killing machines.
Animate Dead spell.
Undead Dragon: ?
Spectre: Create Greater Undead spell caster level 15.
Ghost: Create Greater Undead spell caster level 19.
Ghoul: Create Undead spell caster level 9.
Shadow: Create Undead spell caster level 10.
Ghast: Create Undead spell caster level 12.
Wight: Create Undead spell caster level 14.
Wraith: Create Undead spell caster level 18.

ANIMATE DEAD*, Level 3 Wis, Level 4 Cha, Level 5 Int
CT 1 R 50 ft. D n/a
SV none SR none Comp V, S, M
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels.
The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a arcanist, any undead the character might command by virtue of the caster’s power to command or rebuke undead do not count toward the spell’s limits.
A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasures; undead created with this spell do not return any abilities the creature may have had while alive.
PRESERVE DEAD: This reverse version has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster.
Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.

CREATE GREATER UNDEAD, Level 7 Cha, 8 Wis
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful Wisdom check with a CL equal to the hit dice of the monster. This spell must be cast at night and the caster must spend $100 per corpse.

CREATE UNDEAD, Level 5 Cha, 6 Wis
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: ghouls (9), shadow (10), ghasts (12), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.

Amazing Adventures Companion
Handmaiden of Satan: The handmaidens are unique, Satanic, undead creatures created by the Cardinal’s vile sorcery.
Finally, the handmaiden's attacks (claw and bite) inject a venom that acts as a type 4 poison (see Amazing Adventures, p. 179). If a character dies from this poison, they rise within 48 hours as a new undead of the same type as the handmaidens, entirely under the thrall of the Cardinal and his schemes.
Cardinal Richelieu: An important reason why the Cardinal believes stories of werewolves and the like is simple: he is a vampire himself, having sold his soul to Satan for the glory of France, and for personal power and glory.
Comte de Rochefort, Vampire Spawn: ?
Musketeer Squire of Satan: ?
Queen Anne: And what about the queen? She spent several days being held captive and possibly tortured by minions of the devil—is she still the pure and good soul she appears to be, or is she now in league with the Cardinal as a witch or undead consort?
Johnny Ringo, Restless Dead: ?
Degenerate Pygmy: Mutated, vile cave pygmies that have been corrupted by the evil within.
Dracula: ?
Varney the Vampire: ?
Camilla: ?

Undead: Magic should be subtle and gradually erase the humanity from its user, turning him into something dark, amoral, and demonic. It eventually consumes its user, though it may grant him or her great power both spiritual and temporal before that happens—sometimes enough power to seek immortality as one of the undead.
Animate Dead Master spell.
Ghoul: Animate Dead Greater spell.
Shadow: Animate Dead Greater spell.
Wight: Animate Dead Greater spell.
Wraith: Animate Dead Greater spell.
Skeleton: ?
Mummy: Animate Dead Master spell.
Vampire: Animate Dead Master spell.
Lich: Awful Rite of Undeath spell.
Ghost: ?
Zombie: ?

ANIMATE DEAD, GREATER, Level 7 Wis
CT 1 R 50 ft. D n/a
SV none SR none Comp V, S, M
As animate dead, but the wizard can also create ghouls, shadows, wights, or wraiths—roll for the number of skeletons one would normally create; this determines the hit dice worth of undead the sorcerer can create. He may divide these hit dice amongst the type of undead created as he desires. Undead created in this manner are subservient to the sorcerer.

ANIMATE DEAD, MASTER, Level 9 Wis
CT 1 R 50 ft. D n/a
SV none SR none Comp V, S, M
As animate dead greater, but the sorcerer can now split hit dice amongst all types of undead, including mummies and vampires (but not liches). Any undead over 8 hit dice, however, get a saving throw against spells to retain their own will and not be subservient to the caster. Such canny undead may decide to work with the sorcerer on their own, until the time comes for their eventual betrayal. This spell cannot be prepared in advance; it requires a ritual lasting at least six hours to complete.

AWFUL RITE OF UNDEATH, Level 9 Wis
CT 12 hours R self D permanent
SV n/a SR n/a Comp V, S, M
This spell allows a sorcerer to live on beyond death as a creature called a lich, placing his or her soul (or what’s left of it by this time) into a separate vessel, always a fist-sized gem, which becomes a magical artifact. So long as this vessel is intact, the sorcerer will always live on, though their appearance will continue to degrade as they grow ever more ancient, appearing more and more gaunt, desiccated, dry, and mummified as the centuries pass by. Illusion magic is often used to cover this unfortunate side-effect.
To use this spell, the sorcerer must have a minimum of 15 points of corruption and a fist-sized gem in which to place his soul. Upon completion of the spell, the sorcerer collapses, dead to all appearances and examination. The vessel in which his soul is kept must then be placed upon his chest and the ritual completed, usually by a trusted assistant or acolyte, at which point the lich awakens. Once the lich awakens, the soul-vessel can be removed as far away from the lich as desired, and indeed few liches keep their soul-vessel with them, as anyone who gains access to the bauble can exercise control over the lich, who will be terrified of death at the hands of the one who holds its soul. The lich, however, will always plot to get its soul-vessel back, and should it do so woe betide the one who sought to control such an ancient evil.
A lich can only be destroyed by one who holds its soul-vessel. Any other attempts to destroy it will result only in temporary defeat; the lich will, if killed, rise again (even if it needs to re-form) within one week. If one who holds the gem kills the creature, however, it will remain dead unless a new resurrection ritual is performed using the soul-vessel as a focus.
Unfortunately, the soul-vessel itself cannot, by its very nature, be destroyed, so those who manage to kill a lich in this manner often end up guarding the gem for the rest of their natural lives, even passing it down to their children, that it may never be used to raise the creature. Some have attempted to rid the world of the soul-vessels by burying them deep in tombs, or throwing them into volcanoes or the ocean, but there is always the risk of the gem being found once more and raising the lich from the grave.

Victorious
Victorious the Role Playing Game
Ghost: Ghosts are the undead spirits of evil men, women, or even animals. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Corpse Golem: The creation of the foulest rites of black magick, the Corpse Golem is a disgusting tatterdemalion of body parts harvested from dozens, sometimes hundreds, of dead bodies for assimilation into the creature’s nauseous flesh.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity. Any creature that defiles or loots the tomb of a mummy is doomed to face the mummy’s wrath. Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence.
The process required to create a mummy gives the creature powerful protections against physical damage.
Vampire: If the controlling vampire is destroyed, its spawn becomes a full vampire with the normal statistics.
Vampire Spawn: If a vampire chooses, it can drain the blood of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, and must be consciously used.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
Count Dracula, Count Vlad Tepesch, King of the Vampires: ?
Jolly Roger, Captain Roger Blackfriar: Captain Roger Blackfriar wasn’t the worst pirate in the Spanish Main, but not the best either. He’d spent half a lifetime in the shadow of better privateers and pirates, always trying for the big catch, the golden prize that would set him up for life and make his name revered with other legends such as Blackbeard and Kidd, Raleigh and Drake. While he caught enough Spanish merchantmen to keep his ship afloat and his crew paid, he could never catch the better prizes. His luck always seemed to fail him when it counted.
One night he got drunk and staggered to the hut of an old Houngan, who was notorious among the pirate community for having the touch of Satan about her. First he’d paid a few shillings for a telling of his fortune, and her words only seemed to promise more mediocrity, more failures. In a drunken frenzy he demanded she get hold of “Ol’ Nick’ hisself!” and he’d sell his soul to have a Spanish treasure ship in his grasp. The old woman smiled, and said the bargain was struck.
Within two weeks, Blackfriar’s ship entered a thick fogbank, quite unusual for the Caribbean. As he tried to regain his directions, his vessel nearly rammed a massive Spanish galleon. This ship, the yearly treasure craft bringing the gold and silver of the New World to His Spanish Majesty, had lost her escorts in the fog. She was alone, and bewildered as to her direction. Not missing a moment, Blackfriar gave a couple of broadsides into the Spanish ship before they could react. With a crash of timbers, his ship moved alongside the liner and his men charged over the gunnels to board their prey. Despite heavy fighting, it was the pirates who were victorious. At last, Captain Blackfriar had his gold, and his reputation would soar!
So it would, but not in the way Blackfriar believed. With an unearthly chill surrounding them, the great Spanish galleon Esmerelda sank into the murky depths of the ocean, with not a single survivor found in the waters. The few on board Blackfriar’s ship Cutlass looked for any of the boarders, but eventually sailed away to spread the tale of Blackfriar’s failed grasp of fortune and fame.
This wasn’t the last of the Blackfriar, however, Sailors started to speak in whispers of an unnatural fog bank that swept down on lone ships at night, and the bones of Captain Blackfriar and his dead crew would slash and kill, the apparition still searching for his fame and fortune aboard the seaweed-choked wreck of the Esmerelda. Is the undead captain searching for more gold? For fame? For an end to his torment? No one knows, but legend says he searches the Caribbean and the Atlantic, firing cannon broadsides into steamers and ironclad warships alike, leaving none to speak of his passing.

Victorious: Evil in the White City Act 1 The Articulator
Wulfric Knight, The Wolf at Midnight, Ghost: After some conversation and questions, Wulfric realized to his horror that the man calling himself Lord Mortis was in fact a necromancer; one of the few types of magicians that most practitioners could agree were evil and to be avoided at all costs! Knight drove the man from his home with a riding crop, and thought this would be the end of things. Not so, for not two weeks later Wulfric was killed in a carriage accident. Once he was safely out of the way, Lord Mortis began a ritual to bind Wulfric’s ghost to his eternal service. Not wishing to become an ectoplasmic reference work for such an evil man, Wulfric’s ghost fled first to the continent, then later to the New World.

Victorious Hunter & Hunter Catalogue
Ghost: ?
Specter: ?
Spook: ?

Victorious Manifest Destiny
Headless Horseman: ?
Ghostly Horse: ?

Victorious Phantasmagoria
Banshea, Fiona Fitzgerald: She decided to run away to the big city of Dublin, not only to free her family of the burden of her presence but also find a better life for herself. None of this worked, and she found herself freezing to death in a filthy alley one dark winter night. She slept, hoping to find heaven when she awoke once again.
She woke, but not to the gates of St. Peter. Instead, she seemed a ghost, or at least appeared as one.

Castles and Crusades 3rd Party
Abbernoth Campaign Setting
Shadow Lesser Abbernothian: They are creatures born of darkness; some say they are the spirits of morgar who have returned from the grave to serve their Queen of Oblivion in death as they did in life. Others believe that shadows are the manifestations of those who perpetuated great evils in life. Perhaps both have a bit of truth to them, regardless lesser shadows come in two forms; they are either the aforementioned spirits, or they are thralls created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
A creature reduced to 0 strength by a greater shadow’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
A creature reduced to 0 strength by a shadow worg’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Shadow Greater Abbernothian: Greater shadows are those shadows that have existed since the terrible years of the Long Twilight. These are ancient spirits of spite and malice who seek to extinguish the flame of life wherever they find it.
Worg Shadow: ?

Castles & Crusades: Dread Crypt of Srihoz
Vampire Aboleth: ?
The Champion, Ghost Fighter 5: ?
Ash Guardian: The ash guardian is a creature of dust, earth, and ash created when soil is fouled with the remains of innocent victims burned en masse; their angry spirits infest the earth itself with an unimaginable thirst for revenge. Ultimately, the wrath of these spirits congeals into a single entity capable only of hate and evil.
Spectre: ?
Skeletal Human Guard: ?
Srihoz, Heironeous Uliran Theophal, Vampire Human Wizard 11: ?
Vampire Spawn: Create Vampire Spawn spell.
Vampire: The vampire aboleth can choose to raise one of its slain victims as a vampire under its control.
Create Vampire spell.

CREATE VAMPIRE SPAWN Sanguiomancy
LEVEL: Wiz 5 COMPONENTS: V, S
CASTING TIME: 1 RANGE: 50 feet
TARGET: Any valid sanguiomantic target
DURATION: 1 round/level (D)
SAVING THROW: Charisma
SPELL RESISTANCE: Yes
The target becomes a vampire spawn for the duration of the spell. If the target fails the Charisma save, it is under the control of the caster, as dominate person. The following changes take place to the character, regardless of the success or failure of the Charisma save:
• Alignment is now evil.
• No constitution score, +4 Str, +2 Dex.
• Type is undead.
• Gain special attacks: blood drain, domination, energy drain as
a vampire.
• Gain special qualities: gaseous form, spider climb.
Because the character is technically dead for the duration of the spell, any defense against death magic applies to this spell.
Dispel magic, wish and remove curse spells will remove the effects of this spell prematurely.

CREATE VAMPIRE Sanguiomancy
LEVEL: Wiz 6 COMPONENTS: V, S
CASTING TIME: 1 RANGE: 50 feet
TARGET: Any valid sanguiomantic target
DURATION: 1 min./level (D)
SAVING THROW: Charisma
SPELL RESISTANCE: Yes
The target becomes a vampire for the duration of the spell. If the target fails the Charisma save, it is under the control of the caster, as dominate person. The following changes take place to the character regardless of the success or failure of the Charisma save.
• Alignment is now evil.
• No constitution score, +6 Str, +4 Dex, +2 Int, +2 Wis, +4 Cha.
• Type is undead.
• Gain special attacks: blood drain, domination, and energy drain.
• Gain special qualities: alternate form, requires +2 or better weapons to be hit, gaseous form, half damage from electricity, spider climb.
Because the character is technically dead for the duration of the spell, any defense against death magic applies to this spell.

Castles & Crusades: Palace of Shadows
Banshee: ?
Ghost: ?
Mummy: ?
Skeleton: ?
Weak Vampire: ?

Castles & Crusades: The Mysterious Tower
Ghost: The wizard went insane trying to devise a way out of the tower, but he failed over and over and over again. He finally died of old age. But even in death he found no release, for a force wall blocks ethereal creatures. His soul remained trapped within the force wall and eventually turned into a ghost filled with rage and frustration.
Skeleton: ?
Glorian, Wight: This wight is all that is left of Glorian. When his deity left the known planes many centuries ago, the souls of his followers were expelled from Meelkor’s realms. The weakest perished or found respite elsewhere in the planes, but the most powerful (such as Glorian) seethed with anger at what they felt was a grand betrayal. After years of servitude to Meelkor, they expected more than to be unceremoniously evicted from their afterlife! Of course, to Meelkor, expectations of reward were counter to his beliefs anyway, but even the most pious human cleric secretly expects compensation for his years of mortal restraint once he reaches the magnificent afterlife. The righteous anger coursing through Glorian and a few other high-level followers was so great that their souls forcibly returned to their bodies and they reanimated as undead.

Castles & Crusades: The Secret of Smuggler's Cove
Llewellyn, Allip: The creature is an allip, the undead remains of Llewellyn, the lighthouse keeper. In a vain attempt to escape the smugglers, Llewellyn tried to climb the steps to reach the beacon room. Instead, he slipped and fell to his death. The smugglers tossed his body over the cliff, but his soul can not rest and he has returned as an allip.
Spectre: This room was the living quarters of a high priest dedicated to Lord Gregor's foul devil. The high priest met his end while trying to summon a devil. Lord Gregor refused to pay the required fees for the outsider's assistance, so it attacked. It ripped out Lord Gregor's throat in one swipe and mortally wounded the high priest, who fled here. Due to the evil acts it performed in life, its soul cannot rest, and it has become a spectre.

Castles & Crusades: The Slithering Overlord
Grimlock Zombie: Sirthim created the 4 zombies that seem to be the only guardians of this chamber. Using several scrolls of animate dead he had managed to bring from the drow city, the drider returned fallen grimlock warriors to a semblance of life.
Gray Dwarf Wight: Used to all kinds of atrocious smells and keeping their hygiene to a minimum, the troglodytes dumped all dead bodies, of friends and foes alike, into this room. After Pserkipis had come to be the leader of the trog tribe, he quickly abolished this ghastly practice and taught his minions to embalm their dead with the herbs from the Underground Paradise. The terrible smell disappeared, giving way to a strange side effect. Strangely enough (and maybe due to the overwhelming evil associated with The Slithering Overlord), this new burial rite caused Pserkipis’ fallen enemies to rise as particularly strong wights, utterly loyal to their killers.
Wight: Anyone killed by a wight can rise as a wight under the control of the slayer.

Critters Vol. 1
Ash Crawler: The ash crawler is partially incorporeal being made of nothing more than the ashes of its former body animated by a terrible evil will that makes it difficult to damage by weapons.
Corpse Ray: The Corpse Ray is the animate amalgam of bones, sundered flesh, and detritus of drowned and devoured sailors that has somehow coalesced into a mass of cursed life with a hatred of all things living.
Dread Knight: The Dread Knight is a powerful undead created from the corpse of a fallen knight or paladin by necromancers.
Dust Wraith: Dust wraiths are formed when powerful corporeal undead such as mummies turn to dust due to time or when an intelligent creature is slain by a dust wraith.
Gossamer Haunt: It is unknown how Gossamer Haunts procreate or even by what process they come into existence, though theory thinks that they are the vengeful spirits of those abandoned by family and friends to die alone and forlorn in some equally forgotten place.
Husk: The Husk is the corporeal remains of a cleric whose faith and devotion to their evil deity was so strong that their deity would not let them truly die.
Zombie: Any creature whose strength has been completely drained away by the Husks withering touch will rise 2d4 rounds after death as a zombie under the full control of the Husk that created it.
Zombie Knight: The Zombie Knight is the unfortunate victim of a Dread Knight that has been reanimated to serve its slayer for eternity.
Any living creature killed by the Dread Knight has a 50% chance of rising as a Zombie Knight within 1d3 rounds after begin slain. The Zombie Knight is a thrall of the Knight and will obey only its creator or the necromancer that created the Knight itself. If those that are slain by the knight are beheaded immediately after death, then they will be unable to rise as undead spawn.

Critters Vol. 2
Ban Yeoja, Half Woman: ?
Crypt Creeper: A Crypt Creeper is the detritus and bones of small animals that have collected within a crypt, tomb, or lair of powerful undead. Over the decades or centuries exposed to the negative energy that permeates these places, this collection of remains gained a un-life of its own.

Critters Vol. 3
Devouring Soul: ?
Skeletal Dragon: Unlike the Dragon Skeleton or Dragon Lich, the Skeletal Dragon is an amalgamation of hundreds of skeletons of all types forced into draconic form by the necromantic magic used to bring it to life. This ritual is so foul that it has been hunted down to the point of non-existence upon the mortal plane. The only way a necromantic cult can obtain knowledge of the ritual is through infernal agents.
Dragon Skeleton: ?
Dragon Lich: ?

Ilshara Gazetteer
Undead: Undead and demonic minions are created and summoned using Sythgar magic.
The practice of elaborate funerals and burials has led to a strange and troubling increase in undead in some regions.

Phantom Train
Skeleton: The living is not allowed to arrive where the train stops. The PCs have 1 hour to defeat the train. If they do not succeed they all die and become skeletons bound to the train. There is no chance of ressurection even if a wish spell is used.
Ghost: ?
Zombie: ?
Animal Skeleton Dog: ?
Animal Skeleton Rat: ?
Haunt: In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.
A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all).
Haunt Poltergeist: The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed.
Skeleton Animal: Animal carcasses that are the target of Animate Dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.

The Keepers of Lingusia
Vampire: The priests and mages of Set have been known to suffer terrible fates if they go against Set’s will, and it is said that any being which defies his worship will be inflicted with a vampiric curse, insuring that they perpetuate Set’s will forever whether they want to, or not. Some setite and human followers of Set willingly petition the god for this infliction, to become members of his Chosen flock.
There are three known ways to become a vampire, according to those specialists who are necromantic students of the undead. First, followers of Set who betray the dictates of their accursed god can be damned with Setitic Vampirism.
Vampirism can be brought down on someone who was so evil and villainous in life that they are grabbed by Devonin and offered a second chance to walk the land of the living, as a stalker in the night.
Finally, a vampire can be created when they bite a mortal and share blood, rendering the blood of the mortal impure. This is not always effective, and the process creates a special master-servant bond between the vampires, which has such psychological ramifications that it is done rarely.
Hagarant Lord: These are the descendants of House Dadera and other evil people who, in their corruption, lost their souls entirely to the temptations of chaos and evil. Now, they are undead husks of the people they once were.
The Hagarant Lords are an ancient evil which some say has its roots beneath the capitol of Octzel. The Hagarant Lords were a coven of nobles and powerful mages who swore fealty to the mad god Slithotep in exchange for immortality. The unexpected result of their immortality was a slow descent in to madness and undeath.
Esidria Elas Phallikoskis, Vampire Wizard 14: ?
Castor Elas Markovin, Vampire Fighter-Wizard 13: He seeks, some believe, to perform an act which will grant his family freedom from the curse which Set has placed upon him, although the nature of his curse and its origins are lost in time, and only he knows.
Moria, Ashtarth Vampire Ranger-Rogue 9: Her curse is a mystery, for she is not known to have worshipped Set, but some believe that she was bitten by a Setitie Vampire who once served Karukithyak, and for such shame, she was forced to leave her homeland.
Skistatikan, Setite Serpent-Man Vampire Necromancer-Cleric 9: Banished from Hazer-Phennis the underworld empire of the Setite serpent men, he fled a decade ago to the Octzellan lands, and eventually found his niche within the Capitol. He is a dedicated servant of Set, and does not understand why he was transformed into a vampire by his god.
Lich Lord Krenkin, Human Wizard 23: Krenkin was eventually able to make his way to Halistrak’s distant stronghold on the seventh planet of the system and broke in to his vault of secrets, where he learned much about magic, and how to prolong his life as a liche.
Halistrak, Lich: ?
Aggamite Troll: The magically created children birthed of trolls impregnating undead wombs spawned terrible outcasts.
Barrow Wight: In the ancient history of Hyrkania, many of the old kings of the pre empire days would bury their dead in huge mounds, with rock tombs beneath. Within these catacombs would go the line of their family, and for generations the dead would be buried like so. These ancient mound lands were, alas, ripe for the time of the War of the Gods, and when the power of the Chaos Lords spread through the land, many necromancer kings who rose in the time of conflict saw to it that their tombs were guarded, often by the reanimated remains of these earlier kings.
The lords and kings themselves are said to have arisen, willfully, from the grave to jealously guard the treasure hordes they buried themselves with.
Veregnar Gonn Dalpuris, Hagarant Lord: Veregnar Gonn Dalpuris was a powerful duke seven centuries ago who had an unfortunate habit of taking on mistresses behind his wife’s back. He was seduced by a woman named Melantha, who was in fact a member of the Black Society in Octzel, a vampiress and half-demon who lured him in to the study of the dark arts of chaos and the worship of Slithotep, the mad god. Veregnar was swayed by this cult and joined the movement, becoming a potent wizard. In time, their plot was foiled and he was one of the few survivors, who stole away and hid in a tomb-like secret enclave in the city sewers, where he went undiscovered in an undead slumber.
Karukithyak, Vampire: Karukithyak was born with the rare malady of Vampirism.
Melantha, Vampire Half-Demon: ?
Dysadda Gyristia, Vampire: The Tower of Serpents is the headquarters of the Setites and their representative of the Council of Four, the serpent sorceress Dysadda Gyristia, great great granddaughter or the long-dead Dysadda Benn. She is a cruel manipulator, sorceress, and schemer, and has for the time being sworn her undying loyalty to Xauraun, that she be spared, as thousands of her kin were slaughtered or driven from the city on the day he ascended to power. She is now considered a traitor to Set, and has begun to develop vampiric traits as fits the curse which overcomes Set's most loyal minions who betray him.
Baron Hroder, Vampire: Baron Hroder was the ruling baron of Galent before he was turned into a Vampire by the mad Karukithyak.
Lion-Vampire Being: ?
Erigast, Liche: ?
Nialle, The Dark Queen, Liche: ?
Lady Catea Gonn Aleric, Liche: ?
Arcus Tallus-Perilan, Human Liche Wizard 25: ?
Belphegor, The Corruptor, Demiurge Demon Lord: This fallen demiurge of Chaos is said to have died more deaths than most. Having been an ancient devonin lord ensorcelled in to the service of the Prehunate Empire ten thousand years ago, Belphegor was slain on the fields of battle when the gods cast down the heretical pre-human civilization of old. Thousands of years later, the dark necromancers of the Kadantanian Empire sought to resurrect the demon god, and he was brought to life through much sacrifice, rising from the festering remains of his subterranean tomb to live anew. For centuries, the Kadantanians were a force to be reckoned with, but at last they were destroyed in war, and Belphegor’s vampiric undeath could not be sustained. He fell once again in to deathly slumber, only to be awakened again by agents of Draskis, in which descendents of the Kadantanian necromancers had found new power. He became the god of the Draskis, and in a period of war and strife, the kingdom of Draskis almost destroyed the eastern kingdom of Cymeer. Belphegor was summoned on the fields of battle, in which the Cymeeri god Amehwy and his seraphim minions were also summoned, and the dark god slew the Cymeeri demiurge. It was a terrible blow, and Draskis swept over their foes like a great tidal wave, but during the Reckoning, the powers of Chaos were smitten by the triumph of Order, and Belphegor’s life force was once again drained, and the terrible beast fell. His followers, sundered and marked with the taint of the sherigras, built the Draskis Necropolis about his festering corpse, hoping to find a way to channel new energies in to his body. Eventually, the Cymeeri people rose up against their oppressors, and conquered the Draskis people. The Necropolis Draskis fell silent, no more desperate offerings brought to it. It seemed that Belphegor would rest forever more.
Most recently, the Red Dragon Comet appeared in the sky, heralding an eons old return of the great balance. The comet was stricken from the sky by the might of the new Dark Lord of Chaos, as Xauraun Vestillios stole the power of his forebears, and the rain of debris from the comet brought an explosion of raw chaos energy upon the land. One such meteor plunged in to the heart of the Necropolis Draskis, and penetrated the heart of Belphegor. Like a cardiac patient under the paddles, his necrotic being shook with painful awareness, and he was once again brought to vampiric life. Now, infused with new power, Belphegor schemes to draw forth new followers and carve out a new empire of darkness in the land.
Death Knight, Knight of Chaos: The Knights of Chaos (also called death knights) are a rare and horrifying form of undead, spawned from the incarnation of a truly evil Black Rider. Usually, the knight was dedicated to a chaotic order, such as the Black Riders of Slithotep, or the Order of Set. It is also known that a knight dedicated to a just or good order who succumbs to supreme corruption might be swayed into the domain of evil.
Such knights are forbidden to walk the path of the Final Night (a euphemism for the journey the dead make to the afterlife), leading them into the Land of the Dead, for their souls have been claimed by Chaos, but in defiance of their true masters in the Abyss, the pure strength of their post mortem incarnations are capable of fending off the petitioners of the Abyss.
Velboshia-Lok Nodivia, Guardian of the Old Kings: Ancient guardians of the Tombs of the Gods, these desiccated corpses were once the proud Temple Guards of the Divine Palaces in the mythic city Corti’Zahn. When the War of the Gods destroyed the early Fertile Empires of Hyrkania and laid low the mortal forms of the divine lords, the temple guardians who died in the conflict against the demons were mummified and submitted to a terrible necromantic process to revive them as eternal tomb protectors. Something horrible corrupted the spells of reanimation, however, seeping in from the Chaos Energy which permeated the land in the wake of the war, and grew like a fungus in the bodies of these undead guardians.
Vessilante: The Vessilante are a rare sort of entity which is created magically through the bonding of a corrupted Devonin or Seraph in the form of a mortal human. These great monstrosities are usually culled from freshly dead corpses, often pieced together if there was damage to the original body. The process of habitation heals the damage and changes the nature of the body such that it must shun the light or suffer excruciating pain.
Undead: In Lingusia, returning from the dead is not easy. Few local clerics have the ability, and fewer still would use it out of hand or without good cause. Evil clerics are much likelier to use it….but corruption of the risen can happen, and anytime an evil cleric raises someone there is a cumulative 3% chance that person will rise as a powerful undead, instead!
The tales of this victory are not unblemished, however, for the bards of Dra’in say that Erik Kharam earned his victory by making a pact with the Banshee Liawnenshe, a diabolical spirit of the Silver Mountains who knew the secrets to Anharak’s defeat. She offered them to Kharam, for a price. He was to take her as his wife, thus freeing her of her curse.
Kharam agreed, but could not bring himself to marry the hideous spirit, and reneged on his agreement after Anharak was defeated (some say Anharak was defeated by a knight errant of the Yllmar, as well, and that Kharam didn’t even accomplish this much). Liawnenshe was mortified, and cursed Kharam and his kingdom to an eternity of haunted strife. So it is said, the tale goes, that Dra’in became the damnable place it is.
In fact, Dra’in might not seem so terrible to those who have visited some other, harsher realms, but the troubles of living in a domain where all warriors seemed doomed to fall in battle and rise as restless undead seem very much difficult to an everyday peasant. The people of the land are fearful of their very shadows, and take special measures to seal corpses in to coffins, or enact elaborate rituals to put the restless spirits to rest. The dead return to life all too easily in this land.
Lord Sitor, Human Lich Wizard 23: Sitor had long prepared for his death, however, and the Cult of the Undying, a group that had formed over the last century of mages who worshipped him, held the phylactery into which his spirit transferred on death.
Darksed, Death Knight Fighter 10, Rogue 6, Mage 6: ?
Ghoul: ?
Ashtarth Vampire: ?
Lizard Man Vampire: ?
Ghost: Lake Spirit Trap: This deep lake is said to have gotten its name from the time of the War of the Gods, when the armies of order forged northward to contain the abyssal spawn which erupted from the region. During a fierce battle against the demonic dragon Alkuvar Destriganumos, the beast was slain and plunged in to the earth, forming the deep crater that became Lake Spirit Trap. The tale goes on, saying that the blood of the dragon tainted the waters which filled the crater, turning it red on certain evil days, and that the ghosts of the soldiers which fell in battle against the dragon were trapped forever more, unable to escape their watery graves.
Alkuvar Destriganumos, Undead Dragon: Lake Spirit Trap: This deep lake is said to have gotten its name from the time of the War of the Gods, when the armies of order forged northward to contain the abyssal spawn which erupted from the region. During a fierce battle against the demonic dragon Alkuvar Destriganumos, the beast was slain and plunged in to the earth, forming the deep crater that became Lake Spirit Trap. The tale goes on, saying that the blood of the dragon tainted the waters which filled the crater, turning it red on certain evil days, and that the ghosts of the soldiers which fell in battle against the dragon were trapped forever more, unable to escape their watery graves. Indeed,
strange things seem to haunt the lake, and the handful of men who ply their trade as fishermen and bargers on the lake are a nervous, stoic lot. Even stranger rumors suggest that the draconic, undead form of the dragon still dwells within the lake, surfacing on those days of Sanguine tide, to seek out new victims to sustain its unlife.
Corporeal Undead: ?
Mummy: ?
Trebitha Gonn Chastetor, Greater Mummy: ?
Skeleton: ?
Skeleton, Lokenze: This is the place most adventurers are likely to frequent. Located at the old Crossroads (back when Galent was nothing more than the Keep), this Inn and Tavern caters to most out-of-town customers. Its owner, An Ogre Magi of indeterminate age, purchased the business from its prior owner who built the Tavern some fifty years ago on the very spot where a huge tree grew, off of which dozens of criminals and despots had been hung, either by the neck or in cages, to die. Since then, such public executions have moved south to the new crossroads, but the memory of the former still remains.
In fact, the Tavern & Inn was built around the old tree, the base of which can be seen taking of a sizeable portion of the Tavern's center. The four rooms which touch upon the tree on the second level are rarely used, except to intentionally humiliate someone unfamiliar with local tales, or by those one betting dare. This is because the tree is haunted in a most unusual way.
In Octzellan burial customs criminals are hung on specially marked trees, so that their spirits are trapped within the tree. These trees are "undead", so to speak; they have no dryad, or spirit, within them, yet they live. Instead they take the soul of those killed on or close to them, preventing the criminal from reaching the afterlife.
Undead Tree: In Octzellan burial customs criminals are hung on specially marked trees, so that their spirits are trapped within the tree. These trees are "undead", so to speak; they have no dryad, or spirit, within them, yet they live. Instead they take the soul of those killed on or close to them, preventing the criminal from reaching the afterlife.
Spectre: ?
Aramach, Spectre: ?
Wight: ?
Zombie: ?

Vampires of the Olden Lands
Bhabaphir, Granny Soul-Sucker: Bhabaphirs are horribly twisted old ladies, the corrupted “wise woman” of a village transformed into a vicious and most evil form of undead. The means for such a thing to pass are several. First and foremost, the wise-woman may delve into eldritch things that are beyond her ken and thus be horribly transformed, possessed perhaps, by a demonic spirit. Similarly, she may be corrupted by Chaos through feelings of jealousy, envy, or hatred for those in her community whom she feels may take advantage of her. Too, another bhabaphir may visit the village in disguise and “convert” the local wise-woman. Finally, she may fall in secret to the service of another, more potent vampire, and also be transformed.
Ekimmu, Spirit Vampire, Vampire Lord: They are themselves descended from Chaos cultists of Elder Deshret who ascended to a state of Undeath during the Wars of Chaos.
Strighoiphirs who have ascended beyond their physical bodies.
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Spectre: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Lhamira, Vampire-Witch: A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs.
Lhamphir, Plague Bearer: The lhamphir arises on rare occasions from those who were
slain through plague; only the first slain in a settlement might arise as a lhamphir, if proper precautions are not taken. If the body is given final rites and a proper burial or cremation according to the Good or Lawful faith to which the victim belonged, then the lhamphir cannot arise. Otherwise, there is a percentage chance equal to the Charisma score plus the level of the victim that he arises as a lhamphir. If the community and his family abandoned him during his illness, this chance doubles that he arises as a lhamphir, eager to avenge himself upon those who turned on him.
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.
Mhoroiphir, Living Vampire: Mhoroiphirs can result from several sources, the most common being created as the spawn of an existing mhoroiphir. They can also be created by lhamiras, strighoiphirs, and ekimmu. Finally, they might arise naturally, or rather, unnaturally, especially in the land of Strigoria. These methods include, among others:
 Dying without being consecrated to the God of Law;
 Committing suicide;
 Practicing sorcery, black witchcraft, or eldritch wizardry in life;
 Having a spell-caster’s familiar jump on your corpse before you are buried;
 Eating the flesh of an animal killed by a vampire;
 Being slain by a lycanthrope;
 Death by murder un-avenged;
 Dying while cursed by a sorcerer or witch.
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Strighoiphir, Dead Vampire: A strighoiphir is a “dead vampire,” that is, it is the result of a vampire that has been slain once but risen again, due to the required ritual being incomplete or incorrectly performed. Strighoiphirs can also result from an ekimmu or strighoiphir creating such a beast.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Szalbaphir, Vampire Gamin: Szalbaphirs normally arise when a child is lost in the forest or exposed on a hill and found by vampires. They also result when a vampire seeks revenge against a mortal and drains his children to create a true level of horror.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.
Wraith: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Ghast: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Ghoul: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.
Zombie: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.

Castles & Crusades 3rd Party Magazines
Domesday Volume 1 Issue 3
Hor Shaol: Hor Shaol are the undead knights of a usually demonic power.
Blldia: This creature is an undead spirit of rage in corporeal form seeking to destroy everything and everyone in its path. Scholars believe that these manifestations were once the souls of those who poisoned the minds of those around them through deeds and words because of envy and jealousy. These emotions for some became a rage that consumed them resulting in this abomination beyond death.

Undead: The Hor Shaol can create any type of undead except other Hor Shoal.
Wraith: When a victim is dying the Hor Shaol may steal it's soul and use it to create a special type of Wraith that serves only it's creator they may only have 3 wraiths of this type at any time.

Domesday Volume 2 Issue 4
Burning Corpse: The burning corpse is an undead creature cursed by the very hellfires that spawned it.
Burning corpses are usually spawned from those condemned to hell for horrid crimes.

Domesday 7
Skeleton: The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster.
Orb of the Dead Create Undead power.
Zombie: The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster.
Orb of the Dead Create Undead power.
Ghoul: The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster.
Ghast: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Wight: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Mummy: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Vampire: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Orb of the Dead Grant Un-Death power.
Lich: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Orb of the Dead Grant Un-Death power.
Shadow: If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death.
Wraith: If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death.
Ghost: If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death.
Ghost Dragon: A ghost dragon is the undead spirit of an evil dragon, forever haunting the region of its death, or more commonly, guarding its beloved treasure hoard into eternity. In life, the dragon was a paragon of its sub-species; greedy, cruel, vindictive, and generally causing suffering upon those in its domain. Upon the dragon’s death, its spirit was forced to remain bound to the physical world.
Fell Shadow: When a victim is reduced to 0 STR points, 0 hit points, or 0 CON points, the victim is dead and will rise in 1-3 nights as a lesser Fell Shadow under the thrall of the Fell Shadow that slew him or her; if the Fell Shadow in question still exists. If not, the new Fell Shadow will be independent and at full strength.
Fell Shadow Lesser: When a victim is reduced to 0 STR points, 0 hit points, or 0 CON points, the victim is dead and will rise in 1-3 nights as a lesser Fell Shadow under the thrall of the Fell Shadow that slew him or her; if the Fell Shadow in question still exists. If not, the new Fell Shadow will be independent and at full strength.
Death Knight: Orb of the Dead Grant Un-Death power.

ORB OF THE DEAD
This magical item appears as a simple sphere of rough black basalt approximately four inches in diameter. Its magical ability does not appear unless exposed to a ‘detect magic’ spell or until it is picked up by someone capable of using magic.
Should someone pick the sphere up that is of good alignment, they will suffer a terrible burning sensation though no damage. The longer they hold the sphere the worse the burning gets. If someone of neutral alignment picks of the sphere, a battle of wills begins between the spirit of the orb and the person holding it. Should the person lose the battle, they will be possessed by the orb and an agent of death seeking to spread death to all corners of the world. Should the person win the battle, they will be able to utilize only the basic functions of the orb. Should someone of evil alignment pick up the sphere, the sphere will reinforce their desire to kill and destroy unless they are already an agent of death at which point the spirit of the orb may offer a partnership and use of its full abilities.
The orb is only capable of being destroyed by being exposed to pure positive energy, such as being tossed into the positive plane; or struck by the primary weapon of a divine servant of a lawfully good aligned divinity, such as an angel’s spear.
Intelligence: High
Alignment: Neutral Evil
Basic Powers:
Control Undead (common): The possessor may control up to double their level in hit dice worth of common undead. If the possessor is of evil alignment then up to four times their level in hit dice of common undead may be controlled.
Life Leech: Any creature that dies within one hundred yards of the Orb of the Dead has their soul or spirit absorbed by the orb rather than passing on to whatever afterlife they may have been destined for. The Orb may absorb 100 levels worth of life energy before reaching its maximum power. When the Orb of the Dead is fully powered, it will begin to glow crimson from within its depths as if its core was molten.
Create Undead (minor common): The possessor may create two skeletons or one zombie per use at the expense of one life level of energy possessed by the orb. If more undead than what can be controlled are created, they will run amok with the potential of turning on their creator if no other potential victims are nearby.
Major Powers:
Spell Use: The possessor of the Orb gains knowledge and use of all negative energy based spells, be they arcane or divine, known to the world. Each of these spells may be cast at the cost of one life energy level possessed by the orb per level of the spell being cast.
Control Undead Army : The possessor may control up to six hundred and sixty six hit dice worth of undead of any type within one mile of the Orb. This ability overrides the basic Control Undead ability and may not be used in tandem with it.
Immunity to Negative Energy (full): The possessor becomes immune to level draining effects of undead and all spells or magical effects based on negative energy, such as cause wounds spells or slay living.
Grant Un-death: The possessor of the Orb may utilize 50 life levels within the orb with its agreement, to pass into a state of un-death. For spell casters, this means becoming a lich. For non-spell casters, they become vampires, though there is a 5% chance of a warrior type becoming a death knight instead.
Kingdom of the Dead: Usable only when the Orb is fully powered and by a possessor in full partnership with the Orb itself, this ability causes the life energy of those killed by undead within six miles of the Orb to be absorbed by it and to rise themselves as common undead using one of the absorbed levels. Essentially, this creates a self-sustaining reaction of death and un-death within the borders of ‘the Kingdom’. The undead within the kingdom are under no command beyond killing all that lives, the exception being those controlled with other powers of the Orb. This is the ultimate ability of the Orb.

Domesday 8
Wraith of a Necromancer: A necromancer’s wraith is the undead wraith-like spirit of a powerful necromancer, forever lusting to create powerful undead under its control. The wraith of the necromancers employs powerful and unique necromantic spells and undead abilities to make this happen. In life, the necromancer was a high level spell caster specializing in necromantic spheres focused to create a personal domain of negative energy and undead status. Typically a wizard-cleric multi-class character of 15th to 19th level! If the necromancer was a single class spell caster in life then the caster level could be as high as 23rd to 25th level, but decrease the dice type to d6 for wizards and increase the dice type to d10 for clerics. Aside: The clerical masters of a necromancer are typically demons, devils, or gods; Lolth, Kali, Ares, Set, Druaga, Inanna, Hel, Hades, Surma, or Yutrus.
The wraith of a necromancer was a powerful necromancer who has managed to forge a most powerful bond with the negative material plane and shed all connections of the flesh.
Zombie: Any humanoid victim, no racial exceptions, killed by the energy drain of the necromancer’s wraith suffers a fate far worse than death. Their soul is stripped from their body and both are immediately enslaved and corrupted to the will of the wraith of the necromancer. Within d3 rounds the victim’s body raises as a four hit dice zombie and their soul becomes a full strength wraith, both under the control of the wraith of the necromancer.
Deathly Blight spell.
Wraith: Any humanoid victim, no racial exceptions, killed by the energy drain of the necromancer’s wraith suffers a fate far worse than death. Their soul is stripped from their body and both are immediately enslaved and corrupted to the will of the wraith of the necromancer. Within d3 rounds the victim’s body raises as a four hit dice zombie and their soul becomes a full strength wraith, both under the control of the wraith of the necromancer.
Ghoul: Deathly Blight spell.
Ghast: Deathly Blight spell.
Wight: Deathly Blight spell.
Shadow: Deathly Blight spell.
Lich: Deathly Blight spell.
Ghost: Deathly Blight spell.
Morgane Boylin, Shade: ?
Gnoll Ghoul: ?
Bjorn the Old, Ole the Giant Slayer, Human Trollblood Partial Undead Ranger 7: Rather it be Bjorn’s luck or his Norse half-troll soul, his near death at the claws and fangs of a ghast and ghoul pack have left his body and soul straddling two worlds. His normally good aligned soul has been faintly tainted by evil he can feel and innately struggles against (and magic can detect). His body does not take well to healing, be it natural or divine, in many ways it seems to be slowly dying. Food and drink do not slack his ravenous hunger and all things living make his mouth water (further disgusting him). In some ways he is both a mortal human and an undead ghast, in others he is fully neither.

DEATHLY BLIGHT*, Level 9 wizard or 8 cleric
CT 2 R zero D permanent
SV None* SR no Comp V, S, M
This spell is favored by powerful and foul creatures, especially Wraith Necromancers, and is used to spread their foul influence over any territory they wish to claim as their own (area of affect is a sphere with a radius of one mile per level).
Once cast, this spell will cause the land, air, sea, and subterranean domain within the area of affect from the target point, or focus, to begin to decay and wither. Water will become foul, animals will become diseased and begin to die rising later as skeletal or zombie versions of their species, grass will wither and crops will rot. Vermin become more dangerous and larger over time as they feed on the tainted carcasses and rotten produce. *All living creatures will need to make a saving throw versus death daily to avoid becoming tainted themselves before they can escape. Failure means that the very land begins draining one point of CON and WIS from them each day that they dwell within the deathly blight. Once tainted, leaving the area will not save you, a remove disease or remove curse is required. Sentient creatures whose CON and/or WIS are reduced to zero die and rise the next night as mindless zombies, or if of evil alignment to begin with, as ghouls. For dramatic play, PC become ghasts or wights for fighter types, shadows for thieves, liches or ghosts for spell casters.
The nights in such blighted lands are the stuff of nightmares. Thick mist rises from the earth to reduce vision and sound to mere tens of feet and a feeling of constantly being watched prickles the senses. A feeling of being contaminated by something that cannot be washed off no matter how long or hard one scrubs persists for days after leaving such a desecrated area. The material components for this spell are extensive: skull of a lich, blood of a vampire, dust of a mummy, and ichor from an abyssal creature.
Only a wish or the application of the reverse of this spell, heaven's blessing, which has been lost for ages, can cure the deathly blight once it has set into the land and water.

Domesday 9
Cuir-Lijik, Leather Corpse: In this case, the cuir-lijik was the lone survivor of the ambush. As a servant and henchman of the family, he knew generally where the family had a hidden niche in the fire place. However, either he did not know of the pit trap that protected the niche, or in his haste after the ambush, he forgot it was there. As such, he fell into the trap when he tried to open the secret niche. The fall was not great enough to kill him, but with all other family members, servants, henchmen, and smugglers dead, he was left there to die slowly in the dark pit, laying atop the ancient cursed bolder the black druids offered blood sacrifices on many generations ago. As he died slowly, the acid which drips from the walls began to tan his flesh and dark cursed powers filled his body.
Undead Treant: ?
Black Bear Ghoul: ?
Ogre Zombie: ?
Gnoll Ghoul: ?
Human Ghoul: ?

The Keeper Issue 1
Revenant: Only an individual who was particularly evil and vengeful in life can made into a revenants through the use of Create Greater Undead by a cleric of level 15 or higher.
Zombie: If the revenants so chooses, those who are killed by strength loss can be brought back to unlife as a zombie under control of the revenants. Victims of 4 HD or greater, have a 25% chance of returning as a wight.
Wight: If the revenants so chooses, those who are killed by strength loss can be brought back to unlife as a zombie under control of the revenants. Victims of 4 HD or greater, have a 25% chance of returning as a wight.
Draug: Draug are the horrid undead creatures of those who have drowned at sea.
Victim ’s drowned to death by a draug have a 25% chance of returning to unlife as a Draug in 3 days time. Removal of the victim ’s body from the water will prevent this from happening.
Mummy Greater: The majority of Greater Mummies were High Level Clerics in life, but sometimes Kings, Archmages or mighty warriors can be turned into a Mummy Lord. The process for creating a Greater Mummy involves a complex series of rituals and clerical magic. This dark necromantic rite can be performed on either a still living being or on one who has died - assuming the body was specially treated, prepared and maintained immediately following their death. Obviously, clerics who perform the ritual on themselves must still be living!
Phantom: Phantoms are the undead spirits of those who still long for the pleasures of mortal life.
Phantoms can be made with the Create Greater Undead spell by a cleric of level 17 or higher provided they meet the personality traits as described above. Of course, some phantoms (like all undead) are created though unfathomable means, simply through their lust for continued life.

Crimson Blades
Crimson Blades 2
Undead: Undead are either the dead bodies of people that have been reanimated by evil sorcerers and cultists to serve them as bodyguard or, tormented souls that due to the way they died have been unable to leave the earthly realm.
Crypt Corpse: ?
Ghoul: ?
Lich: Liches are the undead remnants of sorcerers and wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magic, gone awry).
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: Skeletons are animated bones of the dead, usually under the control of some evil master.
Zombie: Zombies are mindless creatures; created from the more recent dead. The standard zombie is simply a corpse animated to do its creator’s bidding, but the GM can give them extra HD or abilities if required.
Banshee: ?
Ghost: They are usually tied to a specific location, item or creature (their “haunt”). They are often stuck in the material realm because they have unfinished business; which when completed allows them to “die”.
Shadow: Any person reduced to 0 STR becomes a shadow under the control of the shadow that killed him.
Wight: Anyone reduced to 0 DEX by a wight becomes a wight under the control of the wight that killed him.
Wisp: ?
Wraith: ?
Vampire Prince: Vampires are creatures that have been infected by vampirism; a disease that is transmitted from some creature already infected to another, by biting them and draining all their blood.
Lich Lord: ?

D+D=2D
zauBeR (d+d=2d English Edition)
Reborn: There are two kinds of Reborn: those created by rituals, and those turned that way due to the mystical corruption of a place.

Dungeon Crawl Classics
Dungeon Crawl Classics Cumulative
Un-Dead, Undead: Un-dead can mean “back from the grave,” but it can also mean “without a soul,” “eternal or undying,” and “surviving only by force of will alone.” (Dungeon Crawl Classics RPG)
A necromancer may ultimately pursue eternal life via his own transformation into an un-dead. (Dungeon Crawl Classics RPG)
Dead tissue exposed to the spoil’s power animates, becoming a bizarre and unique form of undead creature. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
Spoil Effect on Living Subjects. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
This all un-dead gang is led by Killer Skull, who wields the sword Deathstorm. The enchanted blade causes anyone it slays to rise anew as one of the un-dead. (The Umerican Road Atlas (DCC))
[A]ll foes slain by Deathstorm rise as un-dead the following round—un-dead type at GM’s discretion. (The Umerican Road Atlas (DCC))
As they have an innate understanding of the nature of un-dead and NecroTech, greater power wights can create 1d3 HD worth of unintelligent corporeal un-dead every week, given the proper materials and lab space. (Twisted Menagerie Manual)
Few organic beings know this, but sometimes when a mechanical life form “dies,” it is reconstituted in a special kind of afterlife. What happens to the Goody Two Wheels robots is a topic for another day, but the ones who end their functional life with a significant number of wicked acts listed in their behavior log end up in a place of eternal punishment for artificial entities. This place is the Abyss of Automatons. (2017 Gongfarmers Almanac 1)
This is a Hell that is run by robots, for robots. Any kind of robot imaginable can be found here, so the judge should feel free to add others not detailed in the encounter areas below. Note that because these automatons have all been previously destroyed, they are now considered un-dead. (2017 Gongfarmers Almanac 1)
In the ruins of Old Seattle and the lands that surround it dwell an inordinate number of necromancers. This, of course, means there is also a startling amount of undead in the region as well. (Crawling Under A Broken Moon Compilation)
For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like. (NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM)
Animate Dead spell 32+. (Dungeon Crawl Classics RPG)
Book of the Dead spell. (Dungeon Crawl Classics #81: The One Who Watches From Below)
Calling the Scarlet Chaos from the Queen’s Doom spell. (Book of Scarlet Abomination)
Requiem of the Sundered Flesh spell. (DCC RPG Annual)
Elevating Repose ManaJava. (Crawling Under A Broken Moon Compilation)
Un-Dead Crit 15. (Dungeon Crawl Classics RPG)
Abysspawn: Undead spirits of uncertain but ghastly origin given animation, sentience, and ghostly purpose by the Red Queen. (Book of Scarlet Abomination)
Afgorkon: See Lich, Afgorkon, First Among Liches.
Amara: See Vampire Bride of Blood, Amara.
Ancient Zombie: See Zombie Ancient.
Angel Ghoul: See Ghoul Angel.
Animated Corn Husk Doll: Once the PCs acquire Shuyr Rilla’s holy symbol from the well and begin moving through the corn field (area 1-8), each doll becomes possessed by a fragment of Hobb undead energy and they attack the party. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
Animated Corpse: See Corpse Animated.
Animated Doll Corn Husk: See Animated Corn Husk Doll.
Ankyslosaurus Demon-Saur: See Demon-Saur Ankyslosaurus.
Annanita the Fashion Lich: See Lich, Annanita the Fashion Lich.
Aquatic Un-Dead: See Un-Dead Aquatic.
Arm Bronzed: See Bronze-Handed Pharaoh, Bronzed Arm.
Army Skeletal Damned: See Skeletal Army Damned.
Astroliche: See Lich Astroliche.
Aug, Carl: See Wight Power Greater, Carl Aug M.D.
Autogiest: The spirits of those slain by the Restless Dead linger until enough are drawn together to form a new autogeist. So long as one member of the gang exists, the gang will always, slowly and inexorably, return. (The Umerican Road Atlas (DCC))
Deep in the wastelands lie a multitude of corpses wrapped in rusting caskets of twisted chrome and faux-leather upholstery. From these mass graves of crushed hopes and unquenched road rage rises a horror that all wastelanders fear, the dread autogiest. (Twisted Menagerie Manual)
The fiend is a conglomerate spirit of those who have died in violent car wrecks that have joined together to punish the living. By itself, the autogiest is a shapeless, glowing red mist that drifts against the wind. It cannot be harmed by mundane means or interact with anything in this form. Once it finds a suitable vehicle to inhabit, usually one of Keeper quality or better, its reign of terror as an unholy juggernaut begins. (Twisted Menagerie Manual)
Deep in the wastelands lie a multitude of corpses wrapped in rusting caskets of twisted chrome and faux-leather upholstery. From these mass graves of crushed hopes and unquenched road rage rises a horror that all wastelanders fear, the dread Autogiest. (Crawling Under A Broken Moon Compilation)
The fiend is a conglomerate spirit of those who have died in violent car wrecks that have joined together to punish the living. (Crawling Under A Broken Moon Compilation)
Autogiest Car Large Custom: See Autogiest Custom Large Car.
Autogiest Car Large Keeper: See Autogiest Keeper Large Car.
Autogiest Custom Large Car, The Mechanic: Once there was a family of adrenaline-junky gearheads, the Urnhearts, who had the misfortune of falling prey to a gang of wheeler demons. Thinking that the group of parked RVs were simply an encampment, the exhausted travelers made the mistake of parking nearby for safety. In the dead of night, they were ground to paste and scraped beneath the wheels of the Trailer Park Trash. The patriarch of the family, Hill Urnheart, gathered the souls of his family and forged them together into a powerful autogeist, and vowed to draw others to its cause. (The Umerican Road Atlas (DCC))
Autogiest Keeper Large Car: ?
Autogiest Large Car Custom: See Autogiest Custom Large Car.
Autogiest Large Car Keeper: See Autogiest Keeper Large Car.
Baethor Liis: See Lady Baethor Liis.
Banshee: ?
Banshee, Moira the Fishwife: See Ghost Banshee, Moira the Fishwife.
Banshee Damned: ?
Barrow Bones Human/Serpent Hybrid: ?
Barrow Bones Ox-Headed: ?
Becky Til Hoppard: See Un-Dead Witch, Becky Til Hoppard.
Bella: See Vampire Bride of Blood, Bella.
Bit-Yakin: Found in a cliff-face niche, the desiccated remains of Bit-Yakin are wrapped tightly in funeral bands and are adorned with jeweled bangle bracelets along with a silver headband encrusted with gems. Tampering with any of the jeweled belongings will cause the corpse to animate and attack the party foolish enough to not leave the remains intact. (Sanctum Secorum Appendix N(ightmares))
Blast Shade: See Shade Blast.
Blink Zombie: See Zombie Blink.
Blood, Erasmus Cordwainer: See Vampire, Erasmus Cordwainer Blood.
Blue Phantasm: See Ghost Blue Phantasm.
Blue Phantom: See Phantom Blue.
Bone Ghost: See Ghost Bone.
Bone Golem, Thing of the Undercroft: Slain or turned skeletons collapse into the water. (Dungeon Crawl Classics #82: Bride of the Black Manse) However, their spirits retain much of their power. Track the skeletons as they are destroyed: once ten are slain, they rise up as towering thing of bone, lashing out in fury at the PCs with spiked limbs formed of shattered bones. The more skeletons the PCs destroy, the more powerful the Thing becomes. (Dungeon Crawl Classics #82: Bride of the Black Manse)
Bot Limb Severed: See Severed Bot Limb.
Brando: See Wight Power Lesser, Brando.
Brandolyn Vintner: See Ghost, Brandolyn Vintner.
Bride of Blood: See Vampire Bride of Blood.
Bronze-Handed Pharaoh: The last scene shows the Pharaoh being mummified and interred. His bronze arms, serpent-headed staff, and the Eye of the Sun are all visible amongst the linen wrappings. The Pharaoh is placed in his sarcophagus and born away by a large congregation of weeping mourners.
The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)
The Pharaoh’s spirit occupies all four items equally. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)
Bronze-Handed Pharaoh, Pharaoh's Skull: The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)
The Pharaoh’s spirit occupies all four items equally. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)
Bronze-Handed Pharaoh, Bronzed Arm: The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)
The Pharaoh’s spirit occupies all four items equally. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)
Bronze-Handed Pharaoh, Staff, Enchanted Staff: The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)
The Pharaoh’s spirit occupies all four items equally. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)
Bronzed Arm: See Bronze-Handed Pharaoh, Bronzed Arm.
Brute Cryo-Lurker: See Cryo-Lurker Brute.
Buckethead Cryo-Lurker: See Cryo-Lurker Buckethead.
Burned Heretic, Flaming Skeleton: [E]nemies of House Liis that were burned alive at the stake. (Dungeon Crawl Classics #82: Bride of the Black Manse)
Burnie “Corpse” Grinder: See Wrath, Burnie “Corpse” Grinder, Corpse Grinder.
Business Revenant: See Revenant Business, Undead Project Manager.
Butler Skeleton: See Skeleton Butler.
Cadixtat: See Un-Dead Chaos Titan, Cadixtat.
Caffeinated Corpse: See Ghoul Coffee Animated, Caffeinated Corpse.
Calandra: See Vampire Bride of Blood, Calandra.
Calliope: See Vampire Bride of Blood, Calliope.
Car Large Custom Autogiest: See Autogiest Custom Large Car.
Car Large Keeper Autogiest: See Autogiest Keeper Large Car.
Carl Aug M.D.: See Wight Power Greater, Carl Aug M.D.
Cauldron-Born: Stolen from their crypts by their patron-liege Arawn, the cauldron-born are tireless, silent foes with a resilience that inspires fear among even the greatest of warriors. (Sanctum Secorum Appendix N(ightmares))
Imbued with power by Arawn, the cauldron-born are his favored guards and soldiers. (Sanctum Secorum Appendix N(ightmares))
Chain Skeleton: See Skeleton Chain.
Chaos Titan Un-Dead: See Un-Dead Chaos Titan.
Charm Spirit: See Spirit Charm.
Chilly Man: When a Chilly Man has no opponents to attack or is ordered by Coney to retreat they will pick up any paralyzed victims for conversion into Chilly Men. (Crawling Under A Broken Moon Compilation)
Chorister Spectral: See Ghost Spectral Chorister.
Chrono Zombie: See Zombie Chrono.
Cihuateteo: Cihuateteo is the name given by superstitious barbarians in the lands south of Umerica to corpses reanimated by a faulty nanovirus developed in the 21st century. Characters that suffer damage from both the Cihuateteo’s claw and Cognitive Distortion attack must make a DC 10 Will save. Failure means that the character is a carrier of the mystic disease and will become a Cihuateteo themselves in 27.3 days unless the nanovirus is purged from the blood. Each day for the next two weeks, persons in close contact must make a DC 5 Fort save to see if the nanovirus invades their bodies. Failure means the person will become a carrier as well. (Crawling Under A Broken Moon Compilation)
Cloud Ossuary: See Ossuary Cloud.
Coffee Animated Ghoul: See Ghoul Coffee Animated, Caffeinated Corpse.
Corn Husk Doll Animated: See Animated Corn Husk Doll.
Corpse: See Wrath, Burnie “Corpse” Grinder, Corpse Grinder.
Corpse Animated: Least among the intentionally created un-dead, animated corpses are normally made from local peasants who have somehow irritated a dark wizard. (Sanctum Secorum Appendix N(ightmares))
Corpse Caffeinated: See Ghoul Coffee Animated, Caffeinated Corpse.
Corpse Gem-Fueled: It is possible for a wizard to grant an animated corpse greater power via the placement of phlogistanically charged gemstones. (Sanctum Secorum Appendix N(ightmares))
Corpse Grinder: See Wrath, Burnie “Corpse” Grinder, Corpse Grinder.
Corpse NecroTech Enhanced: See Wight Power Lesser, NecroTech Enhanced Corpse.
Corpse Ooze: If a living being dies inside a consuming ooze it gets reanimated into an ooze corpse after 1d30 minutes. (Sanctum Secorum Appendix N(ightmares))
Corpsenado: The Corpsenado is a sentient funnel cloud of rageful, anti-life energy whose goal is to scour the life from the surface of whatever plane of existence they inhabit. (Crawling Under A Broken Moon Compilation)
Court Skeleton: See Skeleton Court.
Created Zombie: See Zombie Created.
Cryo-Lurker: The ancient practice of cryogenics left untold numbers of individuals (or their heads) encapsulated and frozen. Some were soldiers kept on ice for times of war, others were travelers whose journey ended in the lost luggage bin, and there were those sleeping until the promise of a new future to revive them. That future never came, but the incursions from the plane of Eternal Unrest have reanimated their frozen and mutated forms, fulfilling their desires by way of un-death. (Twisted Menagerie Manual)
Cryo-Lurker Brute: ?
Cryo-Lurker Buckethead: Unable to afford the full cryogenic treatment, the buckethead was still a very determined person in their past life. Their determination and force of will is what keeps them going, even now. A severed head carried in a receptacle (often merely a steel bucket) the buckethead is far from defenseless. (Twisted Menagerie Manual)
Cryo-Lurker Cryoslime: When the physical form of the cryogenically frozen cannot stand the strains of the change, it collapses into a 10’x10’ puddle of frozen, malevolent ooze. (Twisted Menagerie Manual)
Cryo-Lurker Frost-Burned: ?
Cryoslime Cryo-Lurker: See Cryo-Lurker Cryoslime.
Crystalline Un-Dead: See Un-Dead Crystalline.
Cyber Ghoul: See Ghoul Cyber.
Cyber Shepherd: See Lich Robo-Lich, Cyber Shepherd.
Cyberdead: Create Cybomination spell. (Umerican Survival Guide, Delve cover (DCC))
Damaris: See Vampire Bride of Blood, Damaris.
Damned Banshee: See Banshee Damned.
Damned Skeletal Army: See Skeletal Army Damned.
Dead Hungry: See Hungry Dead.
Death-Dealer: ?
Deceptiguard: ?
Demilich, Rj’Nimajneb~Yor: ?
Demon Gray: Reanimated through the power of sheer hatred and filled with unimaginable strength, these creatures lurk in jungles near the sites of forgotten temples and palaces. (Sanctum Secorum Appendix N(ightmares))
Demon-Saur: The desperate demons of Yoz, seeking vengeance against the voidlings (and soon, against each other), inscribed the demon-saur bones with terrible runes and assembled them into creaking, un-dead war-machines. (2017 Gongfarmers Almanac 1)
Demon-Saur Ankyslosaurus: ?
Demon-Saur Gigantosaur: ?
Demon-Saur Raptor: ?
Demon-Saur Spinosaurus: ?
Demon-Saur Stegosaurus: ?
Demon-Saur Triceraptops: ?
Demon-Saur Tyrannosaurus: ?
Demut: See Ghost, Demut.
Desiccated Lover: ?
Dire Wolf Undead: See Undead Dire Wolf.
Doll Corn Husk Animated: See Animated Corn Husk Doll.
Drenched: During the Times of the Ancients, mutations were nonexistent (or at most, rare), and thus many experiments were performed to try to alter and improve humanity’s genome. One such experiment was Operation Deep Six, an attempt to biologically introduce the ability to breathe underwater. The secret experimental laboratory was disguised as a nondescript oil-drilling derrick located in the gulf, where scientists could conduct their underwater research away from prying eyes. After years of genetic manipulation of a captive Architeuthus dux (giant squid), the Deep Six scientists cultivated a small squidlike creature capable of bestowing waterbreathing on a human subject. If the subject held the creature’s larvae in the mouth and allowed it to attach itself to the subject’s soft palate, the creature extracted breathable oxygen from the water for the subject, allowing them to function underwater. Although the experiments were promising, the researchers were unaware of another mutational effect: all those who underwent the process were now in metaconcert with each other and mind-linked to the host “parent”, which was now becoming overwhelmed with each new “voice” in its primitive brain. Enraged, the giant squid (nicknamed “The Sea-wraith”) broke loose from its captors and sent its mind-controlled thralls into the underwater research facility. Its minions forced the panicked scientists to join the hive-mind by dragging them into the seas, where they could either drown or accept one of the larva offspring, letting them live but as yet another mindless drone. (Dead In The Water (MCC RPG))
Dwarf Spoil: See Spoil Dwarf.
Eddie: ?
Elahi the War Witch: See Mummy, Elahi the War Witch.
Eldoris: See Vampire Bride of Blood, Eldoris.
Elf Wraith: See Wraith Elf.
Enchanted Staff: See Bronze-Handed Pharaoh, Staff, Enchanted Staff.
Endoskeleton: These are the robotic endoskeletons of former cyborgs who had their skins burned off as punishment for their evil. (2017 Gongfarmers Almanac 1)
Engine of Vengeance Undead: See Wraith Rider, Undead Engine of Vengeance.
Enthralled: A shadow land of grey twilight, the Forest of Nedra exists between states of reality, filled with objects both half-formed and those seemingly etched into the fabric of creation itself. The forest does not have a permanent location, but instead slowly resolves throughout time in ancient groves as a spreading blight that acts as a gateway from the mortal world to the demesne of the chaos lords. Evil rumors of shades and fey magic carry into those lands the forest comes to border, and creatures captured and enthralled by its spreading gloom move and act with a dull, lifeless animation. (2017 Gongfarmers Almanac 2)
Ento-Morlock, Insect-Ghoul Hybrid: At a moment when the party faces total destruction, Akhen-Am-Set draws the PCs’ souls/spirits/anima into a metaphysical limbo and there offers them undeath as an alternative to true death. (Dungeon Crawl Classics #80: Intrigue at the Court of Chaos)
If the PCs agree to serve Akhen-Am-Set, she teleports them to an underground desert tomb where they find blood-red clay sarcophagi, one for each PC and molded in their likenesses. The sarcophagi are perforated with thousands of small holes. The PCs lie in the sarcophagi and Akhen-Am-Set levitates the heavy lids into place. The PCs are not completely entombed as the perforations allow in light and air. But these holes are designed to admit something else: insects. The living mass at Akhen-Am-Set’s feet swarms into the sarcophagi and envelops the PCs. Hundreds of venomous insects administer stings that numb the PCs’ bodies and perceptions. The PCs’ deaths follow quickly, but they experience no sensation of it … (Dungeon Crawl Classics #80: Intrigue at the Court of Chaos)
Akhen-Am-Set raises the PCs as “ento-morlocks” – insect-ghoul hybrids – which gives them advantages in the arena. (Dungeon Crawl Classics #80: Intrigue at the Court of Chaos)
Erasmus Cordwainer Blood: See Vampire, Erasmus Cordwainer Blood.
Esselglam: See Ghost, Esselglam.
Facious the Lich King: See Lich, Facious the Lich King.
Familiar Rat Skeletal: See Skeletal Rat Familiar.
Familiar Skeletal Rat: See Skeletal Rat Familiar.
Fate Raven Giant Undead: See Undead Giant Fate Raven.
Faustine: See Vampire Bride of Blood, Faustine.
Fembot: ?
Fiend in the Pit: Near the back of this cell is a now-undead serial killer, whose transgressions in life eventually brought him here to wither and die for his heinous crimes. (2017 Gongfarmers Almanac 2)
Fire Breathing Zombie Rodents: See Zombie Rodents Fire Breathing, R.A.T.S., Rodents of Abnormal Talent and Size.
Fire Warrior: ?
First Among Liches: See Lich, Afgorkon, First Among Liches.
Flaming Skeleton: See Burned Heretic, Flaming Skeleton.
Flying Head: The ladies-in-waiting were once attendants of Lady Ilse. The Mad Prince had them beheaded and their heads secreted away. (Dungeon Crawl Classics #82: Bride of the Black Manse)
Fright of Ghosts: See Ghost Fright of Ghosts.
Frost-Burned Cryo-Lurker: See Cryo-Lurker Frost-Burned.
Gage Vintner: See Gourd Puppet, Gage Vintner.
Gage Vintner: See Spirit, Gage Vintner.
Gary: See Skeletal Warrior, Gary.
GAWBYCAID Within Host Cyber Ghoul: ?
Gem-Fueled Corpse: See Corpse Gem-Fueled.
Ghast: Wand of a Thousand Punishments activation critical success. (2015 Gongfarmer's Almanac 1-6)
Ghastrista: See Ghoul Coffee Greater, Ghastrista.
Ghost: Ghosts are the spirits of the dead who cannot rest. (Dungeon Crawl Classics RPG)
Despite their hostility, each ghost has its own reasons for retaining life in un-death, and yearns to be put to rest. (Dungeon Crawl Classics RPG)
The ghost was murdered violently and yearns to avenge its death. (Dungeon Crawl Classics RPG)
The ghost was buried apart from its spouse and wishes to be reunited with him or her. (Dungeon Crawl Classics RPG)
The ghost died searching for its child. (Dungeon Crawl Classics RPG)
The ghost was killed on a religious pilgrimage to a sacred location. (Dungeon Crawl Classics RPG)
The ghost died in search of a specific object. (Dungeon Crawl Classics RPG)
The ghost died on a mission for a superior. The nature of this mission could be military (e.g., to invade a nearby fort), religious (e.g., slay a vampire or convert a certain number of followers), civilian (e.g., carry a signed contract to a neighboring king), or something else. (Dungeon Crawl Classics RPG)
It died (1d4) (1) naturally of old age, (2) in a terrible accident, (3) bravely in combat, (4) violently and seeks revenge. (Dungeon Crawl Classics RPG)
This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. (Dungeon Crawl Classics #74: Blades Against Death)
Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment). (Dungeon Crawl Classics #74: Blades Against Death)
Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead. (Dungeon Crawl Classics #74: Blades Against Death)
If unconscious PCs are left behind, the ghosts converge on them. The PC must immediately begin to make a DC 10 Fort save each round. On a failed save, the PC perishes and rises in 1d4 rounds as a ghost. (Dungeon Crawl Classics #88.5: Curse of the Kingspire)
You are a tortured soul, cursed to live beyond the grave. You have returned from the next world to seek revenge or atonement for your past life. (2015 Gongfarmer's Almanac 1-6)
Animate Dead spell 32+. (Dungeon Crawl Classics RPG)
Book of the Dead spell. (Dungeon Crawl Classics #81: The One Who Watches From Below)
Un-Dead Crit 30+. (Dungeon Crawl Classics RPG)
Ghost, Brandolyn Vintner: About 150 years ago, the elven artisan Lotrin Whitegrass, despite being betrothed to elven nobility, fell in love with the young, beautiful, and also-married human Brandolyn Vintner. Brandolyn, wife of the successful vigneron and wine maker Gage Vintner, attempted to keep the affair a secret but was eventually discovered by her husband. Enraged at her deception—and appalled at the thought of his wife coupling with an elf—Gage overpowered Brandolyn, and crushed her to death in his wine press. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red)
The decades passed and Gage Vintner eventually died with his murderous secret intact, but forbidden love, murder, and treachery have a strange way of resurfacing, demanding their malfeasance not be forgotten. Over a century after his death, Gage’s crypt was violated by Samhain the Corpse Harvester, a semi-sentient subterranean parasite that burrows into coffins and crypts and agglutinates limbs from corpses to form its own mass. Disturbing Gage’s evil bones ignited a spiritual conflagration, tearing the ethereal fabric that separates the living and the dead. Gage’s spirit began manipulating Samhain to inflict more spiteful destruction, thereby awakening Brandolyn’s soul, somehow still trapped in the device where her life was snuffed out. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red)
Ghost, Demut: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse)
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse)
Ghost, Esselglam: ?
Ghost, Ilse: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse)
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse)
Ghost, Joseph: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse)
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse)
These phantoms are the spirits of Josef and Matias sacrificed by Lady Ilse on the night of the great summoning. (Dungeon Crawl Classics #82: Bride of the Black Manse)
Ghost, Jost: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse)
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse)
Ghost, Kethe: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse)
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse)
Ghost, Lady Ursula: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse)
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse)
Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere. (Dungeon Crawl Classics #82: Bride of the Black Manse)
Ghost, Lifthrasir the Enchantress: Lifthrasir the Enchantress, like most of her spellcasting
ilk, spent her life in the pursuit of power, pillaging forgotten ruins for ancient incantations and delving into forbidden vaults to pry grimoires from their previous owners’ long-dead hands. But unlike many of her brethren, Lifthrasir was driven by the urge to create rather than destroy, and pursued arcane lore so she might inscribe her legend in the annals of history. She dreamed of crafting an object of magical power that would persist after her death and carry her name down the long roads of history. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)
Unfortunately for Lifthrasir, dreams do not always come true and the required knowledge to create such an artifact long escaped her. As is wont to occur with wizards, her goal became a drive, and her drive became an obsession, leading her to take measures best avoided by rational beings. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)
Calling up a potent infernal power, Maalbrilmorg the Hell Smith, Lifthrasir bargained with the evil crafter to acquire the incantations she required. Lifthrasir was not completely overwhelmed by her obsession, however, and succeeded in inserting a loophole in her contract with the Hell Smith: If she accomplished her goal before a year and a day passed, Maalbrilmorg could lay no claim upon the sorceress. Unbeknownst to Lifthrasir—but known by the demon-smith who sensed the illness growing—Lifthrasir was dying, the victim of a subtle, but highly malignant magical cancer the sorceress had unwittingly acquired as spell corruption. Maalbrilmorg easily agreed to the condition, knowing the sickness would claim Lifthrasir before she could finish her task. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)
What Maalbrilmorg could not predict was Lifthrasir’s tenacity. The cancer killed the enchantress eleven months from the day of their agreement and the Hell Smith arrived to claim his due. The demon was nonplussed to discover Lifthrasir’s soul still determined to complete her work. Now lingering as a ghost, Lifthrasir cannot be reaped by Maalbrilmorg until the time limit of their bargain expires. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)
Lifthrasir’s dedication to the goal was so strong she persisted as a ghost after her death. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)
Ghost, Matias: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse)
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse)
These phantoms are the spirits of Josef and Matias sacrificed by Lady Ilse on the night of the great summoning. (Dungeon Crawl Classics #82: Bride of the Black Manse)
Ghost, Pansy Roane: In time, the serpent-men’s demands grew and ultimately Pansy and her unborn child paid the price for Wade’s pride and avarice. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
When Wade Roane killed his wife, he concealed her body in this root cellar, walling up the corpse behind the old stone walls. Interred in this crude grave, Pansy’s ghost has been unable to rest and only the discovery of its body and subsequent burial in a churchyard will end its un-dead existence. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
Back in my Granny’s time, there t’was a couple that ran the grist mill on Pigsaw Creek. They t’were Pansy and Wade Roane, happy a pair as you ken. Pansy t’was kindling a young ‘en, tis said, and ol’ Wade t’was happy as a hog in slop at the thought of being a proud poppa. But tragedy, as it t’will do here in the hills, well it paid a visit to ‘em. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
The spring thaw swelled the creeks and rivers that year, and the Pigsaw overflowed its banks. Pansy t’was coming back to the mill from temple and it’s said she misstepped along the creek banks and fell into the swollen waters. No one saw Pansy go in, but they a’heard her screams all the way back in town. That t’was the last time anyone heard from Pansy… alive anyway. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
Breath. Breath. At long last, I have breath to speak. Breath to tell my tale and utter the secrets my husband wished hidden. Breath to declare his shame and his blasphemy. Breath to warn the living of a horror that lurks among them unnoticed. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
Wade was a petty man, a cowardly man. He concerned himself more with what strangers thought of his fortunes than what I, his own wife, did. When the mill began to fail, Wade grew frantic, fearful he’d be seen as a failure by the people of Holler Hollow. That is what doomed him … and me. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
Something met with Wade in the old caves under our lands. A creature from another, older time. A thing that should have crawled, yet walked like a man. That creature promised Wade a fortune in return for unspeakable service. My craven husband agreed all too readily, sealing the fate of both his wife and unborn child. He murdered me at the behest of that creature and sealed my bones in the root cellar’s wall. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
Ghost, Sabian: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse)
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse)
Ghost, The Nun: ?
Ghost, The Priest: ?
Ghost Banshee, Moira the Fishwife: A scant twenty years of age, Moira was already a mother when Ratvik the Mad stole her away. When she refused to join his court, Ratvik had her burned alive. With smoke searing her lungs, Moira cursed Ratvik to eternal un-death before succumbing to the flames and becoming un-dead herself. (Dungeon Crawl Classics #74: Blades Against Death)
This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. (Dungeon Crawl Classics #74: Blades Against Death)
Ghost Blue Phantasm: ?
Ghost Bone: Bone ghosts are created when a wizard, aspiring to become a lich in his afterlife, steals a bone from a recently-deceased individual and uses it in an arcane ritual. The wizard who took the bone may or may not have completed his transformation into a lich, but he still has possession of the dead man’s bone. The spirit of the recently deceased whose bone is defiled is forever doomed to walk the earth as a bone ghost, unless his missing bone can be returned to him. (Sanctum Secorum Appendix N(ightmares))
Ghost Fright of Ghosts: ?
Ghost Light: Personality 0 from a Ghost Light's Soulburn leads to death and returning as a Ghost Light. (Sanctum Secorum Appendix N(ightmares))
Ghost Mindless: This cave was once used to bury evil chaos warriors from a bygone age. Now their ghosts have been awakened by the evil energies of the cult, and they wait here to attack interlopers. (Dungeon Crawl Classics #68: People of the Pit)
They have been awakened by the cult’s supernatural activities and are not inherently intelligent of their own accord. (Dungeon Crawl Classics #68: People of the Pit)
Ghost of Moonricket Bridge: ?
Ghost Spectral Chorister: ?
Ghost Truck, Phantasmal Semi: ?
Ghostly Scrivener: See Phantom Scrivener, Ghostly Scrivener.
Ghoul: A ghoul is a corpse that will not die. Granted eternal locomotion by means of black magic or demoniac compulsion, these un-dead beasts roam in packs, hunting the night for living flesh. (Dungeon Crawl Classics RPG)
A creature killed by a ghoul is usually eaten. (Dungeon Crawl Classics RPG)
Those not eaten arise as ghouls on the next full moon unless the corpse is blessed. (Dungeon Crawl Classics RPG)
Smaller ghouls of 1 HD or less are formed from the corpses of goblins or kobolds, and larger ghouls of up to 8 HD are formed from the corpses of ogres, giants, bugbears, and such. (Dungeon Crawl Classics RPG)
A creature killed by a ghoul is usually eaten. Those not eaten arise as ghouls on the next full moon unless the corpse is blessed. (Dungeon Crawl Classics #96: The Tower of Faces)
Animate Dead spell 32+. (Dungeon Crawl Classics RPG)
Book of the Dead spell. (Dungeon Crawl Classics #81: The One Who Watches From Below)
Un-Dead Crit 30+. (Dungeon Crawl Classics RPG)
Ghoul Angel: ?
Ghoul Coffee Animated, Caffeinated Corpse: Raised by pouring a rare brew of ManaJava into a corpse’s mouth, these undead will only be animate for a short time unless they get more coffee … and they know it. (Crawling Under A Broken Moon Compilation)
Raise Mocha ManaJava. (Crawling Under A Broken Moon Compilation)
Ghoul Coffee Greater, Ghastrista: ?
Ghoul Cyber: After the great Search Engine War, the victorious search algorithm sent its web crawlers out to explore the last great frontier, the living brain. As the crawlers entered human minds and drained them of information, the search engine learned to keep the host bodies alive, fueling them by feeding off of other living targets – incidentally allowing the algorithm to spread. (Twisted Menagerie Manual)
Easily recognized by their twitching, shuddering gait and the wires that protrude from their flesh, cyber ghouls are far from common un-dead. Unlike traditional un-dead which are fueled by dark necromantic energies from vile dimensions and unholy powers, cyber ghouls are more correctly the “un-living”. While their host bodies may be technically dead, stolen thoughts and electrical impulses keep their muscles moving and their thoughts coursing through diseased minds. (Twisted Menagerie Manual)
Any intelligent creature may be transformed by the cyber ghouls and instances of larger ghouls of up to 10d5 HD are known to exist. (Twisted Menagerie Manual)
As part of their bite attack, cyber ghouls pull the memories from their victims. Each bite permanently drains 1 point of Intelligence and for every 5 points of lost Intelligence the victim also loses 1 level of experience. Victims drained to 0 Intelligence or below 0-level are infected with the World Crawler AI and transform into cyber ghouls. (Twisted Menagerie Manual)
Ghoul Lacedon, Water-Dwelling Ghoul: Animate Dead spell 32+. (Dungeon Crawl Classics RPG)
Ghoul Lay: See Zombie Monk of the Cyberhive, Zombie Monk, Lay Ghoul.
Ghoul Serpent: The ghouls seem to shift about in their gray, lifeless skins. Indeed, the once-human form is merely a husk. Each ghoul is in process of molting into its true form. Damaging the ghoul speeds this process along, shearing away the ghoul’s skin, arms, legs, and head, revealing a large humanoid-headed snake hidden within the ghoul’s belly. (Dungeon Crawl Classics #66.5 Doom of the Savage Kings)
“Slaying” the ghoul frees the molting serpent. The snake-thing erupts from the corpse’s belly, striking out with long fangs. (Dungeon Crawl Classics #66.5 Doom of the Savage Kings)
Ghoul Silver: The third pool shimmers with a silver light. Any living creature touching the placid waters recovers 1d20 [10] hit points and gains +1 point of Luck. (This effect can take place but once per character.) (Goodman Games 2019 Yearbook: Riders on the Phlogiston)
If a slain creature comes into contact with the waters, it immediately animates into a hellish, silvery ghoul that lunges to attack. (Goodman Games 2019 Yearbook: Riders on the Phlogiston)
Worse, due to the spray of the cascading spoil, any creature slain in the chamber animates the following round and lunges to the attack. (Goodman Games 2019 Yearbook: Riders on the Phlogiston)
Ghoul Tomb: Any human that dies within the Tomb of Ulfheonar is cursed to rise as a tomb ghoul within 2d14 rounds. (Dungeon Crawl Classics #66.5 Doom of the Savage Kings)
The tomb ghouls are animated by the spirit of the serpent mound and cannot leave the mound. (Dungeon Crawl Classics #66.5 Doom of the Savage Kings)
The foul bite of a ghoul serpent inflicts necrosis; a victim must succeed on a DC 5 Fort save or take an additional 1 hp per hour as the dying flesh rapidly rots. The necrosis continues until the original wound is magically healed or the target dies (rising as a tomb ghoul upon the following dusk). (Dungeon Crawl Classics #66.5 Doom of the Savage Kings)
Ghoul Water-Dwelling: See Ghoul Lacedon, Water-Dwelling Ghoul.
Giant Undead Fate Raven: See Undead Giant Fate Raven.
Gigantosaur Demon-Saur: See Demon-Saur Gigantosaur
Gray Demon: See Demon Gray.
Gretna: See Vampire Bride of Blood, Gretna.
Grey: Agents of the Demi-Lich, these un-living forms comprise that sliver of a soul each has to give up to be able to leave the pass un-cursed. (2015 Gongfarmer's Almanac 1-6)
Greys who gather 5 luck points may duplicate themselves by mitosis as a free action, creating a duplicate Grey at full health. (2015 Gongfarmer's Almanac 1-6)
Gribb-Kith Mummy: See Mummy Gribb-Kith.
Gourd Puppet: To defend itself, Samhain will animate a gourd puppet out of the bones of Gage (and potentially others) using bodies harvested from the crypts above. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red)
Gourd Puppet, Gage Vintner: To defend itself, Samhain will animate a gourd puppet out of the bones of Gage (and potentially others) using bodies harvested from the crypts above. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red)
Gourd Puppet, Margrite Vintner: ?
Grady: See Spirit Lingering, Squire Grady.
Greater Charm Spirit: See Spirit Charm Greater.
Greater Coffee Ghoul: See Ghoul Coffee Greater.
Greater Power Wight: See Wight Power Greater, Reanimatronic Juggernaut Intellectual.
Greater Spirit Charm: See Spirit Charm Greater.
Grinder Burnie: See Wrath, Burnie “Corpse” Grinder, Corpse Grinder.
Gruesome Lover: See The Gruesome Lover.
Guile Pile: See Parts Pile Guile Pile.
Hag of Hecate: ?
Halfling Skeleton: See Skeleton Halfling.
Hand Phantom Skeletal: See Phantom Skeletal Hand.
Hand Reanimated Severed: See Reanimated Severed Hand.
Hand Skeletal Phantom: See Phantom Skeletal Hand.
Hant: Transparent spirits that emit a frigid aura of air, the “Hants” in the Deep Hollows are the un-dead spirits of the original inhabitants of the valleys. Slain in the lunar catastrophe that destroyed Luhsaal and decimated their civilization, some still cling to their homeland in the afterlife, attempting to drive away those who would settle in their wake. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
HARI: HARI, an artificial intelligence designed long ago to be a Human And Robot Interface. After HARI went offline in his first life, he found himself here, in charge of punishing wicked robot souls (if asked who assigned him this task, he enigmatically answers, “I did”). (2017 Gongfarmers Almanac 1)
Haunt: ?
Head Flying: See Flying Head.
Headless Horseman: A hag of an evil coven had responded to the dying curse. She took Aennwyn by surprise, and tricked Wulffhard by magic on his arrival. With the two lovers bound by magic sleep, she started to proceed with a spell of her own: She began to reanimate the body of Urgmer, to make him the true headless horseman. (The Headless Horseman)
Headless Lady: The ladies-in-waiting were once attendants of Lady Ilse. The Mad Prince had them beheaded and their heads secreted away. (Dungeon Crawl Classics #82: Bride of the Black Manse)
Heap Skeletal: See Skeletal Heap.
Heretic Burned: See Burned Heretic, Flaming Skeleton.
Hobb Phantom: See Phantom Hobb.
Hoppard, Becky Til: See Un-Dead Witch, Becky Til Hoppard.
Horned Skeleton: See Skeleton Horned.
Horror Skeletal Un-Dead: See Un-Dead Skeletal Horror.
Horseman Headless: See Headless Horseman.
Human/Serpent Hybrid Barrow Bones: See Barrow Bones Human/Serpent Hybrid.
Hungry Dead: ?
Hybrid Human/Serpent Barrow Bones: See Barrow Bones Human/Serpent Hybrid.
Hybrid Insect-Ghoul: See Ento-morlock, Insect-Ghoul Hybrid.
Ilse: See Ghost, Ilse.
Incorporeal Undead: See Undead Incorporeal, Undead Non-Corporeal.
Ink Wraith: See Wraith Ink.
Insect-Ghoul Hybrid: See Ento-morlock, Insect-Ghoul Hybrid.
Isadora: See Vampire Bride of Blood, Isadora.
Janitor Lesser Power Wight: See Wight Power Lesser Janitor.
Janitor Power Wight Lesser: See Wight Power Lesser Janitor.
Janitor Wight Power Lesser: See Wight Power Lesser Janitor.
Jester: See The Jester.
Joseph: See Ghost, Joseph.
Jost: See Ghost, Jost.
Juju Zombie: See Zombie Juju.
Junkyard Spirit: See Spirit Junkyard.
Keeper Large Car Autogiest: See Autogiest Keeper Large Car.
Kethe: See Ghost, Kethe.
Killer Skull: See Skeleton Warrior, Killer Skull.
Lacedon: See Ghoul Lacedon, Water-Dwelling Ghoul.
Lady Baethor Liis: Driven by the love of her children, the matriarch of house Liis is returning to life. (Dungeon Crawl Classics #82: Bride of the Black Manse)
Lady Headless: See Headless Lady.
Lady Ursula: See Ghost, Lady Ursula.
Lady Wight: See Wight Lady.
Large Car Custom Autogiest: See Autogiest Custom Large Car.
Large Car Keeper Autogiest: See Autogiest Keeper Large Car.
Large Skeleton: See Skeleton Large.
Lay Ghoul: See Zombie Monk of the Cyberhive, Zombie Monk, Lay Ghoul.
Leaky: After a long life spent as a glorified transport for smarter AIs, Leaky is enjoying letting his new authority in the Abyss go to his head. (2017 Gongfarmers Almanac 1)
Lesser Charm Spirit: See Spirit Charm Lesser.
Lesser Power Wight: See Wight Power Lesser.
Lesser Spirit Charm: See Spirit Charm Lesser.
Lich: Among the followers of Eldrak of the Seven Hells, the most powerful and corrupt of wizards may be offered the opportunity to become a lich. Their mummified corpses are infused with the raw stuff of magic, and they rise again in a state of un-death, to observe the slow passage of eternity and to continue working their will upon the world. (Sanctum Secorum Appendix N(ightmares))
Animate Dead spell 36+. (Dungeon Crawl Classics RPG)
Lich, Afgorkon, First Among Liches: ?
Lich, Annanita the Fashion Lich: ?
Lich, Facious the Lich King: ?
Lich Astroliche: ?
Lich Robo-Lich, Cyber Shepherd: Reputedly crafted from deceased magic users, a robo-lich is a grizzly fusion of corpse and robot. They appear to be highly cybernetically augmented, semi-skeletal cadavers cut off at the waist and grafted onto tank tread platforms they use to move about. The lower left arm is replaced with a small plasma cannon and the right with a wicked looking robotic combat claw. (Twisted Menagerie Manual)
The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being. (Umerican Survival Guide, Delve cover (DCC))
The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics. (Umerican Survival Guide, Delve cover (DCC))
Lich Shogun: ?
Lich Wizard 5, Skull-Or: Skull-Or was once a powerful and corrupt wizard-hero of Aetheria who cared only for personal power and advancement. Decades ago, the Masters of Aetheria took captive the evil wizard and imprisoned him in the bowels of Castle Oldskull where he learned the castle’s secret: it fed off the energies of spellcasters and lied to its heroes. The wizard escaped but had little strength left in his bones. Dying on the fields of the Dark Lands, the wizard called out to Sezrekan who extended the wizard’s life in exchange for the secrets of Castle Oldskull. The wizard rose again as the lich Skull-Or, pledging to deliver the castle into the hands of his patron ... and then destroy it. (Crawling Under A Broken Moon Compilation)
Lifthrasir the Enchantress: See Ghost, Lifthrasir the Enchantress.
Light Ghost: See Ghost Light.
Liis, Lady Baethor: See Lady Baethor Liis.
Limb Bot Severed: See Severed Bot Limb.
Lingering Spirit: See Spirit Lingering.
Living Stain: However, searching this area puts the PCs in range of the Living Stain, a sentient mixture of wine sediment and malevolent spirit spawned from the recent hauntings. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red)
Lover Desiccated: See Desiccated Lover.
Lover Gruesome: See The Gruesome Lover.
Mad Wraith: See Wraith Mad.
Man Chilly: See Chilly Man.
Man-at-Arms: Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere. (Dungeon Crawl Classics #82: Bride of the Black Manse)
Manager Project Undead: See Revenant Business, Undead Project Manager.
Mannekill: Corpses that are mostly intact are dragged to the fitting rooms for conversion. (Crawling Under A Broken Moon Compilation)
The Fitting Rooms: This area smells faintly of burnt plastic and chemicals. Each of the fitting booths have been set up with full body moulds for embalming a body and coating it with plastic. (Crawling Under A Broken Moon Compilation)
Margrite Vintner: See Gourd Puppet, Margrite Vintner.
Matias: See Ghost, Matias.
Mechanic: See Autogiest Custom Large Car, The Mechanic.
Medium Skeleton: See Skeleton Medium.
Melting Zombie: See Zombie Melting.
Mindless Ghost: See Ghost Mindless.
Mindless Un-Dead: See Un-Dead Mindless.
Minion Vehicle: Autogeist Animate Minions power. (Twisted Menagerie Manual)
Mnom-Mothot: See Mummy, Mnom-Mothot.
Mocking Shade: See Shade Mocking.
Moira the Fishwife: See Ghost Banshee, Moira the Fishwife.
Monk of the Cyberhive Zombie: See Zombie Monk of the Cyberhive, Zombie Monk.
Monk Zombie: See Zombie Monk of the Cyberhive, Zombie Monk.
Monster Zombie: See Zombie Monster.
Moonricket Bridge Ghost: See Ghost of Moonricket Bridge.
Mummified Toad: Originally intended to house the elite faithful of the cult’s adherents, its limited numbers and their proclivity in slothfulness meant that only two were ever interred here. This is good news for the adventurers, as the unholy power of Schaphigroadaz has reanimated their remains in strange forms. Two rounds after the party enters this chamber, two of the niches’ doors crash to the floor and mummified toads spring out. (Dungeon Crawl Classics #77: The Croaking Fane)
Mummy: Draped in funereal wraps with misshapen lumps of preserved flesh shifting within, the mummy is a corpse preserved into un-death by strange oils, dangerous spices, and unknowable chants. (Dungeon Crawl Classics RPG)
For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like. (NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM)
Animate Dead spell 32+. (Dungeon Crawl Classics RPG)
Mummy, Elahi the War Witch: Centuries under the thrall of the jewel after being burned at the stake, has transformed Elahai from a powerful witch into a powerful mummy. (2015 Gongfarmer's Almanac 1-6)
Mummy, Mnom-Mothot: ?
Mummy Gribb-Kith: ?
Mummy Xeno-Mummy: Aliens from beyond the grave stalk the nights of Umerica. Their corpses animated by unknown energies within their wrappings, xeno mummies are puppeteered by their funerary dressings in an effort to collect the energies required to maintain their preservation fields. (Twisted Menagerie Manual)
The humanoid shapes of this long dead alien species are preserved within strange mylar-ic wrappings. Covered from oblong head to pointed toe in alien glyphs and scrawls, these creatures give off a faint, blue luminescence visible at 20 feet. Whatever strange funerary rites these aliens undergo leaves their blackened, husk-like faces exposed to the air and their shark-like mouths hanging open (when not actively tearing the flesh of a victim). (Twisted Menagerie Manual)
Necrosaur: As one of the Oblivion Syndicate’s greatest warriors, this H’Grungthorr was chosen by the evil Perilous Couple to receive the most profane blessings of their death-cult. Now, H’Grungthorr has been transformed into a ferocious, thanatos-powered, life-hating warrior known as THE NECROSAUR. (2016 Gongfarmer's Almanac 1-8)
NecroTech Enhanced Corpse: See Wight Power Lesser, NecroTech Enhanced Corpse.
Non-Corporeal Undead: See Undead Incorporeal, Undead Non-Corporeal.
Nun: See Ghost, The Nun.
Nurse Greater Power Wight: See Wight Power Greater Nurse.
Nurse Power Wight Greater: See Wight Power Greater Nurse.
Nurse Wight Power Greater: See Wight Power Greater Nurse.
Ogre Zombie: See Zombie Ogre.
Ooze Corpse: See Corpse Ooze.
Ophelia: See Vampire Bride of Blood, Ophelia.
Ossuary Cloud: ?
Owl Soul: See Soul Owl.
Ox-Headed Barrow Bones: See Barrow Bones Ox-Headed.
Pansy Roane: See Ghost, Pansy Roane.
Parts Pile, Swarm of Reanimated Parts: ?
Parts Pile Guile Pile: ?
Patricia: See Vampire Bride of Blood, Patricia.
Petrol Zombie: See Zombie Petrol.
Phagent: Phagents worshipped Pestilence in life and now serve her in death by spreading death and disease. (Foe Folio)
If a creature’s Stamina is reduced to 0 by a phagent, they become a phagent in 2d6 turns. Any Stamina loss by a Phagent returns at 1 point per day of complete rest. (Foe Folio)
Phantasm: ?
Phantasm Blue: See Ghost Blue Phantasm.
Phantasmal Semi: See Ghost Truck, Phantasmal Semi.
Phantom: ?
Phantom Blue: This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. (Dungeon Crawl Classics #74: Blades Against Death)
Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment). (Dungeon Crawl Classics #74: Blades Against Death)
Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead. (Dungeon Crawl Classics #74: Blades Against Death)
Phantom Hobb: The uneasy spirits of the Hobb clan are trapped in Sour Spring Hollow, hungry and hateful. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
Phantom Scrivener, Ghostly Scrivener: This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. (Dungeon Crawl Classics #74: Blades Against Death)
Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment). (Dungeon Crawl Classics #74: Blades Against Death)
Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead. (Dungeon Crawl Classics #74: Blades Against Death)
Phantom Skeletal Hand: ?
Pharaoh Bronze-Handed: See Bronze-Handed Pharaoh.
Pharaoh's Skull: See Bronze-Handed Pharaoh, Pharaoh's Skull.
Plague Specter: See Specter Plague.
Plague Zombie: See Zombie Plague.
Portia: See Vampire Bride of Blood, Portia.
Power Wight: See Wight Power.
Power Wight Greater: See Wight Power Greater, Reanimatronic Juggernaut Intellectual.
Prejudged Soul: See Soul Prejudged.
Priest: See Ghost, The Priest.
Project Manager Undead: See Revenant Business, Undead Project Manager.
Puppet Gourd: See Gourd Puppet.
R.A.T.S.: See Zombie Rodents Fire Breathing, R.A.T.S., Rodents of Abnormal Talent and Size.
Rail Wraith: See Wraith Rail.
Raptor Demon-Saur: See Demon-Saur Raptor.
Rat Familiar Skeletal: See Skeletal Rat Familiar.
Ratvik the Mad: A scant twenty years of age, Moira was already a mother when Ratvik the Mad stole her away. When she refused to join his court, Ratvik had her burned alive. With smoke searing her lungs, Moira cursed Ratvik to eternal un-death before succumbing to the flames and becoming un-dead herself. (Dungeon Crawl Classics #74: Blades Against Death)
This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. (Dungeon Crawl Classics #74: Blades Against Death)
Rave Zombie: See Zombie Rave.
Raven Fate Giant Undead: See Undead Giant Fate Raven.
Reanimated Severed Hand: ?
Reanimatronic Juggernaut Intellectual: See Wight Power Greater, Reanimatronic Juggernaut Intellectual.
Reidmar: Long ago, Reidmar was a member of the Seelie Court. An aristocratic lord of his own faerie mound, Talla Aghmhor, or Happy Hall, indeed Reidmar’s personality was reflected in the name of his dwelling -- he was joyous, happy, and kind. (Angels, Daemons & Beings Between Volume 2: Elfland Edition)
Legend claims that during one evening of feasting, Talla Aghmhor was called upon by a wandering troubadour. The faerie minstral must have had darkness in his heart to sing a melancholy tale of fey lovers killed by internecine rivalry. Reidmar was furious that such an unhappy tale was told in his Joyous Court. Courtiers openly wept and the psychic shock took a deep hold on Reidmar as well. (Angels, Daemons & Beings Between Volume 2: Elfland Edition)
At that moment, the unending joy was somehow sundered in famed Talla Aghmhor. Some placed blame the undoing of Talla Aghmhor at the minstrel’s feet, suggesting that the act was malicious and planned by archrivals in the Unseelie Court. Others suggested that the happiness of the place flowed from its faerie king, Reidmar. Once his joyous reverie was broken, so too was Talla Aghmhor. (Angels, Daemons & Beings Between Volume 2: Elfland Edition)
The next evening all of Talla Aghmhor attempted to continue on as before. Reidmar feigned happiness but in secret was tortured by the death of the faerie lovers in the minstrel’s tale. In private, he began consulting spirits and sages to discover what happens to faeries when they die. Conventional wisdom indicated that faeries join the Unseelie Court upon death. Other tales were far worse, only suggesting that the fey’s soul dissolves and everyone forgets that the departed ever existed. (Angels, Daemons & Beings Between Volume 2: Elfland Edition)
This knowledge was too much for Reidmar. The possibility of turning to something so diametrically opposed to his own way of life gnawed at Reidmar’s fey soul. Unseelie faeries are cruel, evil and hateful. The alternate fate seemed even more excruciating - to be gone from all memory. (Angels, Daemons & Beings Between Volume 2: Elfland Edition)
Later a sorcerer of no mean skill was a guest at Talla Aghmhor. Deep in his cups and having consumed faerie wine, the sorcerer lost all propriety and told of magic that would stave off death forever. Reidmar wrung the secrets from the sorcerer with wine and promises, and later on, threats and torture. (Angels, Daemons & Beings Between Volume 2: Elfland Edition)
Armed with the arcane formulae, Reidmar set about to manifest its dark magicks at whatever the cost. It was all a success, but obtained at great cost. Reidmar has become everything he feared -- a withered skeletal faerie with rotting wings, glowing bones, clawed hands and black pits lit with evil energy where eyes used to be. He is now neither Seelie nor Unseelie. He exists as something altogether separate, his soul hidden away in a small iron chest. The absence of his soul renders him immune to the laws and traditions of the Faerie Courts. Death will not take him and the Faerie Courts fear him. (Angels, Daemons & Beings Between Volume 2: Elfland Edition)
Retainer Zombie: See Zombie Retainer.
Revenant: If a PC is slain while wearing the ring, and it is looted, his body will rise as a zombie-like revenant to recover the ring. (2017 Gongfarmers Almanac 7)
Any character who dies wearing the ring will rise as an un-dead being if the ring is subsequently taken. (2017 Gongfarmers Almanac 7)
Revenant Business, Undead Project Manager: The Business Revenant is a creature from the distant past. A human kept alive to complete a long forgotten project by advanced technology. (Crawling Under A Broken Moon Compilation)
Rider Wraith: See Wraith Rider, Undead Engine of Vengeance.
Rj’Nimajneb~Yor: See Demilich, Rj’Nimajneb~Yor.
Roaming Spirit: See Spirit Roaming.
Roane, Pansy: See Ghost, Pansy Roane.
Robo-Lich: See Lich Robo-Lich, Cyber Shepherd.
Robodemon: ?
Rockin' Wraith: See Wraith Rockin'.
Rodents of Abnormal Talent and Size: See Zombie Rodents Fire Breathing, R.A.T.S., Rodents of Abnormal Talent and Size.
Rodents Zombie Fire Breathing: See Zombie Rodents Fire Breathing, R.A.T.S., Rodents of Abnormal Talent and Size.
Sabian: See Ghost, Sabian.
Scrivener Ghostly: See Phantom Scrivener, Ghostly Scrivener.
Scrivener Phantom: See Phantom Scrivener, Ghostly Scrivener.
Semi Phantasmal: See Ghost Truck, Phantasmal Semi.
Seneschal: See The Seneschal.
Serpent Ghoul: See Ghoul Serpent.
Serpent Man Undead: See Undead Serpent Man.
Serpent/Human Hybrid Barrow Bones: See Barrow Bones Human/Serpent Hybrid.
Severed Bot Limb: The limbs have all been violently severed from the original robots’ bodies, leaving the limbs with an unstoppable desire to be reattached to anything moving. (2017 Gongfarmers Almanac 1)
Severed Hand Reanimated: See Reanimated Severed Hand.
Shadder: The creatures are shadders: former men cursed to be deformed and changed into abominable grotesques that can only be seen as dark outlines among the narrow cracks and crevices of the tunnel. (Goodman Games 2019 Yearbook: Riders on the Phlogiston)
Shade: ?
Shade Blast: Often mistaken for harmless “nuclear shadows” from the Great Cataclysm when holding still, these angry spirits are born from unfulfilled desires shattered by an early death at the hands of an atomic level explosion. The embittered soul reanimates the scorched shadow remnants of their body to torment those who are still alive. (Twisted Menagerie Manual)
Shade Mocking: ?
Shadow: In the hoary depths of the Nine Hells, vengeful lich lords send damnable vassals on mortal errands. Thus born is the shadow: a simple-minded un-dead that materializes in the crepuscular hours lit by neither sun nor moon. (Dungeon Crawl Classics RPG)
Die within one day per shot of Nexpresso taken. (Crawling Under A Broken Moon Compilation)
Animate Dead spell 32+. (Dungeon Crawl Classics RPG)
Book of the Dead spell. (Dungeon Crawl Classics #81: The One Who Watches From Below)
Shogun Lich: See Lich Shogun.
Silver Ghoul: See Ghoul Silver.
Silver Skull-Possessed Zombie: See Zombie Silver Skull-Possessed.
Silver Zombie: See Zombie Silver.
Skeletal Army Damned: ?
Skeletal Hand Phantom: See Phantom Skeletal Hand.
Skeletal Heap: Skeletal Heap spell. (2016 Gongfarmer's Almanac 1-8)
Skeletal Horror Un-Dead: See Un-Dead Skeletal Horror.
Skeletal Rat Familiar: ?
Skeletal Troubador: ?
Skeletal Warrior: You are a warrior of a bygone age, a casualty of a battle long-forgotten. You have been risen from your grave to fight once more by some foul necromancy, and you march on to battle without fear of death. (2015 Gongfarmer's Almanac 1-6)
Skeletal Warrior, Gary: Gary was an adventurer from bygone days but his success as one ended in the Space Needle as he and his group ran afoul of a powerful Necromancer. During Gary’s resurrection something funky happened and he retained all of his intelligence and freewill which he quickly turned on his new-found master and slew him. (Crawling Under A Broken Moon Compilation)
Skeleton: Brittle bones held together by eldritch energies, skeletons are un-dead creatures raised from the grave to do disservice to the living. (Dungeon Crawl Classics RPG)
The skeletons of larger or small creatures—from goblins to giants—may have less than 1 HD or up to 12 HD. Skeletons can be animated by many means, and some have special traits. (Dungeon Crawl Classics RPG)
The water conceals hundreds of skeletons – victims of the Mad Prince. Careful prodding reveals the thousands of bones; nearly all were once humans, though the skeletons of war dogs and horses also lie amidst the carnage. (Dungeon Crawl Classics #82: Bride of the Black Manse)
All of the skeletons are the remnants of a single mass sacrifice – the Mad Prince’s attempt to stave off her devil’s bargain. The offering failed and their souls remain trapped within the vile manse. (Dungeon Crawl Classics #82: Bride of the Black Manse)
Searching the bones discovers a sheathed dagger near one and a silver ring with an onyx stone (15 gp value) on another. If this ring is removed, the skeleton animates and attacks. (2017 Gongfarmers Almanac 7)
For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like. (NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM)
Animate Dead spell 16+. (Dungeon Crawl Classics RPG)
Book of the Dead spell. (Dungeon Crawl Classics #81: The One Who Watches From Below)
Un-Dead Crit 30+. (Dungeon Crawl Classics RPG)
Skeleton Chain: Revenge is the only force that motivates the spirits of these dead slaves. (Perils of the Sunken City (DCC RPG))
Skeleton Butler: Skeletal Attendant spell. (Umerican Survival Guide, Delve cover (DCC))
Skeleton Court: ?
Skeleton Flaming: See Burned Heretic, Flaming Skeleton.
Skeleton Halfling: ?
Skeleton Horned: ?
Skeleton Large: ?
Skeleton Medium: ?
Skeleton Medium Skin Horror: ?
Skeleton of Unknown Origin: Birthed from the bones of a dead something from long ago, the skeletal creature is intent on destroying all life it encounters. Perhaps if it is defeated, clues to what the creature was and where it came from can be discovered amongst its old bones. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
Skeleton Small: ?
Skeleton Small Skin Horror: ?
Skeleton Warrior, Killer Skull: ?
Skin Horror Small Skeleton: See Skeleton Small Skin Horror.
Skin Horror Medium Skeleton: See Skeleton Medium Skin Horror.
Skull Killer: See Skeleton Warrior, Killer Skull.
Skull Pharaoh's: See Bronze-Handed Pharaoh, Pharaoh's Skull.
Skull Swarm: ?
Skull-Or: See Lich Wizard 5, Skull-Or.
Small Skeleton: See Skeleton Small.
Soul Owl: These owls are soul fragments of Shange’s victims, trapped between life and death by the mixed power of the blooddrinker’s curse and the lingering magic of the spoil in area 1-9. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
Soul Prejudged: The prejudged souls are recently deceased followers of the Ascended God, many still bearing the visible wounds of their demise. They are technically dead mortals on their way to their afterlife. (Dungeon Crawl Classics #82: Bride of the Black Manse)
Specter, Spectre: For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like. (NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM)
Specter Plague: On occasion, overzealous followers of the Red Death find themselves transformed into a twisted mockery of life. Their humanoid form is replaced by a skeletal-crimson mist. These mists normally inhabit the Land of the Flies, native plane to the Red Death, but there are exceptions. The specters are sometimes sent to defend the faithful or form spontaneously where plague has gone unchecked in heavily populated areas. (Sanctum Secorum Appendix N(ightmares))
Specter Weeping: ?
Spectral Chorister: See Ghost Spectral Chorister.
Spectre: See Specter, Spectre.
Spinosaurus Demon-Saur: See Demon-Saur Spinosaurus.
Spirit, Gage Vintner: About 150 years ago, the elven artisan Lotrin Whitegrass, despite being betrothed to elven nobility, fell in love with the young, beautiful, and also-married human Brandolyn Vintner. Brandolyn, wife of the successful vigneron and wine maker Gage Vintner, attempted to keep the affair a secret but was eventually discovered by her husband. Enraged at her deception—and appalled at the thought of his wife coupling with an elf—Gage overpowered Brandolyn, and crushed her to death in his wine press. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red)
The decades passed and Gage Vintner eventually died with his murderous secret intact, but forbidden love, murder, and treachery have a strange way of resurfacing, demanding their malfeasance not be forgotten. Over a century after his death, Gage’s crypt was violated by Samhain the Corpse Harvester, a semi-sentient subterranean parasite that burrows into coffins and crypts and agglutinates limbs from corpses to form its own mass. Disturbing Gage’s evil bones ignited a spiritual conflagration, tearing the ethereal fabric that separates the living and the dead. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red)
Spirit Charm Greater: ?
Spirit Charm Lesser: ?
Spirit Junkyard: ?
Spirit Lingering, Squire Grady: This cabin was the home of Squire Grady, a stubborn Shudfolk farmer who, despite the warnings of others, laid claim to a cursed plot of land in the Deep Hollows. Squire Grady, cantankerous and unyielding as the mountains themselves, refused to be driven off by the ghosts who haunt the land and even in death refuses to relinquish his claim. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
Spirit Roaming: The Living Graveyard: Beneath the mushroom caps and the thick mist lies a ghostly sanctuary for spirits that have been trapped here for millennia. As a result of being in a realm of chaotic magic, anyone who perishes beneath the mist does not die immediately - they are transformed into spirits to roam the area in ghostly form. (Gongfarmers Almanac 2017 3)
Spoil Dwarf: This cave is a spoil, one of the residual deposits of Hsaalian magic that survived the destruction of the Luhsaal (see The Chained Coffin Companion p. 2). The decaying lunar sorcery has strange effects on persons and objects exposed to its radiance, and the dwarves here are no exception. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
Originally a band of prospectors, these six dwarves found the gold vein in area 1-8, but were discovered in turn by Shange before they could make much progress mining it. Shange, still seeking to understand the spoil’s power, killed the dwarves but restrained himself from drinking their blood. Instead he left their corpses inside the spoil and was amused when they arose with a semblance of life. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
Haggard-seeming dwarves with ebon eyes and gaunt appearance, spoiled dwarves bear the wounds that killed them. Animated in a grim semblance of life by the spoil, these undead miners can strike with their tools to break the limbs of opponents. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
The spoil’s magic maintains the un-dead dwarves’ animated state and they cannot move more than 50’ away from area 1-9. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
Squire Grady: See Spirit Lingering, Squire Grady.
Staff: See Bronze-Handed Pharaoh, Staff, Enchanted Staff.
Staff Enchanted: See Bronze-Handed Pharaoh, Staff, Enchanted Staff.
Stain Living: See Living Stain.
Stegosaurus Demon-Saur: See Demon-Saur Stegosaurus.
Sugar Zombie: See Zombie Sugar.
Swamp Zombie: See Zombie Swamp.
Swarm of Reanimated Parts: See Parts Pile, Swarm of Reanimated Parts.
Swarm Skull: See Skull Swarm.
Temple Wrack: Temple wracks are remnants of those foolish enough to plunder sacred places of worship. They’re cursed to an eternal unlife wracked in pain as part of their punishment. (Sanctum Secorum Appendix N(ightmares))
The Gruesome Lover: Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere. (Dungeon Crawl Classics #82: Bride of the Black Manse)
The Jester: ?
The Mechanic: See Autogiest Custom Large Car, The Mechanic.
The Nun: See Ghost, The Nun.
The Priest: See Ghost, The Priest.
The Seneschal: The strange, withered man is the embodied spirit of the manse – the psychic torment of the house made manifest in the flesh. Though appearing real for all intents, this is the spectral manifestation of the manse’s wicked past: the Seneschal. (Dungeon Crawl Classics #82: Bride of the Black Manse)
Thing of the Undercroft: See Bone Golem, Thing of the Undercroft.
Titan Chaos Un-Dead See Un-Dead Chaos Titan.
Toad Mummified: See Mummified Toad.
Tomb Ghoul: See Ghoul Tomb.
Troubador Skeletal: See Skeletal Troubador.
Triceraptops Demon-Saur: See Demon-Saur Triceraptops.
Truck Ghost: See Ghost Truck, Phantasmal Semi.
Tyrannosaurus Demon-Saur: See Demon-Saur Tyrannosaurus.
Umbral: Umbrals are the shades of thieves and assassins. (Foe Folio)
Un-Dead Aquatic: When Ru was an island, this region was home to a large, beautiful necropolis filled with ornate mausoleums and elegant marble tombs. Every Ruean was interred here upon his or her death, their mortal remains spending eternity with those of their ancestors. In the cataclysm that sank Ru, the necropolis was devastated by the disasters, its mausoleums and tombs shattered and the sleep of the dead disturbed. (Dungeon Crawl Classics #75: The Sea Queen Escapes)
Un-Dead Chaos Titan, Cadixtat: The faith of the Daughters did far more than animate the brain of Cadixtat. It also awakened the headless corpse of a chaos titan. Buried beneath the temple, the un-dead chaos titan arises even as its brain succumbs to the blows of the PCs. (Dungeon Crawl Classics #76: Colossus, Arise!)
Un-Dead Crystalline: Crymstalla magic sword. (DCC RPG Annual)
Un-Dead Mindless: ?
Un-Dead Skeletal Horror: Bone Storm - Cackling ashen clouds forcefully rain down a multitude of dry, skeletal remains of various creatures. There is a 15% chance per hour the storm rages that un-dead skeletal horrors composed of assorted bones will rise to rampage. (The Umerican Road Atlas (DCC))
Un-Dead Witch, Becky Til Hoppard: “Junius Worral reckoned to win her with a love charm … [he] went up to her cabin to court her and didn’t come back, and the law found his teeth and belt buckle in her fireplace ashes; and when the judge said just prison for life, a bunch of the folks busted into the jail and took her out and strung her to a white oak tree. When she started to say something, her daddy was there and he hollered, ‘Die with your secret, Becky!’ and she hushed and died with it, whatever it was.” (Sanctum Secorum Appendix N(ightmares))
Undead Dire Wolf: The Cyberhive buzzes with tales of undead dire wolves infected by a unique reanimator fungus. PCs meet a Robolich whose specialty is the discreet study of MULEs; he suspects this unusual strain was created when the cosmic event interacted with the vegetization mutation. (Crawling Under A Broken Moon Compilation)
Undead Engine of Vengeance: See Wraith Rider, Undead Engine of Vengeance.
Undead Giant Fate Raven: ?
Undead Incorporeal, Undead Non-Corporeal: ?
Undead Non-Corporeal: See Undead Incorporeal, Undead Non-Corporeal.
Undead Project Manager: See Revenant Business, Undead Project Manager.
Undead Serpent Man: ?
Unknown Origin Skeleton: See Skeleton of Unknown Origin.
Upir: ?
Ursula: See Ghost, Lady Ursula.
Vacbot: ?
Vampire: You are an un-dead being cursed to feed upon the blood of the living. You were human once, but in death you have been changed to something far more dreadful. (2015 Gongfarmer's Almanac 1-6)
If Blood is defeated, he wears a silver chain worth 20 gp, a gold signet ring worth 25 gp, and an iron ring with a hematite gem that allows a living wearer to cast the following spells once per week: animal summoning (wolves and dire wolves only), ward portal, and phantasm. The spells are cast using 1d20+3 for the spell check regardless of caster class or level. In addition, the character gains 60’ infravision, and is ignored by un-dead (unless he interacts with them first). A character who dies with this ring on his finger rises as a vampire on the next full moon. The newly risen un-dead’s first goal is to recover the ring if it has been taken. (2017 Gongfarmers Almanac 7)
Animate Dead spell 36+. (Dungeon Crawl Classics RPG)
Vampire, Erasmus Cordwainer Blood: ?
Vampire Ancient Chandler, Wickstrom: ?
Vampire Bride of Blood: ?
Vampire Bride of Blood, Amara: ?
Vampire Bride of Blood, Bella: ?
Vampire Bride of Blood, Calandra: ?
Vampire Bride of Blood, Calliope: ?
Vampire Bride of Blood, Damaris: ?
Vampire Bride of Blood, Eldoris: ?
Vampire Bride of Blood, Faustine: ?
Vampire Bride of Blood, Gretna: ?
Vampire Bride of Blood, Isadora: ?
Vampire Bride of Blood, Ophelia: ?
Vampire Bride of Blood, Patricia: ?
Vampire Bride of Blood, Portia: ?
Vintner, Brandolyn: See Ghost, Brandolyn Vintner.
Vintner, Gage: See Gourd Puppet, Gage Vintner.
Vintner, Gage: See Spirit, Gage Vintner.
Vintner, Margrite: See Gourd Puppet, Margrite Vintner.
Warrior Fire: See Fire Warrior.
Warrior Skeletal: See Skeletal Warrior.
Warrior Skeleton: See Skeleton Warrior.
Water-Dwelling Ghoul: See Ghoul Lacedon, Water-Dwelling Ghoul.
Weeping Specter: See Specter Weeping.
Wickstrom the Ancient Vampire Chandler: See Vampire Ancient Chandler, Wickstrom.
Wight: Wand of a Thousand Punishments activation critical success. (2015 Gongfarmer's Almanac 1-6)
For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like. (NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM)
Wight Lady: In the guise of a virtuous Unicorn, Nercocornicons lurk at the edge of settlements and entice young ladies to follow them deep in the wilds … to their doom. After a dark and beguiling ritual, such maidens are impaled through their innocent hearts by the Nercocornicon’s gleaming ebony horn, extinguishing their life and reanimating them, via nano-necrotech, as Wight Ladies to serve the Nercocornicon for eternity. (Crawling Under A Broken Moon Compilation)
Wight Power: Created using the secrets of both golemcrafting and necromancy, these creatures are always planned works fashioned in a lab and never spontaneously occur. They are grizzly masterpieces formed from the finest parts of various corpses and incorporate advanced NecroTech devices within their bodies. (Twisted Menagerie Manual)
Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies. (Crawling Under A Broken Moon Compilation)
Wight Power Greater, Reanimatronic Juggernaut Intellectual: Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies. (Crawling Under A Broken Moon Compilation)
Wight Power Greater, Carl Aug M.D.: ?
Wight Power Greater Nurse: ?
Wight Power Lesser, NecroTech Enhanced Corpse: Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies. (Crawling Under A Broken Moon Compilation)
Wight Power Lesser, Brando: Unbeknownst to the gang, Brando is one of the creations of the “good doctor” and, while only a lesser power wight, he has been cosmetically altered to be able to pass as a badly scarred human. (The Umerican Road Atlas (DCC))
Wight Power Lesser Janitor: ?
Wolf Dire Undead: See Undead Dire Wolf.
Wrack Temple: See Temple Wrack.
Wraith: Wand of a Thousand Punishments effect. (2015 Gongfarmer's Almanac 1-6)
Wraith Elf: ?
Wraith Ink: The ink wraith is a foul type of un-dead said to be souls of former tattoo artists that caused disease and death from uncleanliness. (Sanctum Secorum Appendix N(ightmares))
Wraith Mad: A mad wraith is the ghostly remnant of some ancient sorcerer of Parhok. (Dungeon Crawl Classics #82.5: Dragora's Dungeon)
Wraith Rail: ?
Wraith Rider, Undead Engine of Vengeance: With only a few notable exceptions, wraith rider gangs are normally made up of the members of gangs snuffed out in a singular bout of carnage. These gangs continue to wear the colors of their former selves as they seek to carry out whatever unfinished task it is that keeps them from rest. This need not always be vengeance, there was an instance of a wraith rider gang simply attempting to complete a “poker run” to raise funds to help a member who had lost his wheels—now riding the wastes until such time as they have a worthy ride to bring to the sole surviving member of their former gang. (The Umerican Road Atlas (DCC))
Animated by an unknown, rage-filled spirit from the plane of Eternal Unrest wraith riders seek vengeance on the roadways of Umerica. Humans suffering a traumatic violent death, in rare cases, may rise again as a wraith rider. (Twisted Menagerie Manual)
The wraith rider was killed by a road gang while trying to make a delivery. (Twisted Menagerie Manual)
The love of the un-dead was murdered, and the wraith rider is filled with an unquenchable rage. (Twisted Menagerie Manual)
Double-crossed on a mission for the Three Royals and killed for knowing too much, this rider travels the roads towards the Citadel of Scrap for vengeance. (Twisted Menagerie Manual)
The vengeful spirit is that of a slain parent, slain while protecting their child. (Twisted Menagerie Manual)
The wraith rider was a local misfit who was killed by the local community for a crime they did not commit. (Twisted Menagerie Manual)
Driven off the highway during a road race, the wraith rider seeks to find and slay the driver responsible.
The wraith rider was murdered, and his vehicle stolen. (Twisted Menagerie Manual)
The wraith rider was killed by a member of the party and now seeks revenge for his death. (Twisted Menagerie Manual)
Once the guardian of a cache of precious materials, the wraith rider was murdered during the theft of its charge. (Twisted Menagerie Manual)
The wraith rider has fulfilled its quest for vengeance but it still has a final task to complete, visiting the
grave of a dead family member in hopes of achieving final peace. (Twisted Menagerie Manual)
Empowered by an unknown spirit from the plane of Eternal Unrest after suffering a traumatic violent death, a murdered human may transform into a Wraith Rider. (Crawling Under A Broken Moon Compilation)
Killed by a roadgang while trying to make a delivery. (Crawling Under A Broken Moon Compilation)
Doublecrossed on a mission for the 3 Royals. Killed for knowing too much. (Crawling Under A Broken Moon Compilation)
Killed by a local community for a crime they did not commit. (Crawling Under A Broken Moon Compilation)
Killed by one of the characters during a previous adventure. (Crawling Under A Broken Moon Compilation)
Wraith Rockin': Throughout time, there has been a select club, the membership of which all were tragically struck down in their 27th year. For hundreds of years, the organization was thought to be mere legend, but modern day Umerica has learned that this is no legend and the “27 Club”, as it is known, is real. So too is its un-dead membership. (Twisted Menagerie Manual)
The members of the 27 Club obey their founder; an un-dead blues musician who is rumored to have made a deal with the devil, presides over them. (Twisted Menagerie Manual)
Long before the apocalypse, before there was even a written history of humankind and their mythologies, there was the being now known as Rojo. A demon of great power and guile, he first appeared in the public zeitgeist during the early days of recording when several bluesmen made deals with him at the crossroads, not for fame or wealth, but for talent. Beginning with ragtime musician Louis Chauvin, Rojo (who takes his current name from the next of his supplicants, Robert Johnson, whose rockin’ wraith form was destroyed at ground zero of the apocalypse) made Faustian pacts with musicians. The deals have always been the same, instrumental mastery and a heightened gift of musical expression in return for claiming their souls at the ripe old age of 27. Rojo’s “27 Club”, filled with un-dead musicians – rockin’ wraiths – roam the Urth in order to aid him in the gathering of more souls.
Rojo's Demonic Deal power. (Twisted Menagerie Manual)
Wrath: ?
Wrath, Burnie “Corpse” Grinder, Corpse Grinder: Said to be the risen form of an ancient warrior from centuries past, there is nothing about the enormous biker that would dissuade from such a conclusion. (The Umerican Road Atlas (DCC))
Xeno-Mummy: See Mummy Xeno-Mummy.
Zombie: Lady Baethor travels primarily along the walls and ceiling. On a successful attack she hoists her target from the floor, and presses her foul lips to theirs, exhaling a gout of diseased miasma into the target’s lungs; the PC must attempt a DC 15 Fort save. On a successful save the PC is left stunned, coughing the miasma from his lungs for 1d3 rounds. However on a failed save, the character collapses to the ground, only to rise 1d3 rounds later – a zombie under the matriarch’s command. (Dungeon Crawl Classics #82: Bride of the Black Manse)
In the course of his ritual sacrifices, Arkos sinks the corpses into the swamp. Some of the corpses, animated by the unholy power of the Kingspire, have awakened from the dead. (Dungeon Crawl Classics #88.5: Curse of the Kingspire)
People that are captured by the Lich King’s pirates are presented to Facious, where he forces them to breathe in a vile concoction of his own creation, Zombie Powder, causing the victim to become a living zombie, which serves him without question. Eventually the victim will succumb to the toxic effects of the powder and rise as an undead zombie, forever under control of the necromancer. (Hubris A World of Visceral Adventure)
Anyone that dies within a corpsenado's funnel will raise as a zombie within 1d4 rounds. (Twisted Menagerie Manual)
Anyone struck by the Nercocornicon’s horn in battle must make a Fort save (DC 10) or be instantly killed. The horn absorbs the victim’s life force as a number of spellburn points equal to the victim’s HD. These points can be stored for up to 24 hours and the horn cannot hold more than 10 points at any one time. If the victim’s body is not properly sanctified and buried, rarely done nowadays, there is a 33% chance of the corpse raising as a zombie. (Crawling Under A Broken Moon Compilation)
Anyone that dies within a corpsenado's funnel will raise as a zombie within 1d4 rounds. (Crawling Under A Broken Moon Compilation)
Animate Dead spell 17+. (Dungeon Crawl Classics RPG)
Book of the Dead spell. (Dungeon Crawl Classics #81: The One Who Watches From Below)
Chill Touch spell misfire. (Dungeon Crawl Classics RPG)
NecroNeural Net magic item. (Umerican Survival Guide, Delve cover (DCC))
Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual)
Un-Dead Crit 30+. (Dungeon Crawl Classics RPG)
Zombie Ancient: A handful of miners perished while dumping spoil, falling into the pit and being crushed by the rocks. The Hsaal cared little for their minions and the bodies of the unfortunates were left to rot among the stones, buried beneath impromptu cairns of added debris. There, in the darkness, their spirits have lingered, growing ever hateful. Anyone meddling in their domain attracts the spirits who reanimate their desiccated remains. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
Zombie Blink: Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual)
Zombie Chrono: Anyone who dies of the aging effects of a chrono zombie will raise as one in 1d5-1 (0-4) hours. (Twisted Menagerie Manual)
Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual)
Zombie Created: There is a pseudo undead condition in a sector of the undercity; transmissible zombie infection; this one however derived from super science rather than the occult.
Undercity Zombie Infection. (Sub-ether #1)
Zombie Juju: Wand of a Thousand Punishments activation critical success. (2015 Gongfarmer's Almanac 1-6)
Zombie Melting: Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual)
Zombie Monk: See Zombie Monk of the Cyberhive, Zombie Monk, Lay Ghoul.
Zombie Monk of the Cyberhive, Zombie Monk, Lay Ghoul: Zombie monks are humanoid corpses that have been cybernetically resurrected to serve the Earth Brain of the Cyberhive. (Twisted Menagerie Manual)
Any slain foes will be collected by a robo-lich for techno-reanimation as zombie monks. (Twisted Menagerie Manual)
Given 24 hours a robo-lich can convert a humanoid corpse into a fully functional zombie monk. This process installs a new personality into the remnants of the corpse’s brain so any previous knowledge or personality is erased. (Twisted Menagerie Manual)
The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being. (Umerican Survival Guide, Delve cover (DCC))
The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics. (Umerican Survival Guide, Delve cover (DCC))
Zombie Monster: ?
Zombie Ogre: Book of the Dead spell. (Dungeon Crawl Classics #81: The One Who Watches From Below)
Zombie Petrol: Petrol Zombies are a form of mutated undead that store petrol in their guts. (Crawling Under A Broken Moon Compilation)
Dying from Petrol Sickness. (Crawling Under A Broken Moon Compilation)
Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual)
Zombie Plague: There are strains of fevers and pox that refuse to be satisfied with their host’s death. They continue to twist and change the corpse, giving it an un-life with a desire to “infect”. Plague zombies are almost always humanoid, but animals have been known to reanimate when whole communities are ravaged. Plague zombies spread their pestilence by both bite and pus-laden boils. (Sanctum Secorum Appendix N(ightmares))
Targets reduced to 0 Stamina from a plague specter's choking mist die, the poor soul drowning from the mist overwhelming the lungs. The corpse will re-animate in 24 hours as a plague zombie unless the remains are burned. (Sanctum Secorum Appendix N(ightmares))
Zombie Rave: These crazed un-dead can spontaneously raise from the corpses of Technos Discos followers (usually in groups of three or more) or can be created by necromancers that have learned to raise the dead with enchanted music. It is unknown if this necromantic raising process taps into the power of the Terrible Bringer of Beats or another, more vile, source of horrifying melodic energy.
These crazed undead can spontaneously raise from the corpses of Technos Discos followers (usually in groups of 3 or more) or can be created by necromancers that have learned to raise the dead with enchanted music. It is unknown if this necromantic raising process taps into the power of the Terrible Bringer of Beats or another, more vile, source of horrifying melodic energy. (Crawling Under A Broken Moon Compilation)
Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual)
Zombie Retainer: ?
Zombie Rodents Fire Breathing, R.A.T.S., Rodents of Abnormal Talent and Size: These R.A.T.S. are not a side effect of necromantic energies gone awry, but are a deliberate creation from one of the Necromancers in the space needle. (Crawling Under A Broken Moon Compilation)
Zombie Silver: Animated by rogue nanites originally intended for medical purposes, these zombies tend to have a metallic tinge to their rotting flesh. (Twisted Menagerie Manual)
Anyone injured by a nano zombie must roll under their Luck after the encounter or they have been infected. This will have no immediate effect but when they ever reach 0 or less hit points, they will definitely die and raise as a nano zombie shortly after. (Twisted Menagerie Manual)
Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual)
Zombie Silver Skull-Possessed: The Silver Skull can take possession of bodies for a limited time, but doing so usually kills the host. This is a pile of recently possessed corpses. There is nothing of value on them. Note that the Silver Skull may choose to take possession of these corpses during combat. (Dungeon Crawl Classics #71: The 13th Skull)
Zombie Sugar: Children make no save against the effects of the pixie’s sticks or tasting any of the sweetness of the Big Rock Candy Mountains. Adults make a DC 12 Will save after consuming them, or they become sugar thralls, refusing to do anything except find the Big Rock Candy Mountains and savor its sweetness. Each day a sugar thrall spends eating the minerals causes a loss of 1 Stamina, resulting from a diet of indigestible rocks and little sleep. When the last point of Stamina is lost, the character rises as a sugar zombie. (2017 Gongfarmers Almanac 2)
Zombie Swamp: ?
Zombigator: ?
Zombot: Built to look like humans, the zombots have seen sufficient wear and tear in the Abyss to make them appear un-dead: some have loose skin drooping down from their faces like stroke victims, others leak coolant and other fluids, and most walk with a shuffling limp. Designed to keep going, and going, and going, a zombot only stops if their robobrain is destroyed. (2017 Gongfarmers Almanac 1)
Zugun: Although triumphant, Boak paid a heavy toll for his victory. The mighty forces unleashed during the battle destroyed the site, foiling Boak’s transformation. Furious at being thwarted yet again (albeit indirectly) by Justicia, Boak enacted a horrific revenge on Zugun. Boak imprisoned the cleric in a coffin of orichalcum and bound the casket with chains of adamantine. The coffin, empowered by Chaos, preserved the dying cleric in a state that was not life, death or un-death, but a weird mixture of all three. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))
“Once a man, but now I do not know. I should have died long ago, but this coffin is now my prison and my preserver. I hope that I’m whatever goodness remains of a man, once his mortal clay is no more.” (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))

Dungeon Crawl Classics Goodman Games
Dungeon Crawl Classics RPG
Un-Dead: Un-dead can mean “back from the grave,” but it can also mean “without a soul,” “eternal or undying,” and “surviving only by force of will alone.”
A necromancer may ultimately pursue eternal life via his own transformation into an un-dead.
Animate Dead spell 32+.
Un-Dead Crit 15.
Ghost: Ghosts are the spirits of the dead who cannot rest.
Despite their hostility, each ghost has its own reasons for retaining life in un-death, and yearns to be put to rest.
The ghost was murdered violently and yearns to avenge its death.
The ghost was buried apart from its spouse and wishes to be reunited with him or her.
The ghost died searching for its child.
The ghost was killed on a religious pilgrimage to a sacred location.
The ghost died in search of a specific object.
The ghost died on a mission for a superior. The nature of this mission could be military (e.g., to invade a nearby fort), religious (e.g., slay a vampire or convert a certain number of followers), civilian (e.g., carry a signed contract to a neighboring king), or something else.
It died (1d4) (1) naturally of old age, (2) in a terrible accident, (3) bravely in combat, (4) violently and seeks revenge.
Animate Dead spell 32+.
Un-Dead Crit 30+.
Ghoul: A ghoul is a corpse that will not die. Granted eternal locomotion by means of black magic or demoniac compulsion, these un-dead beasts roam in packs, hunting the night for living flesh.
A creature killed by a ghoul is usually eaten.
Those not eaten arise as ghouls on the next full moon unless the corpse is blessed.
Smaller ghouls of 1 HD or less are formed from the corpses of goblins or kobolds, and larger ghouls of up to 8 HD are formed from the corpses of ogres, giants, bugbears, and such.
Animate Dead spell 32+.
Un-Dead Crit 30+.
Lacedon, Water-Dwelling Ghoul: Animate Dead spell 32+.
Mummy: Draped in funereal wraps with misshapen lumps of preserved flesh shifting within, the mummy is a corpse preserved into un-death by strange oils, dangerous spices, and unknowable chants.
Animate Dead spell 32+.
Shadow: In the hoary depths of the Nine Hells, vengeful lich lords send damnable vassals on mortal errands. Thus born is the shadow: a simple-minded un-dead that materializes in the crepuscular hours lit by neither sun nor moon.
Animate Dead spell 32+.
Skeleton: Brittle bones held together by eldritch energies, skeletons are un-dead creatures raised from the grave to do disservice to the living.
The skeletons of larger or small creatures—from goblins to giants—may have less than 1 HD or up to 12 HD. Skeletons can be animated by many means, and some have special traits.
Animate Dead spell 16+.
Un-Dead Crit 30+.
Zombie: Chill Touch spell misfire.
Animate Dead spell 17+.
Un-Dead Crit 30+.
Lich: Animate Dead spell 36+.
Vampire: Animate Dead spell 36+.
Skeletal Rat Familiar: ?
Swamp Zombie: ?

Chill Touch
Level: 1 Range: Touch Duration: Varies Casting time: 1 action Save: Will vs. check
General This necromantic spell delivers the chill touch of the dead. The caster must spellburn at least 1 point when casting this spell.
Manifestation Roll 1d4: (1) the wizard’s hands glow blue; (2) the wizard’s hands turn black; (3) the wizard emits a strong odor of corruption; (4) the wizard’s hands appear skeletal.
Corruption Roll 1d8: (1) skin on caster’s face withers and dries out to give him a skull-like appearance; (2) skin on caster’s hands falls away to give him skeletal hands; (3) caster permanently glows with a sickly blue aura; (4) un-dead are attracted to caster and flock to him like moths; (5-6) minor corruption; (7) major corruption;
(8) greater corruption.
Misfire Roll 1d3: (1) caster shocks himself with necromantic energy for 1d4 damage; (2) caster shocks one randomly determined nearby ally for 1d4 damage; (3) caster sends a blast of necromantic energy into the
nearest corpse, animating it as an un-dead zombie with 1d6 hit points (if no nearby corpse, no effect).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
2-11 Lost. Failure.
12-13 The caster’s hands are charged with negative energy! On the next round, the next creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage.
14-17 The caster’s hands are charged with negative energy! On the next round, the caster receives a +2 to attack rolls, and the next creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage.
18-19 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +2 to attack
rolls, and every creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage.
20-23 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +2 to attack
rolls, and every creature the caster attacks takes an additional 2d6 damage. Un-dead creatures take an additional +2 points of damage.
24-27 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +4 to attack
rolls, and every creature the caster attacks takes an additional 2d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +4 points of damage.
28-29 The caster’s hands are charged with negative energy! For the next hour, the caster receives a +4 to attack rolls, and every creature the caster attacks takes an additional 2d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +4 points of damage.
30-31 The caster’s hands are charged with negative energy! For the next hour, the caster receives a +6 to attack rolls, and every creature the caster attacks takes an additional 3d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +6 points of damage.
32+ The caster’s body glows a sickly blue light as he crackles with withering necromantic energy. Any creature
within 10’ of the caster takes 1d6 damage each round it stays within the field, and un-dead creatures take 1d6+2 damage. Until the next sunrise, the caster receives a +8 bonus to all attack rolls, and every creature the caster attacks takes an additional 3d6 damage (with un-dead suffering an extra +8).

Animate Dead
Level: 3 Range: Touch Duration: Varies Casting time: 1 action Save: N/A
General The cleric calls upon the power of his deity to animate the rotted flesh and aged bones of slain creatures, creating mindless minions to serve his will and vex his enemies.
The number of un-dead and type created is determined by the spell check and the number and type of dead creatures available; i.e., a cleric can create skeletons from bare bones but needs a complete corpse to create a zombie. He cannot create more of either type than he has “raw materials” available regardless of the spell check (e.g., creating five skeletons when only three sets of bones are present).
The un-dead remain animated and under the cleric’s control for an hour or more, depending on the spell check. When the spell duration ends, the un-dead collapse into the raw materials from which they were created.
No cleric can control more than 4x his CL in Hit Dice of un-dead at any given time, but the cleric can “release” controlled un-dead to command other, possibly more powerful un-dead. Uncontrolled un-dead are likely to turn on their former master, however, so the cleric should be careful when releasing un-dead from his command.
The player should reference the statistics of un-dead given later in this book for a sense of what can be created with this spell, but these should serve as guidelines not limitations. The typical humanoid corpse will produce a 1 HD skeleton or a 3 HD zombie. But there are more powerful skeletons to be created by using the bones of a giant. This work includes stats for the following un-dead, and of course a creative cleric may animate additional types of his own design: ghost (page 413), ghoul (page 416), mummy (page 422), shadow (page 425), skeleton (page 426), and zombie (page 431).
Manifestation The air fills with the stench of corruption as the dead rise at the cleric’s touch.
1-15 Failure.
16 The cleric creates a single skeleton of up to 1 HD, provided the necessary raw materials are present. The skeleton remains animated for a full day.
17 The cleric creates a single zombie or skeleton of up to 3 HD, provided the necessary raw materials are present. The un-dead remains animated for a full day.
18-21 The cleric creates a number of skeletons or zombies (one or the other) equal to his CL in Hit Dice. For example, a level 5 cleric could create five skeletons (5 HD) or a single zombie (3 HD). If multiple corpses are available, the cleric must choose which type of un-dead he is creating; he cannot animate both skeletons and zombies with a single casting of the spell. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full week.
22-23 The cleric creates a number of skeletons or zombies equal to 2x his CL in Hit Dice. For example, a level 5 cleric could create 10 skeletons (10 HD) or 3 zombies (9 HD). If multiple corpses are available, the cleric must choose which type of un-dead he is creating; he cannot animate both skeletons and zombies with a single casting of the spell. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full month.
24-26 The cleric creates a number of skeletons or zombies equal to 2x his CL in Hit Dice. For example, a level 5 cleric could create 10 skeletons (10 HD) or 3 zombies (9 HD). If multiples types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed 2x his CL or the number of available corpses. In the example above, the level 5 cleric could create three zombies (3 HD x 3 = 9 HD) and one skeleton (1 HD), or two zombies (3 HD x 2 = 6 HD) and four skeletons (1 HD x 4 = 4 HD). Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full month.
27-31 The cleric creates a number of more formidable skeletons and zombies equal to 3x his CL in Hit Dice. He can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a giant lizard (3 HD) to create a 3 HD skeleton, or revivify a dead ogre (4 HD) to make a 4 HD zombie. He cannot animate a single creature with more Hit Dice in life than 2x his CL. If multiple corpses are available, the cleric can produce a mixture of un-dead provided their combined HD do not exceed his CL or the number of available corpses. These advanced un-dead retain none of their special abilities or movement means they possessed in life (no flight, breath weapons, etc.). The judge can rule that certain monster-types (demons, laboratory-born monstrosities, etc.) are exempt from reanimation. The un-dead remain animated for a full year.
32-33 The cleric creates a number of un-dead equal to 3x times his CL in Hit Dice. He may create any sort of unintelligent un-dead, provided the raw materials are available. This includes mummies, ghouls, ghosts, shadows, and other creatures, but excludes liches and vampires. He can also choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a giant lizard (3 HD) to create a 3 HD skeleton, or revivify a dead ogre (4 HD) to make a 4 HD zombie. He cannot animate a single creature with more Hit Dice in life than 3x the cleric’s CL. If multiple corpses are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed three times his CL or the number of available corpses. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full year.
34-35 The cleric creates a number of un-dead equal to 4x times his CL in Hit Dice. He may create any sort of unintelligent un-dead, provided the raw materials are available. This includes mummies, ghouls, ghosts, shadows, and other creatures, but excludes liches and vampires. He can also choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a troll (8 HD) to create an 8 HD skeleton or revivify a dead dragon (15 HD) to make a 15 HD zombie. He cannot animate a single creature with more Hit Dice in life than 3x the cleric’s CL. These advanced un-dead retain none of their special abilities or movement means they possessed in life (no flight, breath weapons, etc.). The judge can rule that certain monster-types (demons, laboratory-born monstrosities, etc.) are exempt from reanimation. If multiple corpse types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed three times his CL or the number of available corpses. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated permanently until killed or released from control.
36+ The cleric creates terrifying un-dead. He can animate any kind of un-dead, including intelligent undead such as liches and vampires, provided the raw materials are present and the correct rituals are performed. The created undead can be up to 4x his CL in Hit Dice. He can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. If multiple corpse types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed 4x his CL or the number of available corpses. In addition to their normal un-dead abilities and resistances, these animated dead can have strange traits. The character can pre-determine these traits with sufficient research, materials, and preparation, or the judge can roll to determine them randomly (e.g., refer to the table of special properties tables for skeletons on page 427). Animated dead of this type also retain special movement means at the judge’s discretion. For example, a zombie dragon could still fly on rotting wings, but a skeletal one lacking wing membranes could not. The un-dead remain animated permanently until killed or released from control.

DCC RPG Annual
Un-Dead, Undead: Requiem of the Sundered Flesh spell.
Zombie: ?
Ghoul: ?
Mummy: ?
Ghost: ?
Phantasm: ?
Banshee: ?
Shadow: ?
Specter: ?
Vampire: ?
Crystalline Un-Dead: Crymstalla magic sword.

REQUIEM OF THE SURRENDERED FLESH
At level 5 the cleric gains access to a complex chant whereby her body is transformed, temporarily or permanently, into undead flesh. The thousand names of the Crow Mistress are sung, and runes, sigils, and inscriptions appear on the failing flesh of the caster. While hideous and terrifying to behold, the results of this canticle provide the cleric with damage resistance and protection against turning and/or purifying magics. At the highest result, this canticle allows followers of Malotoch to rise as un-dead creatures, if killed. The results of the spell makes the cleric unsuitable for the company of most normal beings, who will react with fear and, potentially, violent hostility to her changed form. On a successful casting, the cleric or worshiper may choose to take a lower but potentially more desirable result from the table.
Spell check Result
1 Failure and worse! A misstep in the ritual has caused it to backfire. Roll 1d4: (1) take CL damage which cannot be healed except by natural healing; (2) the cleric’s flesh is so weakened that the next successful attack counts as a critical hit on the appropriate table; (3) the cleric’s flesh begins to rot and she will take 1d8+CL damage per day until a lay on hands from another worshiper of Malotoch results in 3 or more dice of healing; (4) the cleric’s flesh withers as she ages 1d10 years per caster level, and permanently loses 1d3 points of Strength, Agility, or Stamina, plus 1 additional point per 10 years aged (spread evenly across the attributes).
2-19 Failure.
20-21 The cleric’s flesh withers to mummy-like consistency for 1d10+CL turns. She need not eat or drink, and non-magical weapons do half damage to her. She also receives +2 to any saving throw against magical effects, or reduces the damage dice for magical damage from spells one step on the die chain (d8 becomes d7, d6 becomes d5, etc.).
22-27 The cleric’s flesh begins to seethe with corruption. For the next CL hours, the cleric enjoys the following benefits: Any damaging attack only does half damage. She adds CL/2 (rounded down) additional HD beyond her own when determining results of turn unholy attempts made against her. Any normal human or demi-human attempting to approach her must make a DC 8+CL Fort save or be driven back retching with nausea from the reek of her rotting flesh.
28-29 The cleric’s flesh begins to weep blood and corruption and her eyes blaze with unholy fires. For the next CL+6 hours, she may ignore damage from any attacks made with mundane weapons, and the damage dice for magical weapons or spells are reduced two steps on the die chain (d8 becomes d6, d6 becomes d4, etc.). She also gains a ranged gaze attack against anyone at whom she looks directly (even if only in reflection). The target must make a DC 10+CL Willpower save or flee in unreasoning fear, until a successful Willpower save is made.
30+ The cleric’s body appears as normal except that it is covered in thousands of lines of tiny script, like a full-body tattoo the color of old blood. For the next CL+1 days, the cleric’s saving throws against magical attacks receive +CL bonus. Additionally, if she is slain, she will rise as an un-dead creature with a number hit points equal to normal, plus CL. The cleric acquires the normal un-dead traits (does not eat, drink, or breathe; is immune to critical hits, disease, and poison, as well as to the sleep, charm, and paralysis spells, other mental effects, and cold damage). The cleric also rolls critical hits on Crit Table U: Un-dead (see DCC RPG rulebook, p. 390).

THE CRYMSTALLA
This short sword is made of living vermillion crystal from deep beneath Áereth. It glows with an unquenchable sanguine light equal to torchlight – even fully sheathed or wrapped, it gives off radiance equal to a candle.
This sword has a brooding, alien intelligence which sprang into existence before the first fish crawled from the sea. A shard from a greater crystal-based mind, it was first fashioned into a weapon by ancient reptilian pre-humans, and has been a weapon in one form or another ever since.
The Crymstalla is a +3 short sword, which increases the critical range of its wielder by 1 (i.e., a level 5 warrior armed with the Crymstalla rolls a critical hit on any successful attack of 17-20.) It is neutral, not caring about the eternal conflict between Law and Chaos.
When a creature is reduced to 0 hit points by the weapon, it becomes infected by minute shards left in the wounds (unless its body is completely destroyed by fire, acid, or magic). These shards grow at an astounding rate, converting the creature to crystalline un-dead over a period of 2d3 days. The creature then pursues its slayer with unceasing bloodlust. When the sword’s owner is killed, all existing crystalline un-dead are reduced into fine crimson powder within the next 1d5 rounds.
Crystalline un-dead use the same statistics as their base creature, with the following changes:
• AC is increased by +3.
• Hit Dice become d12s, with hit points rerolled.
• All physical damage (bite, claw, etc.) is increased by +1d on the dice chain.
• Gain un-dead immunities, but can be turned by lawful and neutral clerics.
• Cannot be harmed by the Crymstalla.
• Retain special abilities of the base creature on a case-by-case basis, as determined by the judge. Physical abilities are retained, while supernatural ones may or may not be.

Dungeon Crawl Classics #66.5 Doom of the Savage Kings
Tomb Ghoul: Any human that dies within the Tomb of Ulfheonar is cursed to rise as a tomb ghoul within 2d14 rounds.
The tomb ghouls are animated by the spirit of the serpent mound and cannot leave the mound.
The foul bite of a ghoul serpent inflicts necrosis; a victim must succeed on a DC 5 Fort save or take an additional 1 hp per hour as the dying flesh rapidly rots. The necrosis continues until the original wound is magically healed or the target dies (rising as a tomb ghoul upon the following dusk).
Ghoul Serpent: The ghouls seem to shift about in their gray, lifeless skins. Indeed, the once-human form is merely a husk. Each ghoul is in process of molting into its true form. Damaging the ghoul speeds this process along, shearing away the ghoul’s skin, arms, legs, and head, revealing a large humanoid-headed snake hidden within the ghoul’s belly.
“Slaying” the ghoul frees the molting serpent. The snake-thing erupts from the corpse’s belly, striking out with long fangs.

Dungeon Crawl Classics #68: People of the Pit
Mindless Ghost: This cave was once used to bury evil chaos warriors from a bygone age. Now their ghosts have been awakened by the evil energies of the cult, and they wait here to attack interlopers.
They have been awakened by the cult’s supernatural activities and are not inherently intelligent of their own accord.

Dungeon Crawl Classics #69: The Emerald Enchanter
Reanimated Severed Hand: ?

Dungeon Crawl Classics #70: Jewels of the Carnifex
Shade: ?

Dungeon Crawl Classics #71: The 13th Skull
Silver Skull-Possessed Zombie: The Silver Skull can take possession of bodies for a limited time, but doing so usually kills the host. This is a pile of recently possessed corpses. There is nothing of value on them. Note that the Silver Skull may choose to take possession of these corpses during combat.
Vampire: ?

Dungeon Crawl Classics #73 Emirikol was Framed
Skull Swarm: ?

Dungeon Crawl Classics #74: Blades Against Death
Moira the Fishwife, Ghost Banshee: A scant twenty years of age, Moira was already a mother when Ratvik the Mad stole her away. When she refused to join his court, Ratvik had her burned alive. With smoke searing her lungs, Moira cursed Ratvik to eternal un-death before succumbing to the flames and becoming un-dead herself.
This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased.
Ratvik the Mad: A scant twenty years of age, Moira was already a mother when Ratvik the Mad stole her away. When she refused to join his court, Ratvik had her burned alive. With smoke searing her lungs, Moira cursed Ratvik to eternal un-death before succumbing to the flames and becoming un-dead herself.
This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased.
Ghost: This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased.
Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment).
Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead.
Phantom Skeletal Hand: ?
Phantom Scrivener, Ghostly Scrivener: This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased.
Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment).
Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead.
Ossuary Cloud: ?
Mnom-Mothot, Mummy: ?
Court Skeleton: ?
Skeletal Troubador: ?
Desiccated Lover: ?
The Jester: ?
Blue Phantom: This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased.
Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment).
Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead.
The Priest, Ghost: ?
The Nun, Ghost: ?

Dungeon Crawl Classics #75: The Sea Queen Escapes
Aquatic Un-Dead: When Ru was an island, this region was home to a large, beautiful necropolis filled with ornate mausoleums and elegant marble tombs. Every Ruean was interred here upon his or her death, their mortal remains spending eternity with those of their ancestors. In the cataclysm that sank Ru, the necropolis was devastated by the disasters, its mausoleums and tombs shattered and the sleep of the dead disturbed.

Dungeon Crawl Classics #76: Colossus, Arise!
Cadixtat, Un-Dead Chaos Titan: The faith of the Daughters did far more than animate the brain of Cadixtat. It also awakened the headless corpse of a chaos titan. Buried beneath the temple, the un-dead chaos titan arises even as its brain succumbs to the blows of the PCs.
Weeping Specter: ?

Crawl Classics #77: The Croaking Fane
Mummified Toad: Originally intended to house the elite faithful of the cult’s adherents, its limited numbers and their proclivity in slothfulness meant that only two were ever interred here. This is good news for the adventurers, as the unholy power of Schaphigroadaz has reanimated their remains in strange forms. Two rounds after the party enters this chamber, two of the niches’ doors crash to the floor and mummified toads spring out.

Dungeon Crawl Classics #79: Frozen in Time
Lich Shogun: ?

Dungeon Crawl Classics #80: Intrigue at the Court of Chaos
Ento-Morlock, Insect-Ghoul Hybrid: At a moment when the party faces total destruction, Akhen-Am-Set draws the PCs’ souls/spirits/anima into a metaphysical limbo and there offers them undeath as an alternative to true death.
If the PCs agree to serve Akhen-Am-Set, she teleports them to an underground desert tomb where they find blood-red clay sarcophagi, one for each PC and molded in their likenesses. The sarcophagi are perforated with thousands of small holes. The PCs lie in the sarcophagi and Akhen-Am-Set levitates the heavy lids into place. The PCs are not completely entombed as the perforations allow in light and air. But these holes are designed to admit something else: insects. The living mass at Akhen-Am-Set’s feet swarms into the sarcophagi and envelops the PCs. Hundreds of venomous insects administer stings that numb the PCs’ bodies and perceptions. The PCs’ deaths follow quickly, but they experience no sensation of it …
Akhen-Am-Set raises the PCs as “ento-morlocks” – insect-ghoul hybrids – which gives them advantages in the arena.

Dungeon Crawl Classics #81: The One Who Watches From Below
Skeleton: Book of the Dead spell.
Ghost: Book of the Dead spell.
Ghoul: Book of the Dead spell.
Zombie: Book of the Dead spell.
Shadow: Book of the Dead spell.
Un-Dead: Book of the Dead spell.
Ogre Zombie: Book of the Dead spell.

Book of the Dead
Level: 3 (Shigazilnizthrub) Range: Varies Duration: 1 day Casting time: 1 action Save: None.
General The caster recites spells from a cursed tome written in blood that grants the power to control the un-dead. This spell requires at least 1 point of spellburn. The caster can only control 2x CL of un-dead creatures at a time.
A Book of the Dead must be acquired before the caster is able to cast this spell. The black tomes are exceedingly rare. The judge should invent a quest that must be performed to obtain the book or create a new one.
Manifestation The air fills with corpse flies and a rotting stench as the dead rise.
1 Lost, failure, and patron taint.
2-11 Lost, Failure.
12-15 Failure, but spell is not lost.
16-17 The caster creates a single skeleton by touching a corpse or pile of bones, or dominates one existing un-dead creature up to 1 HD within 10’.
18-21 The caster creates a single ghost or ghoul by touching a corpse or pile of bones, or dominates one existing un-dead creature up to 2 HD within 20’.
22-23 The caster creates a single zombie by touching a corpse, or dominates one un-dead existing creature up to 3 HD within 30’.
24-26 The caster creates a single shadow by touching a corpse or pile of bones, or dominates one existing un-dead creature up to 6 HD within 40’.
27-31 The caster creates 1d3x CL in total hit dice of un-dead creatures provided there is a sufficient quantity of corpses, or dominates the same number of existing un-dead creatures within 60’. The effected un-dead must be of 8 HD or less.
32-33 The caster creates 1d6x CL in total hit dice of un-dead creatures provided there is a sufficient quantity of corpses, or dominates the same number of existing un-dead creatures within 80’. The caster can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, the caster can revivify a dead ogre (4 HD) to make a 4 HD zombie. The effected un-dead must be of 10 HD or less. If the caster is controlling his or her maximum number of un-dead, a number of skeletons and zombies equal to the excess HD rise from the earth and attack the nearest living creature.
34-35 The caster creates 1d12x CL in total hit dice of un-dead creatures provided there is a sufficient quantity of corpses, or dominates the same number of existing un-dead creatures within 200’. The caster can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, the caster can revivify a dead ogre (4 HD) to make a 4 HD zombie. The effected un-dead must be of 12 HD or less. If the caster is controlling his or her maximum number of un-dead, a number of skeletons and zombies equal to the excess HD rise from the earth and attack the nearest living creature.
36+ The moon blots out the sun to create 24 hours of night. The ground cracks open and a black lacquered palanquin with gossamer purple drapes is thrust up from the bowels of the earth by a giant skeletal hand. A throne built from bleached bones sits squarely upon the platform. The dead rise from the earth in a 1 mile radius: 2d10x CL skeletons, 1d10x CL zombies, plus 1d20 x CL in total hit dice of un-dead creatures of the caster’s choosing. To maintain control over an un-dead creature with more than 12 HD, the caster must make a Will save vs the number of HD every hour. Failure causes summoned creatures to disintegrate and dominated creatures to attack the caster. If the caster is controlling his or her maximum number of un-dead, an additional number of skeletons and zombies equal to the excess HD rise from the earth and attack the nearest living creature.
The Crown of the Zombie King sits upon the throne. Donning the crown immediately causes the wearer to take on a greater corruption. While wearing the crown, zombies (3 HD or less) will obey the caster without counting against the maximum number of controlled un-dead. The un-dead will not attack anyone sitting in the throne with the crown on, or those who bear the zombie king’s litter.
After the 24 hours have elapsed, the dead return to their resting places as the zombie king’s palanquin and crown fade away.

Dungeon Crawl Classics #82: Bride of the Black Manse
Jost, Ghost: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.
Kethe, Ghost: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.
Joseph, Ghost: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.
These phantoms are the spirits of Josef and Matias sacrificed by Lady Ilse on the night of the great summoning.
Sabian, Ghost: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.
Lady Ursula, Ghost: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.
Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere.
Demut, Ghost: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.
Ilse, Ghost: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.
Matias, Ghost: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.
These phantoms are the spirits of Josef and Matias sacrificed by Lady Ilse on the night of the great summoning.
The Seneschal: The strange, withered man is the embodied spirit of the manse – the psychic torment of the house made manifest in the flesh. Though appearing real for all intents, this is the spectral manifestation of the manse’s wicked past: the Seneschal.
The Gruesome Lover: Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere.
Man-at-Arms: Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere.
Blue Phantasm Ghost: ?
Spectral Chorister Ghost: ?
Burned Heretic, Flaming Skeleton: [E]nemies of House Liis that were burned alive at the stake.
Lady Baethor Liis: Driven by the love of her children, the matriarch of house Liis is returning to life.
Zombie: Lady Baethor travels primarily along the walls and ceiling. On a successful attack she hoists her target from the floor, and presses her foul lips to theirs, exhaling a gout of diseased miasma into the target’s lungs; the PC must attempt a DC 15 Fort save. On a successful save the PC is left stunned, coughing the miasma from his lungs for 1d3 rounds. However on a failed save, the character collapses to the ground, only to rise 1d3 rounds later – a zombie under the matriarch’s command.
Headless Lady: The ladies-in-waiting were once attendants of Lady Ilse. The Mad Prince had them beheaded and their heads secreted away.
Flying Head: The ladies-in-waiting were once attendants of Lady Ilse. The Mad Prince had them beheaded and their heads secreted away.
Skeleton: The water conceals hundreds of skeletons – victims of the Mad Prince. Careful prodding reveals the thousands of bones; nearly all were once humans, though the skeletons of war dogs and horses also lie amidst the carnage.
All of the skeletons are the remnants of a single mass sacrifice – the Mad Prince’s attempt to stave off her devil’s bargain. The offering failed and their souls remain trapped within the vile manse.
Thing of the Undercroft, Bone Golem: Slain or turned skeletons collapse into the water. However, their spirits retain much of their power. Track the skeletons as they are destroyed: once ten are slain, they rise up as towering thing of bone, lashing out in fury at the PCs with spiked limbs formed of shattered bones. The more skeletons the PCs destroy, the more powerful the Thing becomes.
Lesser Charm Spirit: ?
Greater Charm Spirit: ?
Prejudged Soul: The prejudged souls are recently deceased followers of the Ascended God, many still bearing the visible wounds of their demise. They are technically dead mortals on their way to their afterlife.

Dungeon Crawl Classics #82.5: Dragora's Dungeon
Skeleton: ?
Mad Wraith: A mad wraith is the ghostly remnant of some ancient sorcerer of Parhok.

Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)
Undead: Dead tissue exposed to the spoil’s power animates, becoming a bizarre and unique form of undead creature.
Spoil Effect on Living Subjects.
Ghost: ?
Phantom: ?
Hant: Transparent spirits that emit a frigid aura of air, the “Hants” in the Deep Hollows are the un-dead spirits of the original inhabitants of the valleys. Slain in the lunar catastrophe that destroyed Luhsaal and decimated their civilization, some still cling to their homeland in the afterlife, attempting to drive away those who would settle in their wake.
Non-Corporeal Undead, Incorporeal Undead: ?
Animated Corn Husk Doll: Once the PCs acquire Shuyr Rilla’s holy symbol from the well and begin moving through the corn field (area 1-8), each doll becomes possessed by a fragment of Hobb undead energy and they attack the party.
Spoil Dwarf: This cave is a spoil, one of the residual deposits of Hsaalian magic that survived the destruction of the Luhsaal (see The Chained Coffin Companion p. 2). The decaying lunar sorcery has strange effects on persons and objects exposed to its radiance, and the dwarves here are no exception.
Originally a band of prospectors, these six dwarves found the gold vein in area 1-8, but were discovered in turn by Shange before they could make much progress mining it. Shange, still seeking to understand the spoil’s power, killed the dwarves but restrained himself from drinking their blood. Instead he left their corpses inside the spoil and was amused when they arose with a semblance of life.
Haggard-seeming dwarves with ebon eyes and gaunt appearance, spoiled dwarves bear the wounds that killed them. Animated in a grim semblance of life by the spoil, these undead miners can strike with their tools to break the limbs of opponents.
The spoil’s magic maintains the un-dead dwarves’ animated state and they cannot move more than 50’ away from area 1-9.
Skeleton of Unknown Origin: Birthed from the bones of a dead something from long ago, the skeletal creature is intent on destroying all life it encounters. Perhaps if it is defeated, clues to what the creature was and where it came from can be discovered amongst its old bones.
Hobb Phantom: The uneasy spirits of the Hobb clan are trapped in Sour Spring Hollow, hungry and hateful.
Ghost of Moonricket Bridge: ?
Ancient Zombie: A handful of miners perished while dumping spoil, falling into the pit and being crushed by the rocks. The Hsaal cared little for their minions and the bodies of the unfortunates were left to rot among the stones, buried beneath impromptu cairns of added debris. There, in the darkness, their spirits have lingered, growing ever hateful. Anyone meddling in their domain attracts the spirits who reanimate their desiccated remains.
Pansy Roane, Ghost: In time, the serpent-men’s demands grew and ultimately Pansy and her unborn child paid the price for Wade’s pride and avarice.
When Wade Roane killed his wife, he concealed her body in this root cellar, walling up the corpse behind the old stone walls. Interred in this crude grave, Pansy’s ghost has been unable to rest and only the discovery of its body and subsequent burial in a churchyard will end its un-dead existence.
Back in my Granny’s time, there t’was a couple that ran the grist mill on Pigsaw Creek. They t’were Pansy and Wade Roane, happy a pair as you ken. Pansy t’was kindling a young ‘en, tis said, and ol’ Wade t’was happy as a hog in slop at the thought of being a proud poppa. But tragedy, as it t’will do here in the hills, well it paid a visit to ‘em.
The spring thaw swelled the creeks and rivers that year, and the Pigsaw overflowed its banks. Pansy t’was coming back to the mill from temple and it’s said she misstepped along the creek banks and fell into the swollen waters. No one saw Pansy go in, but they a’heard her screams all the way back in town. That t’was the last time anyone heard from Pansy … alive anyway.
Breath. Breath. At long last, I have breath to speak. Breath to tell my tale and utter the secrets my husband wished hidden. Breath to declare his shame and his blasphemy. Breath to warn the living of a horror that lurks among them unnoticed.
Wade was a petty man, a cowardly man. He concerned himself more with what strangers thought of his fortunes than what I, his own wife, did. When the mill began to fail, Wade grew frantic, fearful he’d be seen as a failure by the people of Holler Hollow. That is what doomed him … and me.
Something met with Wade in the old caves under our lands. A creature from another, older time. A thing that should have crawled, yet walked like a man. That creature promised Wade a fortune in return for unspeakable service. My craven husband agreed all too readily, sealing the fate of both his wife and unborn child. He murdered me at the behest of that creature and sealed my bones in the root cellar’s wall.
Soul Owl: These owls are soul fragments of Shange’s victims, trapped between life and death by the mixed power of the blooddrinker’s curse and the lingering magic of the spoil in area 1-9.
Zugun: Although triumphant, Boak paid a heavy toll for his victory. The mighty forces unleashed during the battle destroyed the site, foiling Boak’s transformation. Furious at being thwarted yet again (albeit indirectly) by Justicia, Boak enacted a horrific revenge on Zugun. Boak imprisoned the cleric in a coffin of orichalcum and bound the casket with chains of adamantine. The coffin, empowered by Chaos, preserved the dying cleric in a state that was not life, death or un-death, but a weird mixture of all three.
“Once a man, but now I do not know. I should have died long ago, but this coffin is now my prison and my preserver. I hope that I’m whatever goodness remains of a man, once his mortal clay is no more.”
Ox-Headed Barrow Bones: ?
Human/Serpent Hybrid Barrow Bones: ?
Squire Grady, Lingering Spirit: This cabin was the home of Squire Grady, a stubborn Shudfolk farmer who, despite the warnings of others, laid claim to a cursed plot of land in the Deep Hollows. Squire Grady, cantankerous and unyielding as the mountains themselves, refused to be driven off by the ghosts who haunt the land and even in death refuses to relinquish his claim.

Spoil Effect on Living Subjects
1d10 Spoil’s Effect
1 Imparts a random form of corruption. Roll 1d6: 1-3) use Table 5-3: Minor Corruption (DCC RPG p. 116) to determine effect; 4-5) use Table 5-4: Major Corruption (DCC RPG p. 118) to determine effect; 6) use Table 5-5: Greater Corruption (DCC RPG p. 119) to determine effect.
2 Causes a sorcerous wasting disease similar to mummy rot.
3 Imparts the ability to cast a random 1st-level spell once per day. Subject uses a d16 to determine the spellcheck of this incantation.
4 Drains magical power, turning enchanted objects mundane or stealing spells from a caster’s mind.
5 Permanently transforms the subject into a monster, either one chosen randomly from the DCC RPG rulebook or other source, or a unique creature of the judge’s creation.
6 Drives the subject insane, warping his mind with malicious thoughts to commit unspeakable crimes.
7 Creates a communication conduit between the subject and an entity outside the physical world. The party at the other end of this conduit may be pleased to speak with the subject, perhaps even agreeing to act as the affected soul’s patron or be angered by such brazen contact and seek the individual’s destruction.
8 Cloaks the subject in a permanent mystical field that amplifies his prowess or protects him from harm. Subject gains a +1 bonus to a randomly determined ability, spell, saving throw, natural armor class, or other characteristic of the judge’s choosing.
9 Slays the subject outright then revives him as an un-dead creature 1d4 days later unless the body is destroyed.
10 Sends the subject to another time and/or place. Possible destinations include the dim past during the height of either the Hsaal or serpent-men’s dominance, the Court of Chaos, the time pad in the Vault of Zepes Null-Eleven, or a certain purple planet…

Dungeon Crawl Classics #85: The Making of the Ghost Ring
Lifthrasir the Enchantress, Ghost: Lifthrasir the Enchantress, like most of her spellcasting
ilk, spent her life in the pursuit of power, pillaging forgotten ruins for ancient incantations and delving into forbidden vaults to pry grimoires from their previous owners’ long-dead hands. But unlike many of her brethren, Lifthrasir was driven by the urge to create rather than destroy, and pursued arcane lore so she might inscribe her legend in the annals of history. She dreamed of crafting an object of magical power that would persist after her death and carry her name down the long roads of history.
Unfortunately for Lifthrasir, dreams do not always come true and the required knowledge to create such an artifact long escaped her. As is wont to occur with wizards, her goal became a drive, and her drive became an obsession, leading her to take measures best avoided by rational beings.
Calling up a potent infernal power, Maalbrilmorg the Hell Smith, Lifthrasir bargained with the evil crafter to acquire the incantations she required. Lifthrasir was not completely overwhelmed by her obsession, however, and succeeded in inserting a loophole in her contract with the Hell Smith: If she accomplished her goal before a year and a day passed, Maalbrilmorg could lay no claim upon the sorceress. Unbeknownst to Lifthrasir—but known by the demon-smith who sensed the illness growing—Lifthrasir was dying, the victim of a subtle, but highly malignant magical cancer the sorceress had unwittingly acquired as spell corruption. Maalbrilmorg easily agreed to the condition, knowing the sickness would claim Lifthrasir before she could finish her task.
What Maalbrilmorg could not predict was Lifthrasir’s tenacity. The cancer killed the enchantress eleven months from the day of their agreement and the Hell Smith arrived to claim his due. The demon was nonplussed to discover Lifthrasir’s soul still determined to complete her work. Now lingering as a ghost, Lifthrasir cannot be reaped by Maalbrilmorg until the time limit of their bargain expires.
Lifthrasir’s dedication to the goal was so strong she persisted as a ghost after her death.
Bronze-Handed Pharaoh: The last scene shows the Pharaoh being mummified and interred. His bronze arms, serpent-headed staff, and the Eye of the Sun are all visible amongst the linen wrappings. The Pharaoh is placed in his sarcophagus and born away by a large congregation of weeping mourners.
The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun.
The Pharaoh’s spirit occupies all four items equally.
Pharaoh's Skull: The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun.
The Pharaoh’s spirit occupies all four items equally.
Bronzed Arm: The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun.
The Pharaoh’s spirit occupies all four items equally.
Staff: The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun.
The Pharaoh’s spirit occupies all four items equally.

Dungeon Crawl Classics #88.5: Curse of the Kingspire
Zombie: In the course of his ritual sacrifices, Arkos sinks the corpses into the swamp. Some of the corpses, animated by the unholy power of the Kingspire, have awakened from the dead.
Ghost: If unconscious PCs are left behind, the ghosts converge on them. The PC must immediately begin to make a DC 10 Fort save each round. On a failed save, the PC perishes and rises in 1d4 rounds as a ghost.

Dungeon Crawl Classics #96: The Tower of Faces
Fire Warrior: ?
Monster Zombie: ?
Ghoul Angel: ?
Ghoul: A creature killed by a ghoul is usually eaten. Those not eaten arise as ghouls on the next full moon unless the corpse is blessed.
Wickstrom the Ancient Vampire Chandler: ?
Vampire: ?
Horned Skeleton: ?
Esselglam, Ghost: ?

Dungeon Crawl Classics Horror #1: They Served Brandolyn Red
Gage Vintner, Spirit: About 150 years ago, the elven artisan Lotrin Whitegrass, despite being betrothed to elven nobility, fell in love with the young, beautiful, and also-married human Brandolyn Vintner. Brandolyn, wife of the successful vigneron and wine maker Gage Vintner, attempted to keep the affair a secret but was eventually discovered by her husband. Enraged at her deception—and appalled at the thought of his wife coupling with an elf—Gage overpowered Brandolyn, and crushed her to death in his wine press.
The decades passed and Gage Vintner eventually died with his murderous secret intact, but forbidden love, murder, and treachery have a strange way of resurfacing, demanding their malfeasance not be forgotten. Over a century after his death, Gage’s crypt was violated by Samhain the Corpse Harvester, a semi-sentient subterranean parasite that burrows into coffins and crypts and agglutinates limbs from corpses to form its own mass. Disturbing Gage’s evil bones ignited a spiritual conflagration, tearing the ethereal fabric that separates the living and the dead.
Brandolyn Vintner, Ghost: About 150 years ago, the elven artisan Lotrin Whitegrass, despite being betrothed to elven nobility, fell in love with the young, beautiful, and also-married human Brandolyn Vintner. Brandolyn, wife of the successful vigneron and wine maker Gage Vintner, attempted to keep the affair a secret but was eventually discovered by her husband. Enraged at her deception—and appalled at the thought of his wife coupling with an elf—Gage overpowered Brandolyn, and crushed her to death in his wine press.
The decades passed and Gage Vintner eventually died with his murderous secret intact, but forbidden love, murder, and treachery have a strange way of resurfacing, demanding their malfeasance not be forgotten. Over a century after his death, Gage’s crypt was violated by Samhain the Corpse Harvester, a semi-sentient subterranean parasite that burrows into coffins and crypts and agglutinates limbs from corpses to form its own mass. Disturbing Gage’s evil bones ignited a spiritual conflagration, tearing the ethereal fabric that separates the living and the dead. Gage’s spirit began manipulating Samhain to inflict more spiteful destruction, thereby awakening Brandolyn’s soul, somehow still trapped in the device where her life was snuffed out.
Zombigator: ?
Living Stain: However, searching this area puts the PCs in range of the Living Stain, a sentient mixture of wine sediment and malevolent spirit spawned from the recent hauntings.
Margrite Vintner, Gourd Puppet: ?
Gage Vintner, Gourd Puppet: To defend itself, Samhain will animate a gourd puppet out of the bones of Gage (and potentially others) using bodies harvested from the crypts above.
Gourd Puppet: To defend itself, Samhain will animate a gourd puppet out of the bones of Gage (and potentially others) using bodies harvested from the crypts above.

Goodman Games 2019 Yearbook: Riders on the Phlogiston
Silver Ghoul: The third pool shimmers with a silver light. Any living creature touching the placid waters recovers 1d20 [10] hit points and gains +1 point of Luck. (This effect can take place but once per character.)
If a slain creature comes into contact with the waters, it immediately animates into a hellish, silvery ghoul that lunges to attack.
Worse, due to the spray of the cascading spoil, any creature slain in the chamber animates the following round and lunges to the attack.
Skin Horror Medium Skeleton: ?
Skin Horror Small Skeleton: ?
Large Skeleton: ?
Medium Skeleton: ?
Small Skeleton: ?
Ghost: ?
Shadder: The creatures are shadders: former men cursed to be deformed and changed into abominable grotesques that can only be seen as dark outlines among the narrow cracks and crevices of the tunnel.
Gribb-Kith Mummy: ?

Dungeon Crawl Classics 3rd-Party Books
Angels, Daemons & Beings Between Volume 2: Elfland Edition
Elf Wraith: ?
Reidmar: Long ago, Reidmar was a member of the Seelie Court. An aristocratic lord of his own faerie mound, Talla Aghmhor, or Happy Hall, indeed Reidmar’s personality was reflected in the name of his dwelling -- he was joyous, happy, and kind.
Legend claims that during one evening of feasting, Talla Aghmhor was called upon by a wandering troubadour. The faerie minstral must have had darkness in his heart to sing a melancholy tale of fey lovers killed by internecine rivalry. Reidmar was furious that such an unhappy tale was told in his Joyous Court. Courtiers openly wept and the psychic shock took a deep hold on Reidmar as well.
At that moment, the unending joy was somehow sundered in famed Talla Aghmhor. Some placed blame the undoing of Talla Aghmhor at the minstrel’s feet, suggesting that the act was malicious and planned by archrivals in the Unseelie Court. Others suggested that the happiness of the place flowed from its faerie king, Reidmar. Once his joyous reverie was broken, so too was Talla Aghmhor.
The next evening all of Talla Aghmhor attempted to continue on as before. Reidmar feigned happiness but in secret was tortured by the death of the faerie lovers in the minstrel’s tale. In private, he began consulting spirits and sages to discover what happens to faeries when they die. Conventional wisdom indicated that faeries join the Unseelie Court upon death. Other tales were far worse, only suggesting that the fey’s soul dissolves and everyone forgets that the departed ever existed.
This knowledge was too much for Reidmar. The possibility of turning to something so diametrically opposed to his own way of life gnawed at Reidmar’s fey soul. Unseelie faeries are cruel, evil and hateful. The alternate fate seemed even more excruciating - to be gone from all memory.
Later a sorcerer of no mean skill was a guest at Talla Aghmhor. Deep in his cups and having consumed faerie wine, the sorcerer lost all propriety and told of magic that would stave off death forever. Reidmar wrung the secrets from the sorcerer with wine and promises, and later on, threats and torture.
Armed with the arcane formulae, Reidmar set about to manifest its dark magicks at whatever the cost. It was all a success, but obtained at great cost. Reidmar has become everything he feared -- a withered skeletal faerie with rotting wings, glowing bones, clawed hands and black pits lit with evil energy where eyes used to be. He is now neither Seelie nor Unseelie. He exists as something altogether separate, his soul hidden away in a small iron chest. The absence of his soul renders him immune to the laws and traditions of the Faerie Courts. Death will not take him and the Faerie Courts fear him.
Lich: ?
Vampire: ?
Mummy: ?
Ghost: ?

Book of Scarlet Abomination
Undead: Calling the Scarlet Chaos from the Queen’s Doom spell.
Giant Undead Fate Raven: ?
Abysspawn: Undead spirits of uncertain but ghastly origin given animation, sentience, and ghostly purpose by the Red Queen.

Calling the Scarlet Chaos from the Queen’s Doom
Level 3 Range: Conversational (Self to 60”)
Duration: Variable
Casting time: 1 round Save: Spell check DC or None
General: Caster is calling the essence of the Queen’s Doom, bringing Tamarah’s plane into limited but direct contact with the world. Dangerous.
Manifestation: 1. Caster reaches a single perfect pitch note and the air shimmers and warbles before disgorging its fell contents. 2. The character’s features become flush with colour – depending this could be as simple as a blush to a temporary reddening of the skin, hair, and eyes though taking on an actual foreign hue with increasing success 3. The invoker ritually – and literally – cuts a jagged hole in any surface, or in the air and the spell effect pours out like a bloody wound.
1 Lost, failure, and Patron taint!
2-11 Failure. Depending on the results of the Patron bond, the caster may or may not be
able to cast it again.
12-15 Revealing Swarm – Summons (at pressure) a small jet of scurrying weird mutant living creatures from one of the planes of the Queen’s Doom; they immediately clear away debris, reveal secret doors or concealed things, and will locate any one thing desired by the caster, if so instructed. Adds ten to relevant perception tests. Lasts no more than 60 seconds.
Otherwise, the Red Queen is too busy for the likes of you. For the next d5 rounds, natural creatures (mundane animals) will be (roll a d6; even = drawn to you odd = frightened by something out of race instinct and display threat behavior. They will attack if the character approaches but will otherwise avoid. However for the duration you will save v. fear and fear effects/attacks at +2.
14-15 Grasping arms of the Hungry Pit - opens an small irregular channel allowing abyssal energies into the world – Tamarah hears your pleas for aid and lends several arms; 1d4+1
extremities; a combination of arms, tentacles, and less recognizable grasping appendages erupting out of any near drain, pit, hole, or similar defect from abyssal space; they will set about attacking (at +4) and immobilizing/entangling (spellcheck DC Ref to avoid or escape, check once/round) up to four of the caster’s enemies for the next CL+1 rounds.
16-17 21 Tamarah reminds her followers that, in the end, there is no problem that cannot be overcome by consumption; q.v. by eating the problem itself.
The caster’s jaw visibly distorts and distends, and the whole of their face seems to take on a monstrous yet painful aspect. The caster’s mouth has now become a form of gate, a Hell gullet to the Queen’s Doom. Anything that is slain and so devoured by this mouth has its soul sucked out and devoured by the Red Queen.
Each round the Hell gullet can chomp down on a target with mighty force, this is a bite attack that strikes at +3 and inflicts 2d16+STR+CL with each sharp tearing bite.
18-21 Invocation of the Hungry Pit - opens an irregular but generally circular hole in a surface within 1d3x8” of the caster; to all appearances a pit but anything thrown in will be as though thrown into the jaws of a great multiplanar beast (as 20-21 above). After d3 rounds, from this terrible obscene mouth rises the ‘Pillar of the Consumed’, a great proboscis-like tongue. The Consumed - A semi digested mass of bodies and souls of Tamarah’s (former) enemies - kept a semi molten composite of shifting desperate arms, hands and mouths, reaching and shifting, and takes its existential rage on anything within its 16” reach burning with pain and cold. It strikes with 1d24 action die inflicting 2d6 hp damage and 1d4 stamina drain with a successful strike.
When the duration expires there is a 1 in 20 chance that the Pit once summoned, will wander off, a permanent portal to somewhere in the Red Queendoom.
22-23 Reaching into the Spawning Pits - opens a portal to the least plane of the Red
Queendoom, where her countless thousands of abandoned children writhe in scented
darkness.
This momentary portal exists to allow 1d6 tamlyngs to flee into the world of the caster, appearing at the end of the round. They will be compelled to fight the focus of the invoker’s ire for 1d3 rounds before they are distracted by something shiny like their freedom.
24-26 A vast and spectacular demonic blood rose appears anywhere in the caster’s
immediate line of sight, erupting from the ground or another surface, immediately opening, unfurling it’s pollenating tendrils to puff orange smoke in a 20” radius/caster level centered on the flower. Everything inside that is living will suffer a loss of 1d6 Pers and become very susceptible to suggestion -1 to will saves but this susceptibility is triple strength with regard to the caster who are especially weak willed toward them and save at minus 3; further for 1d6 minutes those affected will not be disposed toward violence toward the caster at all unless provoked. 1d3 rounds after it manifests, the rose will disgorge one of the following.
a) Swarm of bats, b) 1d3 killer bees, c) a pair of Red Wasps, d) A tangle of two headed snakes
27-31 Tamarah cannot be bothered with your petty nonsense … but as she values you for some inexplicable reason of her own, she sends you Starbow. Starbow (pp. 50-51) can ferry passengers literally anywhere in the omniverse, in as much or as little time as she wishes.
Starbow can, per her half-demonic nature, move through the phenomenal universe at the
speed of light, to the benefit (and terror!) of those astride her. Starbow is immune to attacks from light, attempts to bend time or space, and suffers no ill effects from either radiation or cosmic energy. Note that the steed may deposit the invoker anywhere that it’s whim, and the whims of its mistress, regardless of any stated or given request. The creature has many other capabilities but likely the caster will not be able to make use of them save as it pleases Tamarah.
32-33 It is said that Tamarah’s laughter causes violence. Tamarah manifest through the invoker with the lilting high laughter of an amused demon. For the next 2d6+CL rounds, everything within hearing range is inspired to pick a target and go to town, striking at +4 to hit with their best weapon or most powerful attack. Further, threat range for all critical hits is doubled and all criticals occur at +6 on the roll for the duration. Finally, a single target chosen by the caster experiences the sudden growth of thorns of bone , rapidly growing within the target’s chest and lungs, inflicting 1d4 hp damage initially; for each subsequent round, the target takes 1d6 damage and is depleted a point each of Agility and Stamina as their breathing becomes a bloody mess.
34-35 The sky above shimmers and seemingly turns to liquid as you bring a small fraction of her plane to yours. For 5d12 rounds, the luminescent churning multispectral liquid sky from several of the planes of the Red Queen’s Doom pours forth into the skies above, polluting the natural world with its foul essence and overwhelming possibilities.
2 in 5 Chance of (d5) 1. Hot hail 2. Black lightning 3. Ghost winds 4. Rain of hot multicolored mud balls, covering the landscape in the aftermath of a Play-Doh fight 5. Phantom fog that will throw d3 illusions at each party member journeying through it
Meanwhile, the Horned Queen’s Hunting Party (comprised of 1d8 Abysspawn 1d6 vapour dogs and 1d12 hunger dogs and 2d6 tamlyngs) comes charging out of this chaotic miasma to kill or capture the invoker’s enemies … and anyone else that gets in their way. The tamlyngs may however flee immediately.
36+ Having attracted a considerable degree of her attention, Tamarah momentarily sends a minor aspect of herself to possess the caster, lending a fraction of her power, influence, and sense of authority to the invoker who uses it to persuade, control, or influence those around them. The spell represents a tiny fraction of Tamarah’s attention as it is loaned to her most especial followers for d5 (modified by Personality) hours.
For that duration, the caster gains / recovers 2d6 additional hit points, and recovers up to 1d4 spellburn or ability drain from Personality, Strength, or Intelligence (each). The caster is at +2 to hit, damage, and saving throws for the duration. Further, the shimmering, vertiginous aura nauseates all living creatures within a 5’ radius of the caster that fail a will save, who suffer -1 to action die rolls for the duration and up to d3 rounds thereafter.
At this point, 0 levels have no choice but to obey the caster. The effect persists for d5 weeks plus 1 per caster level; Caster gains a minor corruption and during this time, paladins, witch hunters, lawful clerics, and others concerned for the world around them may come for the character. For the duration, any who attempt to defy the caster’s wishes must succeed on a Will save, DC = to the Spell check result.
Further, 5d24 days after this invocation, Tamarah herself will visit the caster in dreams and offer them a sip of RED. She will appear in the guise of the Chalice Goat; the goat will kneel that one may drink of the cup (taking the form of a bowl shaped defect in its skull) and thus drink directly from her mind. Up to (level) may partake including the caster. Those who do will receive 1d4 points of floating attribute recovery (the caster receives 1d6+pers mod), heal 2d5+pers mod HP, and experience a moment of demonic ‘enlightenment” which occurs at +30 on the roll. Results must be applied immediately. The invoker’s alignment becomes chaotic and they detect as Demonic to spells and abilities that detect and affect such. They have for all intents and purposes fallen.
Finally, should the caster die during this spell’s duration - the deceased invoker rises as an NPC after a number of nights determined by their action die; They rise at night with full hit points and geased to annihilate without delay those who slew them. The deceased is treated as undead for the duration and functionally indestructible until banished by high level magic, or it runs out of enemies on its list. At which point the vengeance seeker will be torn apart by red and crimson flames as their body and soul are reduced to howling madness and claimed by Tamarah herself, forever damned.

Dead In The Water (MCC RPG)
Drenched: During the Times of the Ancients, mutations were nonexistent (or at most, rare), and thus many experiments were performed to try to alter and improve humanity’s genome. One such experiment was Operation Deep Six, an attempt to biologically introduce the ability to breathe underwater. The secret experimental laboratory was disguised as a nondescript oil-drilling derrick located in the gulf, where scientists could conduct their underwater research away from prying eyes. After years of genetic manipulation of a captive Architeuthus dux (giant squid), the Deep Six scientists cultivated a small squidlike creature capable of bestowing waterbreathing on a human subject. If the subject held the creature’s larvae in the mouth and allowed it to attach itself to the subject’s soft palate, the creature extracted breathable oxygen from the water for the subject, allowing them to function underwater. Although the experiments were promising, the researchers were unaware of another mutational effect: all those who underwent the process were now in metaconcert with each other and mind-linked to the host “parent”, which was now becoming overwhelmed with each new “voice” in its primitive brain. Enraged, the giant squid (nicknamed “The Sea-wraith”) broke loose from its captors and sent its mind-controlled thralls into the underwater research facility. Its minions forced the panicked scientists to join the hive-mind by dragging them into the seas, where they could either drown or accept one of the larva offspring, letting them live but as yet another mindless drone.

Foe Folio
Phagent: Phagents worshipped Pestilence in life and now serve her in death by spreading death and disease.
If a creature’s Stamina is reduced to 0 by a phagent, they become a phagent in 2d6 turns. Any Stamina loss by a Phagent returns at 1 point per day of complete rest.
Umbral: Umbrals are the shades of thieves and assassins.
Upir: ?

Hubris A World of Visceral Adventure
Facious the Lich King: ?
Zombie: People that are captured by the Lich King’s pirates are presented to Facious, where he forces them to breathe in a vile concoction of his own creation, Zombie Powder, causing the victim to become a living zombie, which serves him without question. Eventually the victim will succumb to the toxic effects of the powder and rise as an undead zombie, forever under control of the necromancer.

Zombie Powder
Facious creates this powder from the minced liver of the black-nosed fox, the eyes of a bloated toad, flesh of the rainbow puffer fish, various unsavory plants, and the brains of a recently buried child. The powder must be inhaled by the victim in order to corrupt their mind and rob them of their sense of self. When inhaled the victim must make a Fortitude save: 1 or less HD = no save allowed; 2-4 HD = DC 16; 5+ HD = DC 12. A successful save means the target takes 1d6 damage and suffers from a fit of violent coughs for 2d3 rounds (they cannot take any other action those rounds). Failure means that the victim falls unconscious and is in the grips of a terrible fever. The next day the target loses 1d3 points of Intelligence and will obediently serve the person who used the powder on them. The living zombie can only understand explicit and simple instructions however, such as “guard this door”, “dig a ditch”, “kill your family”, etc. When not ordered to do an activity they stare blankly, drooling slightly. Each day the target must make a successful Willpower save (DC determined by HD as listed above), failure means that the target loses an additional 1d3 points of Intelligence and comes closer to true undeath. If the target reaches zero Intelligence they fall dead from the fever and rise in 1d4 days as a zombie, utterly faithful to the person who poisoned him. If the target makes a successful save they shake off the effects and return to normal and will regain lost Intelligence at a rate of 1 point per full day of bed rest. However they are more susceptible to the powers of Zombie Powder and roll all further saves against it one step lower on the die ladder.
Brew Potion (DCC, pg 223) DC 27 to create this potion.

Perils of the Sunken City (DCC RPG)
Ghost: ?
Chain Skeleton: Revenge is the only force that motivates the spirits of these dead slaves.

The Headless Horseman
Headless Horseman: A hag of an evil coven had responded to the dying curse. She took Aennwyn by surprise, and tricked Wulffhard by magic on his arrival. With the two lovers bound by magic sleep, she started to proceed with a spell of her own: She began to reanimate the body of Urgmer, to make him the true headless horseman.

The Swamp Daughters of Marshsund
Swamp Zombie: ?

The Umerican Road Atlas (DCC)
Junkyard Spirit: ?
Un-Dead Skeletal Horror: Bone Storm - Cackling ashen clouds forcefully rain down a multitude of dry, skeletal remains of various creatures. There is a 15% chance per hour the storm rages that un-dead skeletal horrors composed of assorted bones will rise to rampage.
Wrath: ?
Burnie “Corpse” Grinder, Corpse Grinder, Wrath: Said to be the risen form of an ancient warrior from centuries past, there is nothing about the enormous biker that would dissuade from such a conclusion.
Killer Skull, Skeleton Warrior: ?
Un-Dead: This all un-dead gang is led by Killer Skull, who wields the sword Deathstorm. The enchanted blade causes anyone it slays to rise anew as one of the un-dead.
[A]ll foes slain by Deathstorm rise as un-dead the following round—un-dead type at GM’s discretion.
Brando, Lesser Power Wight: Unbeknownst to the gang, Brando is one of the creations of the “good doctor” and, while only a lesser power wight, he has been cosmetically altered to be able to pass as a badly scarred human.
The Mechanic, Custom Large Car Autogiest: Once there was a family of adrenaline-junky gearheads, the Urnhearts, who had the misfortune of falling prey to a gang of wheeler demons. Thinking that the group of parked RVs were simply an encampment, the exhausted travelers made the mistake of parking nearby for safety. In the dead of night, they were ground to paste and scraped beneath the wheels of the Trailer Park Trash. The patriarch of the family, Hill Urnheart, gathered the souls of his family and forged them together into a powerful autogeist, and vowed to draw others to its cause.
Autogiest: The spirits of those slain by the Restless Dead linger until enough are drawn together to form a new autogeist. So long as one member of the gang exists, the gang will always, slowly and inexorably, return.
Wraith Rider: With only a few notable exceptions, wraith rider gangs are normally made up of the members of gangs snuffed out in a singular bout of carnage. These gangs continue to wear the colors of their former selves as they seek to carry out whatever unfinished task it is that keeps them from rest. This need not always be vengeance, there was an instance of a wraith rider gang simply attempting to complete a “poker run” to raise funds to help a member who had lost his wheels—now riding the wastes until such time as they have a worthy ride to bring to the sole surviving member of their former gang.
Ghost: ?
Phantasmal Semi, Ghost Truck: ?
Robo-lich: ?
Astroliche: ?
Wight: ?
Haunt: ?
Rail Wraith: ?
Silver Zombie: ?

Twisted Menagerie Manual
Autogiest: Deep in the wastelands lie a multitude of corpses wrapped in rusting caskets of twisted chrome and faux-leather upholstery. From these mass graves of crushed hopes and unquenched road rage rises a horror that all wastelanders fear, the dread autogiest.
The fiend is a conglomerate spirit of those who have died in violent car wrecks that have joined together to punish the living. By itself, the autogiest is a shapeless, glowing red mist that drifts against the wind. It cannot be harmed by mundane means or interact with anything in this form. Once it finds a suitable vehicle to inhabit, usually one of Keeper quality or better, its reign of terror as an unholy juggernaut begins.
Keeper Large Car Autogiest: ?
Minion Vehicle: Autogeist Animate Minions power.
Blast Shade: Often mistaken for harmless “nuclear shadows” from the Great Cataclysm when holding still, these angry spirits are born from unfulfilled desires shattered by an early death at the hands of an atomic level explosion. The embittered soul reanimates the scorched shadow remnants of their body to torment those who are still alive.
Corpsenado: ?
Cryo-Lurker: The ancient practice of cryogenics left untold numbers of individuals (or their heads) encapsulated and frozen. Some were soldiers kept on ice for times of war, others were travelers whose journey ended in the lost luggage bin, and there were those sleeping until the promise of a new future to revive them. That future never came, but the incursions from the plane of Eternal Unrest have reanimated their frozen and mutated forms, fulfilling their desires by way of un-death.
Cryo-Lurker Brute: ?
Cryo-Lurker Buckethead: Unable to afford the full cryogenic treatment, the buckethead was still a very determined person in their past life. Their determination and force of will is what keeps them going, even now. A severed head carried in a receptacle (often merely a steel bucket) the buckethead is far from defenseless.
Cryo-Lurker Cryoslime: When the physical form of the cryogenically frozen cannot stand the strains of the change, it collapses into a 10’x10’ puddle of frozen, malevolent ooze.
Cryo-Lurker Frost-Burned: ?
Cyber Ghoul: After the great Search Engine War, the victorious search algorithm sent its web crawlers out to explore the last great frontier, the living brain. As the crawlers entered human minds and drained them of information, the search engine learned to keep the host bodies alive, fueling them by feeding off of other living targets – incidentally allowing the algorithm to spread.
Easily recognized by their twitching, shuddering gait and the wires that protrude from their flesh, cyber ghouls are far from common un-dead. Unlike traditional un-dead which are fueled by dark necromantic energies from vile dimensions and unholy powers, cyber ghouls are more correctly the “un-living”. While their host bodies may be technically dead, stolen thoughts and electrical impulses keep their muscles moving and their thoughts coursing through diseased minds.
Any intelligent creature may be transformed by the cyber ghouls and instances of larger ghouls of up to 10d5 HD are known to exist.
As part of their bite attack, cyber ghouls pull the memories from their victims. Each bite permanently drains 1 point of Intelligence and for every 5 points of lost Intelligence the victim also loses 1 level of experience. Victims drained to 0 Intelligence or below 0-level are infected with the World Crawler AI and transform into cyber ghouls.
Power Wight: Created using the secrets of both golemcrafting and necromancy, these creatures are always planned works fashioned in a lab and never spontaneously occur. They are grizzly masterpieces formed from the finest parts of various corpses and incorporate advanced NecroTech devices within their bodies.
Lesser Power Wight: ?
Greater Power Wight: ?
Un-Dead: As they have an innate understanding of the nature of un-dead and NecroTech, greater power wights can create 1d3 HD worth of unintelligent corporeal un-dead every week, given the proper materials and lab space.
Robo-Lich: Reputedly crafted from deceased magic users, a robo-lich is a grizzly fusion of corpse and robot. They appear to be highly cybernetically augmented, semi-skeletal cadavers cut off at the waist and grafted onto tank tread platforms they use to move about. The lower left arm is replaced with a small plasma cannon and the right with a wicked looking robotic combat claw.
Rockin' Wraith: Throughout time, there has been a select club, the membership of which all were tragically struck down in their 27th year. For hundreds of years, the organization was thought to be mere legend, but modern day Umerica has learned that this is no legend and the “27 Club”, as it is known, is real. So too is its un-dead membership.
The members of the 27 Club obey their founder; an un-dead blues musician who is rumored to have made a deal with the devil, presides over them.
Long before the apocalypse, before there was even a written history of humankind and their mythologies, there was the being now known as Rojo. A demon of great power and guile, he first appeared in the public zeitgeist during the early days of recording when several bluesmen made deals with him at the crossroads, not for fame or wealth, but for talent. Beginning with ragtime musician Louis Chauvin, Rojo (who takes his current name from the next of his supplicants, Robert Johnson, whose rockin’ wraith form was destroyed at ground zero of the apocalypse) made Faustian pacts with musicians. The deals have always been the same, instrumental mastery and a heightened gift of musical expression in return for claiming their souls at the ripe old age of 27. Rojo’s “27 Club”, filled with un-dead musicians – rockin’ wraiths – roam the Urth in order to aid him in the gathering of more souls.
Rojo's Demonic Deal power.
Wraith Rider: Animated by an unknown, rage-filled spirit from the plane of Eternal Unrest wraith riders seek vengeance on the roadways of Umerica. Humans suffering a traumatic violent death, in rare cases, may rise again as a wraith rider.
The wraith rider was killed by a road gang while trying to make a delivery.
The love of the un-dead was murdered, and the wraith rider is filled with an unquenchable rage.
Double-crossed on a mission for the Three Royals and killed for knowing too much, this rider travels the roads towards the Citadel of Scrap for vengeance.
The vengeful spirit is that of a slain parent, slain while protecting their child.
The wraith rider was a local misfit who was killed by the local community for a crime they did not commit.
Driven off the highway during a road race, the wraith rider seeks to find and slay the driver responsible.
The wraith rider was murdered, and his vehicle stolen.
The wraith rider was killed by a member of the party and now seeks revenge for his death.
Once the guardian of a cache of precious materials, the wraith rider was murdered during the theft of its charge.
The wraith rider has fulfilled its quest for vengeance but it still has a final task to complete, visiting the
grave of a dead family member in hopes of achieving final peace.
Wrath: ?
Xeno-Mummy: Aliens from beyond the grave stalk the nights of Umerica. Their corpses animated by unknown energies within their wrappings, xeno mummies are puppeteered by their funerary dressings in an effort to collect the energies required to maintain their preservation fields.
The humanoid shapes of this long dead alien species are preserved within strange mylar-ic wrappings. Covered from oblong head to pointed toe in alien glyphs and scrawls, these creatures give off a faint, blue luminescence visible at 20 feet. Whatever strange funerary rites these aliens undergo leaves their blackened, husk-like faces exposed to the air and their shark-like mouths hanging open (when not actively tearing the flesh of a victim).
Zombie: Corpsenado's Spawn Zombies power.
Anyone that dies within a corpsenado's funnel will raise as a zombie within 1d4 rounds.
Blink Zombie: Corpsenado's Spawn Zombies power.
Chrono Zombie: Anyone who dies of the aging effects of a chrono zombie will raise as one in 1d5-1 (0-4) hours.
Corpsenado's Spawn Zombies power.
Melting Zombie: Corpsenado's Spawn Zombies power.
Petrol Zombie: Corpsenado's Spawn Zombies power.
Rave Zombie: These crazed un-dead can spontaneously raise from the corpses of Technos Discos followers (usually in groups of three or more) or can be created by necromancers that have learned to raise the dead with enchanted music. It is unknown if this necromantic raising process taps into the power of the Terrible Bringer of Beats or another, more vile, source of horrifying melodic energy.
Corpsenado's Spawn Zombies power.
Silver Zombie: Animated by rogue nanites originally intended for medical purposes, these zombies tend to have a metallic tinge to their rotting flesh.
Anyone injured by a nano zombie must roll under their Luck after the encounter or they have been infected. This will have no immediate effect but when they ever reach 0 or less hit points, they will definitely die and raise as a nano zombie shortly after.
Corpsenado's Spawn Zombies power.
Zombie Monk of the Cyberhive: Zombie monks are humanoid corpses that have been cybernetically resurrected to serve the Earth Brain of the Cyberhive.
Any slain foes will be collected by a robo-lich for techno-reanimation as zombie monks.
Given 24 hours a robo-lich can convert a humanoid corpse into a fully functional zombie monk. This process installs a new personality into the remnants of the corpse’s brain so any previous knowledge or personality is erased.
Carl Aug M.D., Greater Power Wight: ?
GAWBYCAID Within Host Cyber Ghoul: ?
Greater Power Wight Nurse: ?
Lesser Power Wight Janitor: ?

Animate minions: for up to one hour per day, it can animate up to 1.5x its HD in other vehicles that will mindlessly serve their new master. Minion vehicles will have 1d14 action dice and are treated as un-dead.

Spawn zombies: During combat the corpsenado can, as an action, fling zombies out to a range of 150 feet. These zombies take no appreciable damage from being thrown and are able to attack at the end of the round that they were spawned. There is no limit to the number of zombies a corpsenado can spawn. To determine the number and type of zombies cast from the hellish whirlwind roll 1d7: 1) 2d4 zombies (as per DCC RPG); 2) 3d3 petrol zombies; 3) 2d5 rave zombies; 4) 1d4 melting zombies; 5) 2d3 blink zombies; 6) 1d3 silver zombies; or 7) 2 chrono zombies.

Demonic deal: If someone with a sincere desire to create music for the ages summons him to the crossroads, Rojo will offer them his standard deal; granting unparalleled musical gifts for their soul - as a rockin’ wraith sometime during their 27th year. He will not deviate from this contract, knowing that those who care only about the music and not fame or other mortal trappings will accept the deal. Should the deal be agreed to, an ancient white lighter will appear in the pocket of the musician (or, if unclothed, among their belongings) at their time of death. The effect of such 'musical' mastery is left to the judge.

Umerican Survival Guide, Delve cover (DCC)
Zombie Monk, Lay Ghoul: The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being.
The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics.
Robo-Lich, Cyber Shepherd: The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being.
The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics.
Cyberdead: Create Cybomination spell.
Astroliche: ?
Skeleton Butler: Skeletal Attendant spell.
Undead: ?
Skeleton: ?
Skeletal Warrior: ?
Spectre: ?
Zombie: NecroNeural Net magic item.

Create Cybomination
Level: 3 Range: Touch Duration: Permanent Casting time: 1 turn/HD of the creation Save: NA
General: A caster cannot control more than CLx3 HD worth of cyberdead at one time. Any excess will act randomly and violently, requiring a Personality check of 11+HD to be controlled again.
Manifestation: Wires and mechanisms burst forth from the corpse and cybernetically reanimate it.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-15 Failure, but spell is not lost.
16-17 CL+1 HD of small animals (⅛ - . HD in size) are animated. These recycled creatures are completely loyal to the caster but are dumb as rocks. They require constant psychic instruction to do any task.
18-21 As the previous result but CL+d3 HD of animals or people (. - 2 HD in size) are animated.
22-23 CL+d4 HD of animals or people (1 - 4 HD in size) are animated. These recycled creatures are completely loyal to the caster but can only follow simple commands. Two of the HD available may be used to bestow a random special ability to the creatures from Table 9-6: Traits or Properties of Undead (DCC RPG, pg 381).
24-26 As above but CL+d5 HD of animals or people (1 - 5 HD in size) and each has an Intelligence of 6+d6 and can accept complex commands. Two of the HD available may be used to bestow a random special ability to the creatures from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381).
27-31 CL+d7 HD of animals or people (1 - 6 HD in size) are animated. These recycled creatures are completely loyal to the caster. Each has an Intelligence of 8+d6 and can accept complex commands. For each 2 HD rolled but not used for reanimation, a special ability may be added to the creatures from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381).
32-33 As the previous result but CL+d10 HD of animals, people, or monsters (1 - 8 HD in size) are animated.
34-35 As result level 28-29 but CL+d16 HD of animals, people, or monsters (2 - 12 HD in size) are animated.
36+ The caster can animate CL x2+1d20 HD worth of any previously living creatures (2 - 16 HD in size).
Each will have a special ability from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381) and will have a 25% chance of being fully intelligent.

Skeletal Attendant
Level: 2 Range: proximity Duration: 1 day Casting time: 1 turn Save: NA
General: Summons an intelligent skeleton butler from the Astrolich realm to do the caster’s bidding.
Manifestation: The skeleton butler appears suddenly by sparkly transmat beam.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
14-15 The caster summons a clean and polished animated skeleton butler wearing a fine white shirt and a black coat with tails. Deep in its eye sockets are a pair of small green orbs that glow with an intensity that matches the butler’s tone of voice. The butler will introduce itself in a pleasant, refined voice (roll 1d4: 1 - Bonesworth,
2 - Skullingham, 3 - Corpsington, 4 - Rattleson) and wait upon the caster’s orders throughout the day. At this level, the butler will not remember anything from any previous summonings.
The skeletal butler is considered to have 11 in all attributes, HD: 1d8, HP: 5, AC: 11, Move: 25’, Act: 1d16, and +1 to all saves. It has no appreciable combat abilities.
16-19 The skeleton butler will appear and introduce itself as above but is a skilled servant. It has an equivalent Strength and Agility of 14 plus it is skilled in the following tasks: driving, cooking, cleaning, and tailoring. At this level, the butler will have a passing memory of any previous summonings.
20-21 The skeleton butler will appear and introduce itself as above but is much improved. It has an equivalent Strength and Agility of 16 plus the following additional tasks: night watchman, minor repairs, and bandaging wounds. At this level, the butler will have a full memory of any previous summonings and can be tasked with reminding the caster of up to 4 appointments or engagements.
22-25 As the previous result but the butler now has the following combat abilities: Init: +1, Atk claws +3 melee (1d4+2), HD: 2d8, HP: 10, AC 12, Armor Die: [1d3], and +2 to all saves.
26-29 The skeleton butler will appear and introduce itself as above but is vastly improved. It has an equivalent Strength, Agility, and Intelligence of 16 plus the following additional tasks: basic business, appraising goods, event planning, and current events. At this level, the butler will have a detailed memory of any previous summonings and will remind the caster of any number of things.
30-31 As the previous result but the butler now has the following combat abilities: Init: +2, Atk sword +4 melee (1d8+2), HD: 3d8, HP: 15, AC 13, Armor Die: [1d4], Act: 2d16, SP summon sword from thin air, and +4 to all saves.
32-33 The skeleton butler will appear and introduce itself as above but is a paragon of servitude. Its Strength, Agility, and Intelligence are 16 and all other attributes are 13. In addition to all of the previous tasks, it is skilled in the following additional tasks: business, finance, estate management, barter, and law. At this level, the butler will have a detailed memory of any previous summonings and will remind the caster of any number of things.
34+ In addition to the previous result, the butler is an accomplished warrior: Init: +4, Atk sword +1d5+2 melee (1d8+1d5+2), HD: 5d8, HP: 25, AC 14, Armor Die: [1d5], Act: 2d20, SP mighty deeds as a 5th level warrior, summon sword from thin air, & +6 to all saves.

NecroNeural Net – When placed on the skull of a recently deceased humanoid for the period of a day, the corpse becomes a zombie (DCC rulebook, pg 431) that follows all your mental commands to the best of its dim Intelligence until destroyed. The maximum number of zombie henchman you can control at one time is equal to one half your current level plus Personality mod, with a minimum of 1. Note, employing zombie henchmen will not be taken well by most Lawful or Neutral Urthlings.

Dungeon Crawl Classics 3rd-Party Magazines
2015 Gongfarmer's Almanac 1-6
Ghost: You are a tortured soul, cursed to live beyond the grave. You have returned from the next world to seek revenge or atonement for your past life.
Skeletal Warrior: You are a warrior of a bygone age, a casualty of a battle long-forgotten. You have been risen from your grave to fight once more by some foul necromancy, and you march on to battle without fear of death.
Vampire: You are an un-dead being cursed to feed upon the blood of the living. You were human once, but in death you have been changed to something far more dreadful.
Fright of Ghosts: ?
Hungry Dead: ?
Hag of Hecate: ?
Damned Skeletal Army: ?
Damned Banshees: ?
Elahi the War Witch, Mummy: Centuries under the thrall of the jewel after being burned at the stake, has transformed Elahai from a powerful witch into a powerful mummy.
Grey: Agents of the Demi-Lich, these un-living forms comprise that sliver of a soul each has to give up to be able to leave the pass un-cursed.
Greys who gather 5 luck points may duplicate themselves by mitosis as a free action, creating a duplicate Grey at full health.
Rj’Nimajneb~Yor, Demilich: ?
Juju Zombie: Wand of a Thousand Punishments activation critical success.
Ghast: Wand of a Thousand Punishments activation critical success.
Wight: Wand of a Thousand Punishments activation critical success.
Wraith: Wand of a Thousand Punishments effect.

Wand of a Thousand Punishments: This wand, crafted by Rj’Nimajneb~Yor himself was created from the spine of the offspring of a daemon and a unicorn – an experiment that was disastrous, and successful in its own right. Use of the wand requires a successful classic intelligence check of a 5th level or higher Wizard, or DC15 Thief “Use Scroll” to activate each round. Failure to activate the wand renders it inoperable for 1d9 days, and a critical fumble destroys the wand – causing a phlogiston disturbance (caster is forced to cast a spell vs. a spell on chart below, Judge rolls for wand’s Spell check+CL7+5) then explodes for 5d7 points of damage creating a rip in space time. The wand itself has a Spell check of 19, plus the Caster’s Level, and Int Bonus. If the bearer has a 15 or higher Intelligence, he can choose the spell below, otherwise roll 1d5 per use:
1. Flaming Hands
2. Magic Missile
3. Scorching Ray
4. Fireball
5. Lightning Bolt
A critical success in activating the wand bestows un-dead henchmen permanently loyal to the bearer in addition to the Spellcasting, Roll 1d3:
1. 1d7 Juju Zombies
2. 1d5 Ghast
3. 1d3 Wights
The un-dead are either created from nearby remains, or are the closest convenient creature teleported to the bearers location. They appear and act the next round, surrounding the caster if possible, with elite morale.
While the bearer has the wand in his possession, the un-dead can be psychically commanded as a free action. If the wand is held by another, or is more than 5’ away from the bearer for more than 2 rounds, roll 1d100:
1-20 The un-dead suddenly vanish, leaving behind permanently burned shadows from where they stood.
21-25 The un-dead are destroyed in an explosion of positive energy. Adjacent targets take 3d6 damage: Law characters no damage, Neutral Half, Chaos Full; DC15 Will for half, post alignment determination.
26-37 The un-dead explode, causing 2d6 damage to all adjacent targets. DC10 Sta check for half.
38-40 The un-dead implode, pulling anyone adjacent to each creature into the 9 hells. DC15 Agi check or be pulled in.
41-58 The un-dead remain, unloyal to anyone, acting next round per Judge’s determination.
58-69 The un-dead remain, loyal to the original bearer of the wand at time of bestowment.
70-73 The un-dead remain, loyal to whoever bears the wand.
74-80 The un-dead remain, turned to stone. Bearer gains corruption; roll 1d3: 1. Minor, 2. Major, 3. Greater.
81-84 Arrival. The un-dead remain, and an angel arrives and starts to fight the creatures. Party must choose sides. If the angel wins, it bestows the party boons per Judge’s discretion. If the undead win, they become loyal to the original bearer of the wand and those present at the time of bestowment. A Wraith appears, pledging fealty to the champion of the un-dead.
85-90 Contest. A demon arrives and offers the bearer 50 smoldering gold coins per remaining un-dead. The demon is true to his word and pays if accepted, if denied he fights the bearer and allies for the un-dead disappearing before the final death blow if defeated, cursing the party. The bearer and allies make a mortal enemy.
91-98 If the original bearer of the wand bestowed un-dead is still of mortal life, he must make a DC 15 Will save or be transmogrified into a Wraith. All objects at time of fail turn into ethereal variants and are subject to those effects per Judge’s discretion.
99-100 Special, The Judge’s discretion on the event.

2016 Gongfarmer's Almanac 1-8
Necrosaur: As one of the Oblivion Syndicate’s greatest warriors, this H’Grungthorr was chosen by the evil Perilous Couple to receive the most profane blessings of their death-cult. Now, H’Grungthorr has been transformed into a ferocious, thanatos-powered, life-hating warrior known as THE NECROSAUR.
Skeletal Heap: Skeletal Heap spell.
Mocking Shade: ?

Skeletal Heap (Thief Spell)
Level: 2 Range: 20’ Duration: Varies
Casting Time: 1 round Save: N/A
General Thieves from North Kovacistan have a tendency to steal spell books from their wizard traveling companions. This spell is as much a defense mechanism for the wizard's spell book as it is an actual spell that the wizard can cast. If casting as a wizard, for all results below 12 the spell fails and is lost for the day, but otherwise they suffer none of the listed effects. Thieves may cast this spell using a d16 but must burn 1 point of Luck PERMANENTLY - yes, you may never recover it, ever!
The caster attempts to summon forth a hideous necromantic warrior from the piles of bones of long-dead creatures. Alas, even failure has its price!
Manifestation The bones of long-dead friends, foes or others come together with the screeching sound of unreleased voices silenced in violent combat, knitting themselves together in stop-motion and exhibiting the general shape of the bones' previous form, albeit crudely pasted together (for example, a skeletal heap conjured from ape-man bones might have long arms where its legs should be and short, squat legs growing from it's back or head, while a heap formed from triceratops bones may have one arm with three spikes protruding from it). Judges are encouraged to embellish the attacks listed below as they see fit in regards to the component bones available.
Corruption None. The results of the spell are corruption enough (see below).
Misfire None. Though when cast by a thief, all results produce some form of skeletal heap, most beyond the caster's control.
1 The bones of the fallen fail to achieve the desired state due to a lack of sufficient necromantic energy. The caster's own bones begin to pop from his body to supplement the creature. Suffer 2d4 Luck loss (permanent, cannot be restored, ever - but you won't live long enough to regret it, anyway!) Each round, the caster must pass an incrementally more difficult Fort save, beginning at DC 14, or suffer the ill effects of their own bones being sucked out through their skin as they attempt to join the heap (lose 1d5 points of Strength, Agility, or Stamina). Three successive saves will halt the process and return the dead to their slumber, leaving the caster in awfully bad shape otherwise.
2 - 8 The heap begins to take shape but needs more, more, more! Suffer 1d7 Luck loss (permanent, cannot be restored, ever - stop messing around with the wizard's spell book, thief!) to supplement the creature's growth. The resulting heap has the following stats: Init -4; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C. Creature only has one usable limb for attacking and will randomly lash out at the nearest target, usually the caster. This heap will continue to attack random targets for 1d3 rounds before falling into a pile of its component bones.
9 - 11 The heap begins to take shape but you can't control it! Suffer 1d3 Luck loss (permanent, cannot be restored, ever - what, you think magic is easy?!) to supplement the creature's growth. Also, make an opposed Personality check (heap gets +4 to this check - leave the dead where they rest, fool!) or the heap will randomly attack the nearest target, usually the caster. If you gain control of the heap this way, it will function for 1d3 rounds at your command before falling apart into its component bones. Init -4; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C.
12 - 13 It's alive! The heap has formed and will remain under the caster's control for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C.
14 – 17 Getting stronger, now! The heap lasts for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d4); AC 12; HD 2d6; MV 20'; Act 1d20; SP un-dead traits; SV Fort +2, Ref +0,Will +0, AL C.
18 - 19 That's better! The Heap lasts for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d5); AC 13 + special; HD 2d7; MV 20'; Act 1d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +0, Will +0, AL C.
20 - 23 Now we're cooking! The heap lasts for 1d5 rounds or until destroyed. Creature only has one usable limb for attacking but now has a melee weapon in its grip. Init +0; Atk limb +0 (1d5) or melee weapon +0 (1d6); AC 13 + special; HD 2d10; MV 20'; Act 1d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +1, Will +0, AL C.
24 - 27 It's getting bigger! The heap lasts for 1d5 rounds and now has two usable limbs for attacking, both of which grip melee weapons. Init +0; Atk limb +0 (1d5) or melee weapon +0 (1d6); AC 14 + special; HD 3d10; MV 20'; Act 2d16; SP undead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +1, Will +0, AL C.
28 - 29 Look at the size of that thing! The heap lasts for 1d5 rounds and has two usable limbs for attacking, both of which grip melee weapons. Init +0; Atk limb +0 (1d6) or melee weapon +0 (1d8); AC 16 + special; HD 3d12; MV 20'; Act 2d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +2, Will +0, AL C.
30 - 31 We're gonna need a bigger boat! The heap lasts for 1d6 rounds and now has three usable limbs for attacking, all of which grip melee weapons. Init +1; Atk limb +0 (1d6) or melee weapon +0 (1d10); AC 18 + special; HD 3d16; MV 20'; Act 3d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +2, Will +0, AL C.
32+ Over 9000! The heap lasts for 1d6 rounds and has three usable limbs for attacking, all of which grip melee weapons. Init +1; Atk limb +0 (1d8) or melee weapon +0 (1d12); AC 20 + special; HD 3d20; MV 20'; Act 3d20; SP un-dead traits, can block up to two attacks with an extra limbs as though carrying a shield (+2 AC), which then splinters; SV Fort +3, Ref +2, Will +0, AL C.

2017 Gongfarmers Almanac 1
Undead: Few organic beings know this, but sometimes when a mechanical life form “dies,” it is reconstituted in a special kind of afterlife. What happens to the Goody Two Wheels robots is a topic for another day, but the ones who end their functional life with a significant number of wicked acts listed in their behavior log end up in a place of eternal punishment for artificial entities. This place is the Abyss of Automatons.
This is a Hell that is run by robots, for robots. Any kind of robot imaginable can be found here, so the judge should feel free to add others not detailed in the encounter areas below. Note that because these automatons have all been previously destroyed, they are now considered un-dead.
Deceptiguard: ?
Severed Bot Limb: The limbs have all been violently severed from the original robots’ bodies, leaving the limbs with an unstoppable desire to be reattached to anything moving.
Endoskeleton: These are the robotic endoskeletons of former cyborgs who had their skins burned off as punishment for their evil.
Vacbot: ?
Fembot: ?
Zombot: Built to look like humans, the zombots have seen sufficient wear and tear in the Abyss to make them appear un-dead: some have loose skin drooping down from their faces like stroke victims, others leak coolant and other fluids, and most walk with a shuffling limp. Designed to keep going, and going, and going, a zombot only stops if their robobrain is destroyed.
Hari: HARI, an artificial intelligence designed long ago to be a Human And Robot Interface. After HARI went offline in his first life, he found himself here, in charge of punishing wicked robot souls (if asked who assigned him this task, he enigmatically answers, “I did”).
Robodemon: ?
Leaky: After a long life spent as a glorified transport for smarter AIs, Leaky is enjoying letting his new authority in the Abyss go to his head.
Demon-Saur: The desperate demons of Yoz, seeking vengeance against the voidlings (and soon, against each other), inscribed the demon-saur bones with terrible runes and assembled them into creaking, un-dead war-machines.
Demon-Saur Tyrannosaurus: ?
Demon-Saur Stegosaurus: ?
Demon-Saur Triceraptops: ?
Demon-Saur Raptor: ?
Demon-Saur Ankyslosaurus: ?
Demon-Saur Spinosaurus: ?
Demon-Saur Gigantosaur: ?

2017 Gongfarmers Almanac 2
Sugar Zombie: Children make no save against the effects of the pixie’s sticks or tasting any of the sweetness of the Big Rock Candy Mountains. Adults make a DC 12 Will save after consuming them, or they become sugar thralls, refusing to do anything except find the Big Rock Candy Mountains and savor its sweetness. Each day a sugar thrall spends eating the minerals causes a loss of 1 Stamina, resulting from a diet of indigestible rocks and little sleep. When the last point of Stamina is lost, the character rises as a sugar zombie.
Fiend in the Pit: Near the back of this cell is a now-undead serial killer, whose transgressions in life eventually brought him here to wither and die for his heinous crimes.
Enthralled: A shadow land of grey twilight, the Forest of Nedra exists between states of reality, filled with objects both half-formed and those seemingly etched into the fabric of creation itself. The forest does not have a permanent location, but instead slowly resolves throughout time in ancient groves as a spreading blight that acts as a gateway from the mortal world to the demesne of the chaos lords. Evil rumors of shades and fey magic carry into those lands the forest comes to border, and creatures captured and enthralled by its spreading gloom move and act with a dull, lifeless animation.

Gongfarmers Almanac 2017 3
Roaming Spirit: The Living Graveyard: Beneath the mushroom caps and the thick mist lies a ghostly sanctuary for spirits that have been trapped here for millennia. As a result of being in a realm of chaotic magic, anyone who perishes beneath the mist does not die immediately - they are transformed into spirits to roam the area in ghostly form.

Gongfarmers Almanac 2017 6
Halfling Skeleton: ?

2017 Gongfarmers Almanac 7
Eddie: ?
Erasmus Cordwainer Blood: ?
Brides of Blood: ?
Vampire Bride of Blood, Ophelia: ?
Vampire Bride of Blood, Portia: ?
Vampire Bride of Blood, Calliope: ?
Vampire Bride of Blood, Gretna: ?
Vampire Bride of Blood, Patricia: ?
Vampire Bride of Blood, Isadora: ?
Vampire Bride of Blood, Amara: ?
Vampire Bride of Blood, Bella: ?
Vampire Bride of Blood, Calandra: ?
Vampire Bride of Blood, Damaris: ?
Vampire Bride of Blood, Eldoris: ?
Vampire Bride of Blood, Faustine: ?
Skeleton: Searching the bones discovers a sheathed dagger near one and a silver ring with an onyx stone (15 gp value) on another. If this ring is removed, the skeleton animates and attacks.
Revenant: If a PC is slain while wearing the ring, and it is looted, his body will rise as a zombie-like revenant to recover the ring.
Any character who dies wearing the ring will rise as an un-dead being if the ring is subsequently taken.
Vampire: If Blood is defeated, he wears a silver chain worth 20 gp, a gold signet ring worth 25 gp, and an iron ring with a hematite gem that allows a living wearer to cast the following spells once per week: animal summoning (wolves and dire wolves only), ward portal, and phantasm. The spells are cast using 1d20+3 for the spell check regardless of caster class or level. In addition, the character gains 60’ infravision, and is ignored by un-dead (unless he interacts with them first). A character who dies with this ring on his finger rises as a vampire on the next full moon. The newly risen un-dead’s first goal is to recover the ring if it has been taken.

Crawling Under a Broken Moon 1-4
Mannekill: ?

Crawling Under A Broken Moon Compilation
Autogeist: Deep in the wastelands lie a multitude of corpses wrapped in rusting caskets of twisted chrome and faux-leather upholstery. From these mass graves of crushed hopes and unquenched road rage rises a horror that all wastelanders fear, the dread Autogiest.
The fiend is a conglomerate spirit of those who have died in violent car wrecks that have joined together to punish the living.
Keeper Large Car Autogeist: ?
Wight Lady: In the guise of a virtuous Unicorn, Nercocornicons lurk at the edge of settlements and entice young ladies to follow them deep in the wilds … to their doom. After a dark and beguiling ritual, such maidens are impaled through their innocent hearts by the Nercocornicon’s gleaming ebony horn, extinguishing their life and reanimating them, via nano-necrotech, as Wight Ladies to serve the Nercocornicon for eternity.
Zombie: Anyone struck by the Nercocornicon’s horn in battle must make a Fort save (DC 10) or be instantly killed. The horn absorbs the victim’s life force as a number of spellburn points equal to the victim’s HD. These points can be stored for up to 24 hours and the horn cannot hold more than 10 points at any one time. If the victim’s body is not properly sanctified and buried, rarely done nowadays, there is a 33% chance of the corpse raising as a zombie.
Anyone that dies within a corpsenado's funnel will raise as a zombie within 1d4 rounds.
Chilly Man: When a Chilly Man has no opponents to attack or is ordered by Coney to retreat they will pick up any paralyzed victims for conversion into Chilly Men.
Mannekill: Corpses that are mostly intact are dragged to the fitting rooms for conversion.
The Fitting Rooms: This area smells faintly of burnt plastic and chemicals. Each of the fitting booths have been set up with full body moulds for embalming a body and coating it with plastic.
Skull-Or, Lich Wizard 5: Skull-Or was once a powerful and corrupt wizard-hero of Aetheria who cared only for personal power and advancement. Decades ago, the Masters of Aetheria took captive the evil wizard and imprisoned him in the bowels of Castle Oldskull where he learned the castle’s secret: it fed off the energies of spellcasters and lied to its heroes. The wizard escaped but had little strength left in his bones. Dying on the fields of the Dark Lands, the wizard called out to Sezrekan who extended the wizard’s life in exchange for the secrets of Castle Oldskull. The wizard rose again as the lich Skull-Or, pledging to deliver the castle into the hands of his patron... and then destroy it.
Ghoul: ?
Petrol Zombie: Petrol Zombies are a form of mutated undead that store petrol in their guts.
Dying from Petrol Sickness.
Business Revenant, Undead Project Manager: The Business Revenant is a creature from the distant past. A human kept alive to complete a long forgotten project by advanced technology.
Cihuateteo: Cihuateteo is the name given by superstitious barbarians in the lands south of Umerica to corpses reanimated by a faulty nanovirus developed in the 21st century. Characters that suffer damage from both the Cihuateteo’s claw and Cognitive Distortion attack must make a DC 10 Will save. Failure means that the character is a carrier of the mystic disease and will become a Cihuateteo themselves in 27.3 days unless the nanovirus is purged from the blood. Each day for the next two weeks, persons in close contact must make a DC 5 Fort save to see if the nanovirus invades their bodies. Failure means the person will become a carrier as well.
Undead Dire Wolf: The Cyberhive buzzes with tales of undead dire wolves infected by a unique reanimator fungus. PCs meet a Robolich whose specialty is the discreet study of MULEs; he suspects this unusual strain was created when the cosmic event interacted with the vegetization mutation.
Wraith Rider, Undead Engine of Vengeance: Empowered by an unknown spirit from the plane of Eternal Unrest after suffering a traumatic violent death, a murdered human may transform into a Wraith Rider.
Killed by a roadgang while trying to make a delivery.
Doublecrossed on a mission for the 3 Royals. Killed for knowing too much.
Killed by a local community for a crime they did not commit.
Killed by one of the characters during a previous adventure.
Undead: In the ruins of Old Seattle and the lands that surround it dwell an inordinate number of necromancers. This, of course, means there is also a startling amount of undead in the region as well.
Elevating Repose ManaJava.
Gary the Skeletal Warrior: Gary was an adventurer from bygone days but his success as one ended in the Space Needle as he and his group ran afoul of a powerful Necromancer. During Gary’s resurrection something funky happened and he retained all of his intelligence and freewill which he quickly turned on his new-found master and slew him.
Annanita the Fashion Lich: ?
Skeleton: ?
Shadow: Die within one day per shot of Nexpresso taken.
Caffeinated Corpse, Coffee Animated Ghoul: Raised by pouring a rare brew of ManaJava into a corpse’s mouth, these undead will only be animate for a short time unless they get more coffee… and they know it.
Raise Mocha ManaJava.
Rave Zombie: These crazed undead can spontaneously raise from the corpses of Technos Discos followers (usually in groups of 3 or more) or can be created by necromancers that have learned to raise the dead with enchanted music. It is unknown if this necromantic raising process taps into the power of the Terrible Bringer of Beats or another, more vile, source of horrifying melodic energy.
Ghastrista, Greater Coffee Ghoul: ?
Power Wight: Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies.
Lesser Power Wight, NecroTech Enhanced Corpse: Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies.
Greater Power Wight, Reanimatronic Juggernaut Intellectual: Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies.
Corpsenado: The Corpsenado is a sentient funnel cloud of rageful, anti-life energy whose goal is to scour the life from the surface of whatever plane of existence they inhabit.
Parts Pile, Swarm of Reanimated Parts: ?
Guile Pile: ?
R.A.T.S., Rodents of Abnormal Talent and Size, Fire Breathing Zombie Rodents: These R.A.T.S. are not a side effect of necromantic energies gone awry, but are a deliberate creation from one of the Necromancers in the space needle.

Petrol Sickness (1d3 Sta damage and roll 1d7 on the table below)
1 Make another Fort save DC 12. Failure means all the effects below plus a final Fort save DC 12 vs. death in 3d7 days as cancerous boils erupt on the body. Upon death the character resurrects as a new Petrol Zombie.
2 Unconsciousness – Unconscious for the next 1d6 hours.
3 Acid Damage – The extreme toxicity does an additional 1d6 acid damage to all exposed skin.
4 Extreme Fatigue – For the next 1d5 hours all rolls are reduced by 2 on the dice chain.
5 Vision Loss – For the next 1d3 hours, all vision related skills are reduced by 2 on the dice chain.
6 Confusion – For the next 1d3 rounds, the mind is racked with hallucinations making combat difficult. Roll 1d3: 1 – attacks are directed towards allies 2- no attack possible 3- attacks are rolled as normal but crits are not possible.
7 Difficulty Breathing – For the next 1d3 rounds, exerting the body is much more difficult and scales down one die to reflect the extra labor required.

nexpresso - A potent potable that only a select few can brew. The drinker gains a pale pallor and similar qualities and immunities as an undead (while still being alive) for 1d3+1 hours. They are immune to critical hits, disease, poison, sleep spells, charm spells, and paralysis spells, as well as other mental effects and cold damage. If a double shot is taken, the imbiber also uses Crit Table U: Un-dead (DCCRPG, pg 390) if they score a critical hit on an opponent. A triple shot grants the imbiber power similar to the Chill Touch spell (DCCRPG, pg 133). They receive a +1 to attack rolls, and every creature the imbiber attacks takes an additional 1d4 cold damage.
The drawback of this brew is threefold: firstly, the drinker can no longer feel their body as a living person can so they are unaware of how much damage they take from any attack, other than general observations based on the size of the wound. The GM will track all damage taken during the duration of the effect. Next, the during the duration of the effect, the imbiber can be turned as an undead of equal hit dice plus one. Finally, should the imbiber die within one day per shot taken, they will automatically raise in a few hours as a Shadow. (70-100gp)

elevating repose - This brew was developed by the Anti-Life League and is only available on request from the few baristas that they are allied with. In addition, it takes months for the meticulous preparation and brewing process to be done correctly so it is VERY expensive (~1000gp).
When imbibed, the drinker will experience the ultimate coffee experience and then gently drift off into a peaceful sleep as they die. 2d24 hours later they may raise as an intelligent undead. Below is a list of saving throws that must be made (rolled in order) to see how the conversion process went:
a Fort save (DC 13) versus Death (no reanimation possible). On a success, they roll on Table 9-5: Physical Appearance of Un-dead to determine the nature of their undeath.
a Will save (DC 13), success indicates the imbibers class abilities, alignment, memories, and personality remain in tact. Failure could mean they are a different person now or that they were possessed upon reanimation.
a Fort save (DC 13), success indicates their Hit Die is increased by +1 die step (reroll all HP). Failure means their Hit Die is reduced by -1 die step (reroll all HP). If the save result was over 20 they also gain 1d3 additional hit dice.
a Will save (DC 13), success indicates they may roll one time on Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381) to determine what powers unlife has bestowed upon them. If the save result was over 20 than they may roll twice and keep both powers.

Raise Mocha - When fed to a dying person or recent corpse this draught will temporary animate the body as a Caffeinated Corpse under the control of the cup holder. (40-70gp)

NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM
Zombie Retainer: ?
Skeleton: For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.
Mummy: For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.
Wight: For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.
Spectre: For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.
Un-Dead: For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.

NIGHT SOIL #one — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM
Un-Dead: ?
Mindless Un-Dead: ?

Sanctum Secorum Appendix N(ightmares)
Animated Corpse: Least among the intentionally created un-dead, animated corpses are normally made from local peasants who have somehow irritated a dark wizard.
Gem-Fueled Corpse: It is possible for a wizard to grant an animated corpse greater power via the placement of phlogistanically charged gemstones.
Becky Til Hoppard, Un-Dead Witch: “Junius Worral reckoned to win her with a love charm … [he] went up to her cabin to court her and didn’t come back, and the law found his teeth and belt buckle in her fireplace ashes; and when the judge said just prison for life, a bunch of the folks busted into the jail and took her out and strung her to a white oak tree. When she started to say something, her daddy was there and he hollered, ‘Die with your secret, Becky!’ and she hushed and died with it, whatever it was.”
Bit-Yakin: Found in a cliff-face niche, the desiccated remains of Bit-Yakin are wrapped tightly in funeral bands and are adorned with jeweled bangle bracelets along with a silver headband encrusted with gems. Tampering with any of the jeweled belongings will cause the corpse to animate and attack the party foolish enough to not leave the remains intact.
Bone Ghost: Bone ghosts are created when a wizard, aspiring to become a lich in his afterlife, steals a bone from a recently-deceased individual and uses it in an arcane ritual. The wizard who took the bone may or may not have completed his transformation into a lich, but he still has possession of the dead man’s bone. The spirit of the recently deceased whose bone is defiled is forever doomed to walk the earth as a bone ghost, unless his missing bone can be returned to him.
Cauldron-Born: Stolen from their crypts by their patron-liege Arawn, the cauldron-born are tireless, silent foes with a resilience that inspires fear among even the greatest of warriors.
Imbued with power by Arawn, the cauldron-born are his favored guards and soldiers.
Ooze Corpse: If a living being dies inside a consuming ooze it gets reanimated into an ooze corpse after 1d30 minutes.
Death-Dealer: ?
Ghost Light: Personality 0 from a Ghost Light's Soulburn leads to death and returning as a Ghost Light.
Gray Demon: Reanimated through the power of sheer hatred and filled with unimaginable strength, these creatures lurk in jungles near the sites of forgotten temples and palaces.
Ink Wraith: The ink wraith is a foul type of un-dead said to be souls of former tattoo artists that caused disease and death from uncleanliness.
Lich: Among the followers of Eldrak of the Seven Hells, the most powerful and corrupt of wizards may be offered the opportunity to become a lich. Their mummified corpses are infused with the raw stuff of magic, and they rise again in a state of un-death, to observe the slow passage of eternity and to continue working their will upon the world.
Afgorkon, First Among Liches: ?
Plague Specter: On occasion, overzealous followers of the Red Death find themselves transformed into a twisted mockery of life. Their humanoid form is replaced by a skeletal-crimson mist. These mists normally inhabit the Land of the Flies, native plane to the Red Death, but there are exceptions. The specters are sometimes sent to defend the faithful or form spontaneously where plague has gone unchecked in heavily populated areas.
Plague Zombie: There are strains of fevers and pox that refuse to be satisfied with their host’s death. They continue to twist and change the corpse, giving it an un-life with a desire to “infect”. Plague zombies are almost always humanoid, but animals have been known to reanimate when whole communities are ravaged. Plague zombies spread their pestilence by both bite and pus-laden boils.
Targets reduced to 0 Stamina from a plague specter's choking mist die, the poor soul drowning from the mist overwhelming the lungs. The corpse will re-animate in 24 hours as a plague zombie unless the remains are burned.
Temple Wrack: Temple wracks are remnants of those foolish enough to plunder sacred places of worship. They’re cursed to an eternal unlife wracked in pain as part of their punishment.

Sub-ether #1
Undead Serpent Man: ?
Created Zombie: There is a pseudo undead condition in a sector of the undercity; transmissible zombie infection; this one however derived from super science rather than the occult.
Undercity Zombie Infection.
Ghost: ?
Vampire: ?

Undercity Zombie Infection Save v. infection; if failed or if infected material has
spread into the body of the character, two additional saves are required but the infection has set in.
Stage one - ravening hunger, additional strength and sometimes speed; reason has often gone to hide in the basement but no degeneration yet manifests
Stage two - Int & Wis as previous; character’s identity intact provided they continue feasting on neural tissue; For each week of continued existence at stage two, add one each to the characters effective strength & Stamina, provided they keep at their diet. Going without at this stage … is not good. Memory issues and difficulty cogitating are the first steps, eventually the neuro degeneration takes most memory, identity, and self-control with it. Welcome to Stage Three. Stage Three – BRAINS

Dungeon Gits
Dungeon Gits
Skeleton: ?

Five Torches Deep
Five Torches Deep
Undead: ?
Undead Ghoul: An ancient Tomb Sentinel is turning the miners it killed into undead ghouls to help its duty.

Grim Castle Rules
Grim Castle Rules
Undead: Necromancy is the art of reanimating the dead. Corpses and spirits can be bound into the service of a competent necromancer, becoming slaves to the necromancer’s will. Less competent necromancers simply raise the undead to foment chaos and disorder; these undead are without purpose and are unpredictable.
Magical Calamity: Nearby corpses become undead
Banshee: Banshees are undead; the raised corpses of the traumatically killed.
Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.
Ghost: Ghosts are the spirits of the restless dead. They can be summoned by necromancers but also naturally arise when someone dies without completing a particularly important task.
Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.
Ghoul: Make a normal attack against a target [for a ghoul's bite]. If successful the target must make a Toughness attribute check against the ghoul’s Concentration. If they fail they fall into a coma for 1d6 days. Once per day the individual in the coma must make a Toughness attribute check against the Ghoul’s concentration with disadvantage. If they do not pass any of those times the target awakens as a new ghoul. Killing the target while they are in a coma causes them to immediately rise as a new ghoul. Any healing spell of Greater or Arch level cast onto the target while they are in a coma negates the transformation.
Ghouls are dangerous undead that pass on their condition like a virus.
Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.
Lich: Lich are undead necromancers that have shucked off their mortal forms.
The most dangerous necromancers are those who grant sentience to their undead, creating lich.
Mummy: Mummies are the undead that most often are found dabbling in necromancy and attacking local villages. Their minds have been warped by the incomplete ritual they undertook to become Lich.
Skeleton: Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.
Mummies can create undead. A mummy can turn a corpse into an undead for mana equal to one-fifth of the undead’s HP (round up). A mummy can create Skeletons and Zombies.
Vampire: Vampires are creatures that have been subjected to a dark curse that causes them to become undead and crave the taste of blood.
Vampires are solitary creatures, and their bite (if deadly) causes the deceased creature to awaken in 1d6 days as another vampire.
Wight: They are sentient, but are controlled by whatever necromancer raised them.
Zombie: Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.
Mummies can create undead. A mummy can turn a corpse into an undead for mana equal to one-fifth of the undead’s HP (round up). A mummy can create Skeletons and Zombies.

Hackmaster
Hackmaster Cumulative
Undead: Any creature whose ability score is reduced to zero from an energy draining attack perishes. Such a victim will rise from the grave the next day, a half-strength undead of the same type and under complete control of the undead that slew him. (Hackmaster Basic)
Any creature whose ability score is reduced to zero from an energy draining attack perishes. Such a victim will rise from the grave the next day, a half-strength undead of the same type and under complete control of the undead that slew him. (HackMaster GameMaster's Guide)
Adjule: See Fantom Dog, Adjule, Devil Dog, Moor Hound.
Animal Skeleton: See Skeleton Animal.
Animating Spirit, Blesdar, Fabric Phantom: Animating spirits are evil maligned spirits returned from beyond the grave. In life they were betrayed by friends and family members and now most often inhabit an item related to their betrayal and death. (Hacklopedia of Beasts)
No one knows where the animating spirit originates, for the first documented case has been corrupted by urban legend. Coincidentally (or not), this ‘fabric phantom’ was the spirit of an expert Mendarn tailor, Blesdar Forband, a man with the reputation of making the most magnificent clothing in the kingdom. However, one customer (a noble by the name of Granden) refused payment until he saw perfection. Blesdar locked himself in his shop and worked his hardest, though Granden proved unsatisfied with the first five attempts. Finishing his sixth effort with an unexpected speed, Blesdar presented himself at the noble’s home to show off his latest creation. (Hacklopedia of Beasts)
It was there, stumbling into Granden’s bedroom, that he accidentally learned the truth — Granden had cruelly kept Blesdar working so he could seduce the tailor’s wife. Collapsing from exhaustion and shock, Blesdar died. (Hacklopedia of Beasts)
The following week, Granden took the tailor’s last creation from his wardrobe, intending to wear the exquisite ensemble at his next ball. There, he was the talk of the party. When asked where he had commissioned such wonderful clothing, Granden claimed that his consort (Blesdar’s widow) had made them for him. Moments later, Granden fell dead to the floor. The noble’s chest had been crushed inward. (Hacklopedia of Beasts)
Supposedly, since that event, animating spirits have appeared across the Sovereign Lands. Some say Blesdar’s fabric had been resold and his vengeful spirit cursed any object that touched it. Others say that the story is no more than myth and that some type of unseen demon stalks the land. The Brandobians call this creature a ‘blesdar,’ with no other understanding of what it might be. (Hacklopedia of Beasts)
Apse Horror: See Ghoul, Apse Horror, Dead Riser.
Barrow-Wight, Cairn Creature, Witch-Corpse, Vostarr: This dreadful creature is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance and terror upon the living. (Hacklopedia of Beasts)
In life, barrow-wights were often of noble birth or held some position of power over others (e.g., a knight, duke or even a wealthy merchant). It is unheard of for a serf, squire or other menial person’s corpse to spawn the evil of a barrow-wight, perhaps because they lacked any feeling of power in life and so their spirit does not strive to hold onto it after death. (Hacklopedia of Beasts)
It is thought that a barrow-wight cannot arise from a consecrated corpse or a body lacking any limb or digit thereof, though this may be merely an old wives’ tale. (Hacklopedia of Beasts)
A wight's barrow is not only his tomb but, in large measure, his eternal prison as well. Those immutably bound to this sepulcher have but one one hope of escape, that being the ensnarement of a surrogate guardian. Any sapient human, demi-human or humanoid slain by the wight may serve this purpose. Of course, wights were doubtless haughty and proud in life and carried this trait through to their current existence. It wouldn't suit their legacy to have some orkin graverobber ensconced in their tomb. Thus they are choosy about whom they may grant unlife to even at the cost of their own freedom. Those deemed acceptable will be clad in their funereal garb and likely other objects denoting the wight's former status. The corpse will be laid upon the very same funeral slab once occupied by the current master and permitted to rise from death as a barrow-wight. (Hacklopedia of Beasts)
Tradition holds that the cairns of individuals who, in life, manifested such evil strength of will that those burying them feared their return were marked with runestones to warn visitors of the possible threat. (Hacklopedia of Beasts)
A dreadful creature, the barrow-wight is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance on the living. (Hackmaster Basic)
Blesdar: See Animating Spirit, Blesdar, Fabric Phantom.
Blood Mummy: See Mummy Blood, Hijarjany.
Cairn Creature: See Barrow-Wight, Cairn Creature, Witch-Corpse, Vostarr.
Candle Corpse: See Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp.
Ciguld: See Spectre, Ciguld, Karigon.
Corpse Candle: See Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp.
Creature Cairn: See Barrow-Wight, Cairn Creature, Witch-Corpse, Vostarr.
Creth: See Skeleton, Creth, Trondak.
Crypt Lurker: See Ghast, Crypt Lurker.
Damned: See Mummy, The Damned.
Darkling: See Shadow, Shadowman, Darkling.
Dead Riser: See Ghoul, Apse Horror, Dead Riser.
Dead Walking: See Zombie, Walking Dead, Zuvembie.
Devil Dog: See Fantom Dog, Adjule, Devil Dog, Moor Hound.
Dog Devil: See Fantom Dog, Adjule, Devil Dog, Moor Hound.
Dog Fantom: See Fantom Dog, Adjule, Devil Dog, Moor Hound.
Eternal Wrath: See Wraith, Eternal Wrath.
Fabric Phantom: See Animating Spirit, Blesdar, Fabric Phantom.
Fantom Dog, Adjule, Devil Dog, Moor Hound: Parents often tell tales of ‘the awful fantom dog with vacant black eyes’ to frighten children from going outdoors at night. These stories provide a variety of origins for the creature, such as the death of a hanged baliff, the spirit of a huntsman falsely executed for murder, the incarnation of a shape-changing sorcerer, and even the spirit of a funeral bier. (Hacklopedia of Beasts)
Farada: See Haunt, Farada, Restless Spirit.
Fire Fool's: See Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp.
Fool's Fire: See Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp.
Ghast, Crypt Lurker: Ghasts are rumored to be agents of the Harvester of Souls – sapient beings so wicked in life that they now sustain themselves by literally feasting on death. (Hacklopedia of Beasts)
Ghoul, Apse Horror, Dead Riser: Roughly one year ago, a soldier fell off a tower into the courtyard and broke his neck. Although the manner of his death was distinctly unheroic, he was a sycophantic lackey quite popular among many of the officers, and thus buried rather than cremated. Several nights later, however, he was reborn as a flesh-hungry ghoul. (Frandor's Keep)
Haunt, Farada, Restless Spirit: A haunt is created when a person dies prior to the completion of a significant task that he is unequivocally invested in. When this occurs, the life force becomes so strongly attached to its completion that the soul refuses to pass on into death until the task in question can be completed. This event is typically tied to a singular, and extremely powerful, emotion such as love, hate, greed, lust, revenge, and so forth. (Hacklopedia of Beasts)
Haunts may be found anywhere on Tellene where someone died before the completion of a significant task. (Hacklopedia of Beasts)
Hijarjany: See Mummy Blood, Hijarjany.
Horror Apse: See Ghoul, Apse Horror, Dead Riser.
Hound Moor: See Fantom Dog, Adjule, Devil Dog, Moor Hound.
Jhurijany: See Mummy Servitor, Jhurijany.
Lurker Crypt: See Ghast, Crypt Lurker.
Karigon: See Spectre, Ciguld, Karigon.
Minotaur Skeleton: See Skeleton Minotaur.
Monster Skeleton: See Skeleton Monster.
Monster Zombie: See Zombie Monster.
Moor Hound: See Fantom Dog, Adjule, Devil Dog, Moor Hound.
Mummy, The Damned: Mummification consists of three separate processes. First comes the removal and separate preservation of major organs, including the liver, heart, stomach and brain. After this initial preparation, there is a ritualized bathing of the body in special liquids that preserve the flesh. The organs are then returned to the host in their proper orientations. Finally the body is bound in fine linen or silk, with each limb and digit wrapped separately, in order that the body might be fully articulated.
Mummification has fallen out of favor as a burial practice and is not currently utilized by any cultural group on Tellene. (Hacklopedia of Beasts)
As such, knowledge of the actual processes involved to properly mummify a corpse is something of a lost art. It is rumored within certain clerical orders that the Congregation of the Dead has retained this knowledge and some members of this vile sect are capable of returning from death as hideous animated mummies. (Hacklopedia of Beasts)
These undead corpses rise from their sarcophagi to enact vengeance on those who violated their place of rest. Mummies are easily distinguishable from other undead, since their bodies were preserved with various spices and chemicals, with their head, body and limbs wrapped from head to toe in strips of white cloth. (Hackmaster Basic)
Mummy Blood, Hijarjany: ?
Mummy Natural: Not all mummies are the result of deliberate action by mankind. It is possible for exceptional environmental conditions to mummify a corpse as well. Extreme and persistent cold may freeze-dry a body preserving it for millennia while those buried (or perhaps simply perishing) in severely arid regions may desiccate leaving behind remains that persist for centuries. Cold bogs are another source of naturally occurring mummies. The combination of low temperatures, highly acidic water and lack of oxygen serves to preserve cadavers though tanning their skin in the process. (Hacklopedia of Beasts)
Mummy Noble, Shojarijany: ?
Mummy Rattlebone, Thinchejany: Often they were members of the royal praetorian bodyguard ritually slaughtered and hastily mummified when their liege died. (Hacklopedia of Beasts)
Mummy Royal, Shijarijany: ?
Mummy Servitor, Jhurijany: When an important noble or royal personage died or was otherwise removed from his position of authority, his personal courtiers were frequently ritually strangled and mummified along with their patron. Interred in his tomb, their symbolic role was to continue their service to their departed master. In truth, this ceremony was often just a ritual veil over the some brutal housecleaning by the new regime eager to ensure that no ties to the former sovereign remained and that the new cadre of attendants was aware in no uncertain terms that their very lives depended upon complete loyalty and devotion to the current ruler. (Hacklopedia of Beasts)
When their patron was invigorated with malevolent unlife, these jhurijany (or servitor mummies) were similarly animated and now truly fulfill the role they were, in theory, assigned at their death (despite it being mere court theater at the time). (Hacklopedia of Beasts)
Natural Mummy: See Mummy Natural.
Noble Mummy: See Mummy Noble, Shojarijany.
Phantom Fabric: See Animating Spirit, Blesdar, Fabric Phantom.
Rattlebone Mummy: See Mummy Rattlebone, Thinchejany.
Restless Spirit: See Haunt, Farada, Restless Spirit.
Riser Dead: See Ghoul, Apse Horror, Dead Riser.
Royal Mummy: See Mummy Royal, Shijarijany.
Rusalka, Swamp Witch: Rusalka are the undead spirits of women who met an untimely end through drowning, whether by murder or suicide. (Hacklopedia of Beasts)
Some Kalamaran scholars say that the ancient origins of the rusalka lie in the Ep'Sarab Swampland, where three witches lay buried in three separate, but adjoining mounds. In the year 458 IR, river pirates led by the famous brigand Caran Bluetooth plundered the mounds. When they did so they roused the souls of the three witches. These evil incarnations rose from the dead in raging madness, hounding the greater part of the crew to death. Only a few escaped, fleeing south down the Badato River. One of these, Caran’s brother Malaran, is thought to have escaped with a powerful magic ring. He fled into the swamps and wandered listlessly, without home or any kind of shelter. The witches, not satisfied with destroying the pirates, lay a curse on the swamp and all the water that earned the pirates their livelihood. (Hacklopedia of Beasts)
The curse had greater impact than the witches ever dared hope and soon the spirits of women tormented in life rose from the surrounding wetlands; the rusalka had come to Kalamar. (Hacklopedia of Beasts)
Servitor Mummy: See Mummy Servitor, Jhurijany.
Shadow, Shadowman, Darkling: A darkling’s chilling touch drains its victim’s strength (reducing its Strength score commensurate to the damage inflicted). Creatures sapped of all strength (i.e., their Strength score is reduced to zero) become shadows themselves. (Hacklopedia of Beasts)
A shadow’s touch drains STR equal to damage (save for half); creatures reduced to zero (0) STR become shadows. (Hacklopedia of Beasts)
Shadowman: See Shadow, Shadowman, Darkling.
Shijarijany: See Mummy Royal, Shijarijany.
Shojarijany: See Mummy Noble, Shojarijany.
Skeleton, Creth, Trondak: Skeletons are unnatural creatures inspirited by dark energy. (Hacklopedia of Beasts)
Skeletons may be raised from the bones of any humanoid creature. The source material is irrelevant, for the evil enchantment providing the vigor to these bones supersedes any species differentiation. Thus an animated goblin skeleton is functionally equivalent to that of a human. That being said, the types of beings used as feedstock for this unholy ritual may provide some contextual clues as to the circumstances surrounding their current placement. (Hacklopedia of Beasts)
Once a zombie's tendons and muscles deteriorate completely, they collapse in a pile of bones, never to rise again (although the proper ritual can be used to raise them as skeletons).
Skeleton Animal: The bones of humanoids are not alone in being subject to reanimation. Animals too, as well as the remains of larger creatures, are not infrequently inspirited as obedient – if expendable – sentinels and warriors. (Hacklopedia of Beasts)
Unquestioningly easier to commandeer, the bones of animals such as dogs can be animated to serve as tireless guardians. Animal remains of a roughly comparable size (like wolves, boars, mountain lions or small black bears) may be used as analogues. However, like standard skeletons, the creature's capabilities in life do not translate to its revivified form. Rather, these bones are merely a template upon which is layered a standardized set of capabilities. (Hacklopedia of Beasts)
Animate Skeleton spell. (HackMaster Player's Handbook)
Animate Skeletons spell. (HackMaster Player's Handbook)
Skeleton Minotaur: ?
Skeleton Monster: The bones of larger bipeds such as bugbears and ogres may, via more powerful dark magic, be similarly animated. (Hacklopedia of Beasts)
Spectre, Ciguld, Karigon: Spectres are the spirits of wickedly obdurate beings who failed in life to complete to fruition their grand evil schemes. Force of will coupled with supernatural assistance has permitted their continued existence as agents of evil. (Hacklopedia of Beasts)
It is an accepted belief that binding a corpse with ropes constructed of yarn wrapped in a band of high content silver filé prevents the dead from rising as a spectre. (Hacklopedia of Beasts)
Slain foes who die from a spectre's touch rise as spectres in service to their killer. (Hacklopedia of Beasts)
Spirit Animating: See Animating Spirit, Blesdar, Fabric Phantom.
Spirit Restless: See Haunt, Farada, Restless Spirit.
Swamp Witch: See Rusalka, Swamp Witch.
The Damned: See Mummy, The Damned.
Thinchejany: See Mummy Rattlebone, Thinchejany.
Trondak: See Skeleton, Creth, Trondak.
Upyr: See Vampire, Upyr, Vampir, Vampyr.
Vampir: See Vampire, Upyr, Vampir, Vampyr.
Vampire, Upyr, Vampir, Vampyr: ?
Vampyr: See Vampire, Upyr, Vampir, Vampyr.
Vostarr: See Barrow-Wight, Cairn Creature, Witch-Corpse, Vostarr.
Walking Dead: See Zombie, Walking Dead, Zuvembie.
Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp: The most common tale of the will-o’-the-wisp concerns a blacksmith in a war-torn, impoverished land. In unthinking desperation, he offers his daughter to any god or being that will bless his skill at the forge and so bring him coin with which he can support the remainder of his large family. The gods did not respond, but a being from the Nine Hells did. (Hacklopedia of Beasts)
This devil (or demon, depending upon the tale being told) quickly came to collect the girl, but the smith realized his own wickedness and decided not to give away his daughter. Instead, he tricked the devil by bragging about the hotness of his fire and claiming that the devil’s home could surely not be as hot. The devil jumped willingly into the smith’s hottest fire to prove his point, whereupon the smith doused him with a bucket of frigid water. The thermal stress shattered the devil into tiny fragments, which the smith later discarded in a nearby swamp. (Hacklopedia of Beasts)
Each individual fragment retained a bit of the devil’s mind and eventually became known as a will-o’-the-wisp among the locals – or so the story is often told. (Hacklopedia of Beasts)
Will-o-Wisp: See Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp.
Witch-Corpse: See Barrow-Wight, Cairn Creature, Witch-Corpse, Vostarr.
Witch Swamp: See Rusalka, Swamp Witch.
Wraith, Eternal Wrath: Wraiths be spirits of men most powerful and bounteous of ambition bewitched by powers nefarious to lead an eternal existence of malice and hatred. (Hacklopedia of Beasts)
A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal.
Most wraiths were powerful and capable men in life. (Hacklopedia of Beasts)
It is unknown how an individual becomes a wraith. Some sages postulate that great men who in life exhibited hatred, malice, and depravity of legendary proportions received this fate as punishment for their wickedness while others insist that these same lords bartered their souls for earthly power. (Hacklopedia of Beasts)
A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal. (Hackmaster Basic)
Wrath Eternal: See Wraith, Eternal Wrath.
Zombie, Walking Dead, Zuvembie: Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves. (Hacklopedia of Beasts)
The Congregation of the Dead is ultimately responsible for many of the zombies found in the world, frequently employing them to sow terror in locals who would otherwise not countenance their presence. However, it must be noted that spontaneous mass risings of the dead have been recorded by scholars without the seeming intervention of these unholy covens. (Hacklopedia of Beasts)
It is rumored that zombies abound in the ‘city of the dead,’ a fabled lost ruin deep within the Khydoban Desert. Wilder tales declare that the entire population of the city was cursed and transformed into zombies who survive to this very day in a desiccated but very animated state. (Hacklopedia of Beasts)
Animate Zombie spell. (HackMaster Player's Handbook)
Animate Zombies spell. (HackMaster Player's Handbook)
Zombie Monster: Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves. Some evil priests favor the cadavers of large bipedal monsters (e.g., bugbears, gnoles, and minotaurs), should they have access to them. (Hacklopedia of Beasts)
Zuvembie: See Zombie, Walking Dead, Zuvembie.

Hackmaster Books
Hacklopedia of Beasts
Animating Spirit, Blesdar, Fabric Phantom: Animating spirits are evil maligned spirits returned from beyond the grave. In life they were betrayed by friends and family members and now most often inhabit an item related to their betrayal and death.
No one knows where the animating spirit originates, for the first documented case has been corrupted by urban legend. Coincidentally (or not), this ‘fabric phantom’ was the spirit of an expert Mendarn tailor, Blesdar Forband, a man with the reputation of making the most magnificent clothing in the kingdom. However, one customer (a noble by the name of Granden) refused payment until he saw perfection. Blesdar locked himself in his shop and worked his hardest, though Granden proved unsatisfied with the first five attempts. Finishing his sixth effort with an unexpected speed, Blesdar presented himself at the noble’s home to show off his latest creation.
It was there, stumbling into Granden’s bedroom, that he accidentally learned the truth — Granden had cruelly kept Blesdar working so he could seduce the tailor’s wife. Collapsing from exhaustion and shock, Blesdar died.
The following week, Granden took the tailor’s last creation from his wardrobe, intending to wear the exquisite ensemble at his next ball. There, he was the talk of the party. When asked where he had commissioned such wonderful clothing, Granden claimed that his consort (Blesdar’s widow) had made them for him. Moments later, Granden fell dead to the floor. The noble’s chest had been crushed inward.
Supposedly, since that event, animating spirits have appeared across the Sovereign Lands. Some say Blesdar’s fabric had been resold and his vengeful spirit cursed any object that touched it. Others say that the story is no more than myth and that some type of unseen demon stalks the land. The Brandobians call this creature a ‘blesdar,’ with no other understanding of what it might be.
Barrow-Wight, Cairn Creature, Witch-Corpse, Vostarr: This dreadful creature is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance and terror upon the living.
In life, barrow-wights were often of noble birth or held some position of power over others (e.g., a knight, duke or even a wealthy merchant). It is unheard of for a serf, squire or other menial person’s corpse to spawn the evil of a barrow-wight, perhaps because they lacked any feeling of power in life and so their spirit does not strive to hold onto it after death.
It is thought that a barrow-wight cannot arise from a consecrated corpse or a body lacking any limb or digit thereof, though this may be merely an old wives’ tale.
A wight's barrow is not only his tomb but, in large measure, his eternal prison as well. Those immutably bound to this sepulcher have but one one hope of escape, that being the ensnarement of a surrogate guardian. Any sapient human, demi-human or humanoid slain by the wight may serve this purpose. Of course, wights were doubtless haughty and proud in life and carried this trait through to their current existence. It wouldn't suit their legacy to have some orkin graverobber ensconced in their tomb. Thus they are choosy about whom they may grant unlife to even at the cost of their own freedom. Those deemed acceptable will be clad in their funereal garb and likely other objects denoting the wight's former status. The corpse will be laid upon the very same funeral slab once occupied by the current master and permitted to rise from death as a barrow-wight.
Tradition holds that the cairns of individuals who, in life, manifested such evil strength of will that those burying them feared their return were marked with runestones to warn visitors of the possible threat.
Fantom Dog, Adjule, Devil Dog, Moor Hound: Parents often tell tales of ‘the awful fantom dog with vacant black eyes’ to frighten children from going outdoors at night. These stories provide a variety of origins for the creature, such as the death of a hanged baliff, the spirit of a huntsman falsely executed for murder, the incarnation of a shape-changing sorcerer, and even the spirit of a funeral bier.
Ghast, Crypt Lurker: Ghasts are rumored to be agents of the Harvester of Souls – sapient beings so wicked in life that they now sustain themselves by literally feasting on death.
Ghoul, Apse Horror, Dead Riser: ?
Haunt, Farada, Restless Spirit: A haunt is created when a person dies prior to the completion of a significant task that he is unequivocally invested in. When this occurs, the life force becomes so strongly attached to its completion that the soul refuses to pass on into death until the task in question can be completed. This event is typically tied to a singular, and extremely powerful, emotion such as love, hate, greed, lust, revenge, and so forth.
Haunts may be found anywhere on Tellene where someone died before the completion of a significant task.
Mummy, The Damned: Mummification consists of three separate processes. First comes the removal and separate preservation of major organs, including the liver, heart, stomach and brain. After this initial preparation, there is a ritualized bathing of the body in special liquids that preserve the flesh. The organs are then returned to the host in their proper orientations. Finally the body is bound in fine linen or silk, with each limb and digit wrapped separately, in order that the body might be fully articulated.
Mummification has fallen out of favor as a burial practice and is not currently utilized by any cultural group on Tellene.
As such, knowledge of the actual processes involved to properly mummify a corpse is something of a lost art. It is rumored within certain clerical orders that the Congregation of the Dead has retained this knowledge and some members of this vile sect are capable of returning from death as hideous animated mummies.
Rattlebone Mummy, Thinchejany: Often they were members of the royal praetorian bodyguard ritually slaughtered and hastily mummified when their liege died.
Servitor Mummy, Jhurijany: When an important noble or royal personage died or was otherwise removed from his position of authority, his personal courtiers were frequently ritually strangled and mummified along with their patron. Interred in his tomb, their symbolic role was to continue their service to their departed master. In truth, this ceremony was often just a ritual veil over the some brutal housecleaning by the new regime eager to ensure that no ties to the former sovereign remained and that the new cadre of attendants was aware in no uncertain terms that their very lives depended upon complete loyalty and devotion to the current ruler.
When their patron was invigorated with malevolent unlife, these jhurijany (or servitor mummies) were similarly animated and now truly fulfill the role they were, in theory, assigned at their death (despite it being mere court theater at the time).
Blood Mummy, Hijarjany: ?
Natural Mummy: Not all mummies are the result of deliberate action by mankind. It is possible for exceptional environmental conditions to mummify a corpse as well. Extreme and persistent cold may freeze-dry a body preserving it for millennia while those buried (or perhaps simply perishing) in severely arid regions may desiccate leaving behind remains that persist for centuries. Cold bogs are another source of naturally occurring mummies. The combination of low temperatures, highly acidic water and lack of oxygen serves to preserve cadavers though tanning their skin in the process.
Noble Mummy, Shojarijany: ?
Royal Mummy, Shijarijany: ?
Rusalka, Swamp Witch: Rusalka are the undead spirits of women who met an untimely end through drowning, whether by murder or suicide.
Some Kalamaran scholars say that the ancient origins of the rusalka lie in the Ep'Sarab Swampland, where three witches lay buried in three separate, but adjoining mounds. In the year 458 IR, river pirates led by the famous brigand Caran Bluetooth plundered the mounds. When they did so they roused the souls of the three witches. These evil incarnations rose from the dead in raging madness, hounding the greater part of the crew to death. Only a few escaped, fleeing south down the Badato River. One of these, Caran’s brother Malaran, is thought to have escaped with a powerful magic ring. He fled into the swamps and wandered listlessly, without home or any kind of shelter. The witches, not satisfied with destroying the pirates, lay a curse on the swamp and all the water that earned the pirates their livelihood.
The curse had greater impact than the witches ever dared hope and soon the spirits of women tormented in life rose from the surrounding wetlands; the rusalka had come to Kalamar.
Shadow, Shadowman, Darkling: A darkling’s chilling touch drains its victim’s strength (reducing its Strength score commensurate to the damage inflicted). Creatures sapped of all strength (i.e., their Strength score is reduced to zero) become shadows themselves.
A shadow’s touch drains STR equal to damage (save for half); creatures reduced to zero (0) STR become shadows.
Skeleton: Skeletons are unnatural creatures inspirited by dark energy.
Skeletons may be raised from the bones of any humanoid creature. The source material is irrelevant, for the evil enchantment providing the vigor to these bones supersedes any species differentiation. Thus an animated goblin skeleton is functionally equivalent to that of a human. That being said, the types of beings used as feedstock for this unholy ritual may provide some contextual clues as to the circumstances surrounding their current placement.
Once a zombie's tendons and muscles deteriorate completely, they collapse in a pile of bones, never to rise again (although the proper ritual can be used to raise them as skeletons).
Animal Skeleton: The bones of humanoids are not alone in being subject to reanimation. Animals too, as well as the remains of larger creatures, are not infrequently inspirited as obedient – if expendable – sentinels and warriors.
Unquestioningly easier to commandeer, the bones of animals such as dogs can be animated to serve as tireless guardians. Animal remains of a roughly comparable size (like wolves, boars, mountain lions or small black bears) may be used as analogues. However, like standard skeletons, the creature's capabilities in life do not translate to its revivified form. Rather, these bones are merely a template upon which is layered a standardized set of capabilities.
Monster Skeleton: The bones of larger bipeds such as bugbears and ogres may, via more powerful dark magic, be similarly animated.
Minotaur Skeleton: ?
Spectre, Ciguld, Karigon: Spectres are the spirits of wickedly obdurate beings who failed in life to complete to fruition their grand evil schemes. Force of will coupled with supernatural assistance has permitted their continued existence as agents of evil.
It is an accepted belief that binding a corpse with ropes constructed of yarn wrapped in a band of high content silver filé prevents the dead from rising as a spectre.
Slain foes who die from a spectre's touch rise as spectres in service to their killer.
Vampire, Upyr, Vampir, Vampyr: ?
Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp: The most common tale of the will-o’-the-wisp concerns a blacksmith in a war-torn, impoverished land. In unthinking desperation, he offers his daughter to any god or being that will bless his skill at the forge and so bring him coin with which he can support the remainder of his large family. The gods did not respond, but a being from the Nine Hells did.
This devil (or demon, depending upon the tale being told) quickly came to collect the girl, but the smith realized his own wickedness and decided not to give away his daughter. Instead, he tricked the devil by bragging about the hotness of his fire and claiming that the devil’s home could surely not be as hot. The devil jumped willingly into the smith’s hottest fire to prove his point, whereupon the smith doused him with a bucket of frigid water. The thermal stress shattered the devil into tiny fragments, which the smith later discarded in a nearby swamp.
Each individual fragment retained a bit of the devil’s mind and eventually became known as a will-o’-the-wisp among the locals – or so the story is often told.
Wraith, Eternal Wrath: Wraiths be spirits of men most powerful and bounteous of ambition bewitched by powers nefarious to lead an eternal existence of malice and hatred.
A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal.
Most wraiths were powerful and capable men in life.
It is unknown how an individual becomes a wraith. Some sages postulate that great men who in life exhibited hatred, malice, and depravity of legendary proportions received this fate as punishment for their wickedness while others insist that these same lords bartered their souls for earthly power.
Zombie, Walking Dead, Zuvembie: Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves.
The Congregation of the Dead is ultimately responsible for many of the zombies found in the world, frequently employing them to sow terror in locals who would otherwise not countenance their presence. However, it must be noted that spontaneous mass risings of the dead have been recorded by scholars without the seeming intervention of these unholy covens.
It is rumored that zombies abound in the ‘city of the dead,’ a fabled lost ruin deep within the Khydoban Desert. Wilder tales declare that the entire population of the city was cursed and transformed into zombies who survive to this very day in a desiccated but very animated state.
Monster Zombie: Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves. Some evil priests favor the cadavers of large bipedal monsters (e.g., bugbears, gnoles, and minotaurs), should they have access to them.

Hackmaster Basic
Undead: Any creature whose ability score is reduced to zero from an energy draining attack perishes. Such a victim will rise from the grave the next day, a half-strength undead of the same type and under complete control of the undead that slew him.
Barrow-Wight: A dreadful creature, the barrow-wight is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance on the living.
Ghast: ?
Ghoul: ?
Mummy: These undead corpses rise from their sarcophagi to enact vengeance on those who violated their place of rest. Mummies are easily distinguishable from other undead, since their bodies were preserved with various spices and chemicals, with their head, body and limbs wrapped from head to toe in strips of white cloth.
Skeleton: ?
Wraith: A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal.
Zombie: ?

Frandor's Keep
Ghoul: Roughly one year ago, a soldier fell off a tower into the courtyard and broke his neck. Although the manner of his death was distinctly unheroic, he was a sycophantic lackey quite popular among many of the officers, and thus buried rather than cremated. Several nights later, however, he was reborn as a flesh-hungry ghoul.
Skeleton: ?

HackMaster GameMaster's Guide
Undead: Any creature whose ability score is reduced to zero from an energy draining attack perishes. Such a victim will rise from the grave the next day, a half-strength undead of the same type and under complete control of the undead that slew him.

HackMaster Player's Handbook
Skeleton: Animate Skeleton spell.
Animate Skeletons spell.
Zombie: Animate Zombie spell.
Animate Zombies spell.

Animate Skeleton
Components: V, S, DI
Casting Time: 2 hours
Range: Touch
Volume of Effect: bones of a single man-sized bipedal creature
Duration: Permanent
Saving Throw: not applicable
This ceremony allows an evil cleric to animate the bones of a human or humanoid creature to serve as an undead minion. Generally any man-sized biped suffices as feedstock for the ritual. The creature's former skills in life are immaterial – once animated they take on the characteristics of Skeletons as defined in the Hacklopedia of Beasts.
Clerics have control of any skeletons they create (e.g. they are not required to make a commanding undead check). This is permanent unless their control is temporarily disrupted by another cleric forcibly commanding the undead in question.
This unholy liturgy permits animating one skeleton.
Only certain religions condone this practice.

Animate Skeletons
Components: V, S, DI
Casting Time: 2 hours
Range: Touch
Volume of Effect: bones of a dozen man-sized bipedal creatures
Duration: Permanent
Saving Throw: not applicable
Except for the increased efficacy in being able to animate 3d4p skeletons, this spell is identical to Animate Skeleton.

Animate Zombie
Components: V, S, DI
Casting Time: 3 hours
Range: Touch
Volume of Effect: corpse of a single man-sized bipedal creature
Duration: Permanent
Saving Throw: not applicable
This ceremony allows an evil cleric to animate the cadaver of a human or humanoid creature to serve as an undead minion. Generally any man-sized biped will suffice as feedstock for the ritual. The creature's former skills in life are immaterial – once animated they take on the characteristics of Zombies as defined in the Hacklopedia of Beasts.
Clerics have control of any zombies they create (e.g. they are not required to make a commanding undead check). This is permanent unless their control is temporarily disrupted by another cleric forcibly commanding the undead in question.
This unholy liturgy permits animating a single zombie.
Only certain religions condone this practice.

Animate Zombies
Components: V, S, DI
Casting Time: 3 hours
Range: Touch
Volume of Effect: corpses of a dozen man-sized bipedal creatures
Duration: Permanent
Saving Throw: not applicable
Except for the increased efficacy in being able to animate 3d4p zombies, this spell is identical to Animate Zombie.

Hypertellurians
Hypertellurians (M)Anvil Edition
Revenant: You died, but it didn’t stick. Maybe you succumbed to the plague but have inexplicably returned from the grave to eat your loved ones, or maybe you are so ancient as to not even remember your previous life. The first vampire, or the feared and powerful lich perhaps? Either way, what remains of your body is dead flesh, probably slowly decaying.
Vampire: You died, but it didn’t stick. Maybe you succumbed to the plague but have inexplicably returned from the grave to eat your loved ones, or maybe you are so ancient as to not even remember your previous life. The first vampire, or the feared and powerful lich perhaps? Either way, what remains of your body is dead flesh, probably slowly decaying.
Lich: You died, but it didn’t stick. Maybe you succumbed to the plague but have inexplicably returned from the grave to eat your loved ones, or maybe you are so ancient as to not even remember your previous life. The first vampire, or the feared and powerful lich perhaps? Either way, what remains of your body is dead flesh, probably slowly decaying.
Aristocratic Vampire: ?
Undead Wolf: ?
Drowned Undead: Former smuggler or sailor, returned from the depths of the sea for a purpose unknown.
Skeletal Guard: Animated skeleton warrior, long abandoned and forgotten by its creator, finally but tentatively leaving its post in the crypt.

GIFT UNLIFE
Taking some of the dark force that anchors your dead body to this realm, and whispering dark blasphemies, you instill an ephemeral mockery of life into the corpse of another creature.
You can do this once per session, for the duration of 1 scene, at a cost of 1d6 Brawn damage to yourself.
The corpse lurches back to a grotesque facsimile of life, with jagged movements, and unnerving sounds. It follows your every command, to the best of its unthinking abilities. The GM will have the stats for the unholy creature.

Into the Odd
Death is the New Pink
Zombie: ?

Iron Falcon
Iron Falcon
Ghoul: Characters slain by a ghoul will arise at the next nightfall (but not less than 8 hours after dying) as ghouls themselves.
Lich: A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life.
Mummy: Mummies are undead monsters, preserved corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: Skeletons are undead monsters; they are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
Animate Dead spell.
Spectre: Any character slain by a spectre will arise at the next sunset (but not sooner than 6 hours after death) as a spectre under the control of its killer.
Vampire: Humans and humanoids slain by a vampire will arise at the next sunset (but not sooner than 6 hours after death) as vampires under the control of the one who slew them.
Wight: Wights are undead monsters, corpses of the dead animated by dark magic.
Wraith: Wraiths are undead monsters, spirits of the dead which live on, driven by hatred for the living.
Zombie: Zombies are undead monsters, corpses reanimated through dark and sinister magic.
Animate Dead spell.

Animate Dead
Magic-User 5
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. Roll 1d6 for the number of hit dice of undead monsters animated, plus an additional 1d6 for each level the caster has above 8th. Excess hit dice which cannot be applied (due to lack of available remains) are lost. Undead creatures animated by this spell persist until destroyed.

Legends of the Splintered Realm
Legends of the Splintered Realm
Spirit: Spirits are the phantom remains of the dead.
Shadeling: ?
Shadow Stalker: ?
Banshee: ?
Wraith: The strike of a wraith forces those suffering damage to roll LVL or lose 4 XP. A creature reduced to LVL -1 becomes a wraith.
Undead: Sustained through dark magics, the undead plot against the living.
Skull Warden: ?
Frenzied Zombie: ?
Barrows Ghoul: ?
Guardian Mummy: ?

Neoclassical Geek Revival
Neoclassical Geek Revival Cumulative
Undead: Many undead also know an innate spell which they may use to replicate themselves. (Neoclassical Geek Revival)
The hamlet is built within sight of an ancient burial mounds from before recorded history. Any unburied dead have a 1% chance per night of rising as the undead. (Rampaging Monsters)
Legion of the Dead spell. (Hark! A Wizard!)
Necromancy spell. (Neoclassical Geek Revival)
Raise Undead miracle. (Neoclassical Geek Revival)
Angry Ghost: See Ghost, Angry Ghost, Ghost Princess.
Angry Ghost: See Wraith, Angry Ghost, Ghost Princess.
Animate Corpse Withered: See Withered Animate Corpse.
Animate Withered Corpse: See Withered Animate Corpse.
Bear Grizzly Fungal Zombie: See Zombie Fungal Grizzly Bear.
Bear Grizzly Zombie Fungal: See Zombie Fungal Grizzly Bear.
Beast Carrion Undead: See Undead Carrion Beast.
Black Stallion Intelligent Undead: See Undead Intelligent Stallion Black.
Bloody Mary: See Ghost Bloody Mary.
Bogeyman: See Ghost Bogeyman.
Carrion Beast Undead: See Undead Carrion Beast.
Commander Imperial: See Imperial Commander.
Corpse Animate Withered: See Withered Animate Corpse.
Corpse Undead: See Undead Corpse.
Corpse Withered Animate: See Withered Animate Corpse.
Creature Frozen Undead: See Undead Creature Frozen.
Creature Undead Frozen: See Undead Creature Frozen.
Cultist Undead: See Ghoul Undead Cultist, Priest 3.
Deep One Ghost: See Ghost Deep One.
Desert Vampire: See Vampire Desert.
Dwarven Ghost: See Ghost Dwarven.
Elf Ghoul: See Ghoul Elf.
Magwas. (Down in Yon Forest)
Elven Spirit: See Spirit Elven.
First Sultan: When the Caliphate first swept over the region, a lesser commander took a small detachment into the desert and swept aside the last of the string of petty tyrants who had ruled the City of Tears and installed his own dynasty. That commander had not fully bought into the views of the Caliph and still trucked with treacherous pagan sorcerers. (The City of Tears)
Frozen Creature Undead: See Undead Creature Frozen.
Frozen Undead Creature: See Undead Creature Frozen.
Fungal Zombie Bear Grizzly: See Zombie Fungal Grizzly Bear.
Fungal Zombie Grizzly Bear: See Zombie Fungal Grizzly Bear.
Ghost: Mother's Lament spell. (The City of Tears)
Ghost, Angry Ghost, Ghost Princess: They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken. (Down in Yon Forest)
Ghost Angry: See Ghost, Angry Ghost, Ghost Princess.
Ghost Angry: See Wraith, Angry Ghost, Ghost Princess.
Ghost Bloody Mary: Bloody Mary as a status of ghost, refers not only to the titular bloody Mary, but a number of different ghosts. All of them are the ghosts of cruel and vain people, envious of the world of the living and eager to cause harm. (The Price of Evil)
Ghost Bogeyman: A Bogeyman is a ghost that exists primarily to terrorize children. In life it was the worst kind of person. Often they met their end through some kind of lynching, but the sheer terror they caused their victims has allowed them to manifest inside the house (or in other cases, sometimes an entire village). (The Price of Evil)
Ghost Deep One: ?
Ghost Dwarven: ?
Ghost Headless Horseman: ?
Ghost Human: Two charred human corpses (you would guess children unfortunately) lie sprawled amidst the wreckage. One of them has a golden dagger implanted into their stomach, somehow having escaped unscathed from the fire. The ghosts of the two humans haunt the shrine. (Under the Waterless Sea)
Ghost Invisible Wizard: See Ghost Wizard Invisible.
Ghost Mad Spirit: A mad spirit is any ghost of no particular special nature. They died a malevolent death and have gone quite mad. (The Price of Evil)
Ghost Princess: See Ghost, Angry Ghost, Ghost Princess.
Ghost Princess: See Wraith, Angry Ghost, Ghost Princess.
Ghost Relentless Killer: ?
Ghost Spiteful Miser, Wraith: A spiteful miser is always the ghost of an elderly man or woman consumed by greed and materialism, and almost always without any sense of self excess. It was a sickness of wealth for wealth’s sake. (The Price of Evil)
Ghost White Lady: A white lady is a jilted lover, often betrayed by a fiance and driven to suicide by the powerful forces of societal pressure, depression, and bad cliche. They are usually young women, often in wedding dresses (hence the term). (The Price of Evil)
Ghost Witch Spirit: ?
Ghost Wizard Invisible: Eternal Torment of the Wicked spell. (The City of Tears)
Ghoul: ?
Ghoul Elf, Magwas: The vampire Novgor uses the cauldron to resurrect the Elven thralls of The Winter King and drain their blood. Many of those have arisen again as ghoulish undead faeries known as Ghoul Undead Cultist, Priest 3: ?
Gornak the Oozing: Once a powerful wizard he is now but a giant skull floating in a caustic pool of ectoplasm. Well, he was a wizard. Well he was a wizard’s apprentice. Ok, maybe he just broke into a wizard’s lab. (Rampaging Monsters)
Grizzly Bear Fungal Zombie: See Zombie Fungal Grizzly Bear.
Grizzly Bear Zombie Fungal: See Zombie Fungal Grizzly Bear.
Harem Girl Vampire: See Vampire Harem Girl.
Headless Horseman: See Ghost Headless Horseman.
Horseman Headless: See Ghost Headless Horseman.
Human Ghost: See Ghost Human.
Imperial Commander: The Imperial Commander lead the now undead legionnaires in life and leads them still in death. (The City of Tears)
Intelligent Undead: See Undead Intelligent.
Invisible Ghost Wizard: See Ghost Wizard Invisible.
Invisible Wizard Ghost: See Ghost Wizard Invisible.
Killer Relentless: See Ghost Relentless Killer.
Lady White: See Ghost White Lady.
Legionnaire: See Undead Legionnaire.
Legionnaire Skeletal: See Skeletal Legionnaire, Legionnaire Skeleton.
Legionnaire Skeleton: See Skeletal Legionnaire, Legionnaire Skeleton.
Legionnaire Undead: See Undead Legionnaire.
Lich Wizard 7: ?
Long Dead Warrior 4: ?
Mad Pharaoh: See Mummy Pharaoh, The Mad Pharaoh.
Mad Spirit: See Ghost Mad Spirit.
Magwas: See Ghoul Elf, Magwas.
Mariner Skeletal: See Skeletal Mariner.
Mary Bloody: See Ghost Bloody Mary.
Miser Spiteful: See Ghost Spiteful Miser, Wraith.
Mummy: ?
Mummy Pharaoh, The Mad Pharaoh: Like all other Pharaohs, the Mad Pharaoh was still mummified and entombed (unless he was the first monotheist). (The City of Tears)
Turns out the Mad Pharaoh was aptly named. He seems to have been entombed not only with massive amounts of jewellery, golden cups, coins, and idols (70,000 silver pieces worth) but also a some 10,000 clay jars (similar to canopic jars) labelled with each of his bowel movements and the date. His actual canopic jars are mixed in among them. His mummified body rests in a golden sarcophagus (2000 gold pieces). If his tomb is robbed without destroying the mummy and all canopic jars (with fire and salt) he will arise and hunt down each piece of his treasure in a murderous decade spanning hunt. (The City of Tears)
Noble Undead: See Undead Noble.
Novgor the Nosferatu: See Vampire, Novgor the Nosferatu.
Pharaoh Mummy: See Mummy Pharaoh.
Pharaoh Mad: See Mummy Pharaoh, The Mad Pharaoh.
Pharaoh The Mad: See Mummy Pharaoh, The Mad Pharaoh.
Plague Zombie: See Zombie Plague.
Princess Ghost: See Ghost, Angry Ghost, Ghost Princess.
Princess Ghost: See Wraith, Angry Ghost, Ghost Princess.
Relentless Killer: See Ghost Relentless Killer.
Skeletal Legionnaire, Legionnaire Skeleton: ?
Skeletal Mariner: ?
Skeleton, Skeleton Warrior: The ghost is a necromancer’s spirit and can raise the 11 barnacle encrusted skeletons as soldiers to slay the characters and add them to its collection. (Under the Waterless Sea)
Undead Corpse of Strange Foreigner: ?
Zombie: The zombies are all former soldiers of the King’s army, affected by the Blight of Ib cast by the Deep One sorcerer. (Under the Waterless Sea)
Skeleton Legionnaire: See Skeletal Legionnaire, Legionnaire Skeleton.
Skeleton Swordsman: The skeleton swordsmen are former palace guards, serving still in death. (The City of Tears)
Skeleton Warrior: See Skeleton, Skeleton Warrior.
Soldier Undead: See Undead Soldier.
Spirit Elven: ?
Spirit Mad: See Ghost Mad Spirit.
Spirit Witch: See Ghost Witch Spirit.
Spiteful Miser: See Ghost Spiteful Miser, Wraith.
Stallion Black Intelligent Undead: See Undead Intelligent Stallion Black.
Sultan First: See First Sultan.
Swamp Zombie: See Zombie Swamp
Swordsman Skeleton: See Skeleton Swordsman.
Undead Beast Carrion: See Undead Carrion Beast.
Undead Carrion Beast: Carrion's Debt Foreclosed spell. (Hark! A Wizard!)
Carrion's Debt Foreclosed spell. (The City of Tears)
Undead Creature Frozen: ?
Undead Cultist: See Ghoul Undead Cultist, Priest 3.
Undead Frozen Creature: See Undead Creature Frozen.
Undead Intelligent Stallion Black: ?
Undead Legionnaire: ?
Undead Noble: ?
Undead Soldier: Legion of the Dead spell. (The City of Tears)
Undead Warrior Cultist: ?
Undead Wolf: ?
Vampire: Curse of the Nosferatu spell. (Down in Yon Forest)
Necromancy – Vampire spell. (Hark! A Wizard!)
Vampire, Novgor the Nosferatu: ?
Vampire Desert: Necromancy – Desert Vampire spell. (The City of Tears)
Vampire Harem Girl: ?
Warrior Cultist Undead: See Undead Warrior Cultist.
Warrior Skeleton: See Skeleton, Skeleton Warrior.
White Lady: See Ghost White Lady.
Witch Spirit: See Ghost Witch Spirit.
Withered Animate Corpse: See Withered Animate Corpse.
Withered Corpse Animate: See Withered Animate Corpse.
Withered Animate Corpse: ?
Wizard Ghost Invisible: See Ghost Wizard Invisible.
Wizard Invisible Ghost: See Ghost Wizard Invisible.
Wolf Undead: See Undead Wolf.
Wraith: ?
Wraith: See Ghost Spiteful Miser, Wraith.
Wraith, Angry Ghost, Ghost Princess: They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken. (Down in Yon Forest)
Zombie: Necromancy – Zombie spell. (Hark! A Wizard!)
Zombie Fungal Bear Grizzly: See Zombie Fungal Grizzly Bear.
Zombie Fungal Grizzly Bear: ?
Zombie Plague: The Plague Zombies found in the Sultan’s Basement are the civilian remnants of the towns elite. Merchants, nobility, children and the elderly. They were once in expensive finery, but they spend most of their time bobbing in an algae covered pool so their clothing is ruined, their bodies moist and bloated with a green sheen. They each still carry 2d6 golden coins or equivalent value of rings and necklaces. They were not turned into zombies by a plague, they cannot spread zombism, they are simply zombies who are also coated with plague infected material. (The City of Tears)
Zombie Swamp: Necromancy – Swamp Zombie spell. (The City of Tears)

Neoclassical Geek Revival Books
Neoclassical Geek Revival
Undead: Many undead also know an innate spell which they may use to replicate themselves.
Necromancy spell.
Raise Undead miracle.
Skeleton, Skeleton Warrior: ?
Zombie: ?
Vampire: ?
Plague Zombie: ?
Ghost: ?

NECROMANCY
Difficulty 5 per power level
Cost 4 per power level
Range 1 meter (cumulative) per power level
This spell causes the caster to animate 1(cumulative) corpse or spirit (depending on version of the spell) within range per power level. Any heroes or villains in this radius who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than the character’s level times the number of milestones they’ve passed, they become free willed. A caster can control 1(cumulative) undead creature per level per version of this spell memorized. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.

RAISE UNDEAD
Time to Call Forth 1 action
Piety 5 or 5 cumulative per level of the undead
This miracle allows the priest to reanimate corpses into the walking dead. If the priest summons this miracle over the grave, a spirit might be summoned instead. The priest can only animate the bodies of her religion’s faithful. The priest pays half piety on holy ground. Any character raised in this manner has a chance of being free willed equal to their level times the number of milestones they have passed on a d20. The priest must touch either the corpse or the grave of the corpse.

Down in Yon Forest
Frozen Undead Creature: ?
Black Stallion Intelligent Undead: ?
Novgor the Nosferatu, Vampire: ?
Magwas, Elf Ghoul: The vampire Novgor uses the cauldron to resurrect the Elven thralls of The Winter King and drain their blood. Many of those have arisen again as ghoulish undead faeries known as Magwas.
Angry Ghost, Ghost Princess, Ghost: They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken.
Angry Ghost, Ghost Princess, Wraith: They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken.
Vampire: Curse of the Nosferatu spell.

Curse of the Nosferatu
(found by using sage of the body of Novgor)
Template: Necromancy
Diffculty: 5 per power level
Cost: 4 per power level
Range: 1 meter (cumulative) per power level
This spell causes the caster to animate 1 corpse they have personally drained of blood as a vampire. Any heroes or villains in this radius who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than the character’s level times the number of milestones they’ve passed, they become free willed. A caster can control 1 vampire per level per version of this spell memorized. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.

Hark! A Wizard!
Zombie: Necromancy – Zombie spell.
Vampire: Necromancy – Vampire spell.
Undead Carrion Beast: Carrion's Debt Foreclosed spell.
Undead: Legion of the Dead spell.

CARRION’S DEBT FORECLOSED
Template Necromancy
Difficulty 5 per power level
Cost 4 per power level
Range 1 meter (cumulative) per power level
This spell causes the caster to animate 5 (cumulative) corpses of carrion beasts (crows, vultures, and hyenas for example) per power level that are in range. A caster can control 1 (cumulative) undead creature per level per version of this spell memorized. If the caster dies all of her undead are destroyed. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.

LEGION OF THE DEAD
Template Necromancy
Difficulty 5 per power level
Cost 4 per power level
Range 1 meter (cumulative) per power level
This spell causes the caster to animate 5 (cumulative) corpses within range per power level. The corpses must be the corporeal bodies of soldiers who fell on the field of battle. Any heroes or villains in this radius who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than the character’s level times the number of milestones they’ve passed, they become free willed. A caster can control 1 (cumulative) undead creature per level per version of this spell memorized, but only after those raised slay either their killers or one of their killer’s descendants. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.

NECROMANCY – VAMPIRE
Template Necromancy
Difficulty 5 per power level
Cost 4 per power level
Range 1 meter (cumulative) per power level
This spell causes the caster to animate 1 corpse they have personally drained of blood, as a vampire. Any heroes or villains who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than the character’s level times the number of milestones they’ve passed, they become free willed. A caster can control 1 vampire per level per version of this spell memorized. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.

NECROMANCY – ZOMBIE
Template Necromancy
Difficulty 5 per power level
Cost 4 per power level
Range 1 meter (cumulative) per power level
This spell causes the caster to animate 1 corpse they have personally injured in life, as a zombie. A caster cannot control undead created this way. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.

Lost in the Wilderness
Vampire: ?
Wraith: ?
Skeleton: ?
Ghoul: ?
Long Dead Warrior 4: ?
Ghost: ?
Undead Warrior Cultist: ?
Zombie: ?
Fungal Zombie Grizzly Bear: ?
Elven Spirit: ?
Human Ghost: ?
Skeletal Mariner: ?
Ghoul Undead Cultist, Priest 3: ?
Dwarven Ghost: ?
Lich Wizard 7: ?
Withered Animate Corpse: ?
Undead: ?
Undead Noble: ?
Mummy: ?

Rampaging Monsters
Gornak the Oozing: Once a powerful wizard he is now but a giant skull floating in a caustic pool of ectoplasm. Well, he was a wizard. Well he was a wizard’s apprentice. Ok, maybe he just broke into a wizard’s lab.

Undead: The hamlet is built within sight of an ancient burial mounds from before recorded history. Any unburied dead have a 1% chance per night of rising as the undead.

The City of Tears
Plague Zombie: The Plague Zombies found in the Sultan’s Basement are the civilian remnants of the towns elite. Merchants, nobility, children and the elderly. They were once in expensive finery, but they spend most of their time bobbing in an algae covered pool so their clothing is ruined, their bodies moist and bloated with a green sheen. They each still carry 2d6 golden coins or equivalent value of rings and necklaces. They were not turned into zombies by a plague, they cannot spread zombism, they are simply zombies who are also coated with plague infected material.
Ghost: Mother's Lament spell.
Vampire Harem Girl: ?
Skeletal Legionnaire, Legionnaire Skeleton: ?
Skeleton Swordsman: The skeleton swordsmen are former palace guards, serving still in death.
Invisible Ghost Wizard: Eternal Torment of the Wicked spell.
First Sultan: When the Caliphate first swept over the region, a lesser commander took a small detachment into the desert and swept aside the last of the string of petty tyrants who had ruled the City of Tears and installed his own dynasty. That commander had not fully bought into the views of the Caliph and still trucked with treacherous pagan sorcerers.
Imperial Commander: The Imperial Commander lead the now undead legionnaires in life and leads them still in death.
Undead Legionnaire: ?
The Mad Pharaoh, Pharaoh Mummy: Like all other Pharaohs, the Mad Pharaoh was still mummified and entombed (unless he was the first monotheist).
Turns out the Mad Pharaoh was aptly named. He seems to have been entombed not only with massive amounts of jewellery, golden cups, coins, and idols (70,000 silver pieces worth) but also a some 10,000 clay jars (similar to canopic jars) labelled with each of his bowel movements and the date. His actual canopic jars are mixed in among them. His mummified body rests in a golden sarcophagus (2000 gold pieces). If his tomb is robbed without destroying the mummy and all canopic jars (with fire and salt) he will arise and hunt down each piece of his treasure in a murderous decade spanning hunt.
Swamp Zombie: Necromancy – Swamp Zombie spell.
Desert Vampire: Necromancy – Desert Vampire spell.
Undead Soldier: Legion of the Dead spell.
Carrion Beast Undead: Carrion's Debt Foreclosed spell.
Undead Wolf: ?

Necromancy – Swamp Zombie
Template: NECROMANCY
Difficulty: 5 per power level
Cost: 4 per power level
Range: 1 meter (cumulative) per power level
This spell causes the caster to animate 1 (cumulative) waterlogged corpse within range per power level as a mindless shambling undead. The body cannot have died prior to the last full moon. Any heroes or villains in this radius who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than the character’s level times the number of milestones they’ve passed, they become free willed. A caster cannot control these undead. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.

Necromancy – Desert Vampire
Template: NECROMANCY
Difficulty: 5 per power level
Cost: 4 per power level
Range: 1 meter (cumulative) per power level
This spell causes the caster to animate a single corpse of an individual who died of thirst within one week per power level. They are always free willed, but may not harm the caster for a number of years equal to the spell’s power level. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight. Desert Vampires innately know Invisibility of Reflections, Hypnotic Glamour, Blood Regeneration, and this spell.

Legion of the Dead
Template: Necromancy
Difficulty: 5 per power level
Cost: 4 per power level
Range: 1 meter (cumulative) per power level
Complexity: 5
This spell causes the caster to animate 5 (cumulative) corpses within range per power level. The corpses must be the corporeal bodies of soldiers who fell on the field of battle. Any heroes or villains in this radius who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than the character’s level times the number of milestones they’ve passed, they become free willed. A caster can control 1 (cumulative) undead creature per level per version of this spell memorized, but only after those raised slay either their killers or one of their killer’s descendants. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.

Carrion’s Debt Foreclosed
Template: Necromancy
Difficulty: 5 per power level
Cost: 4 per power level
Range: 1 meter (cumulative) per power level
Complexity: 5
This spell causes the caster to animate 5 (cumulative) corpses of carrion beasts (crows, vultures, and hyenas for example) per power level that are in range. A caster can control 1 (cumulative) undead creature per level per version of this spell memorized. If the caster dies all of her undead are destroyed. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.

Mother’s Lament
Template: Necromancy
Difficulty: 1 per power level
Cost: 4 per power level
Range: 1 meter (cumulative) per power level
Complexity: 5
This spell causes the caster to animate the spirit of a stillborn from their grave. Any who are raised may become free willed undead. Roll a d20, If the roll is less than the mother’s level plus five, they become free willed. A caster can control 1 (cumulative) ghost per level per version of this spell memorized. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.

Eternal Torment of the Wicked
Template: Necromancy
Difficulty: 1 per power level
Cost: 4 per power level
Range: 1 meter (cumulative) per power level
Complexity: 5
This spell causes the caster to animate 1 spirit within range. The spirit must be that of a dead wizard whose talisman is in the caster’s possession. Any heroes or villains in this radius who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than double the character’s level times the number of milestones they’ve passed, they become free willed. A caster can control any number of undead of from this version of the spell. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.

The Price of Evil
Ghost: ?
Skeleton: ?
Relentless Killer Ghost: ?
Witch Spirit Ghost: ?
Headless Horseman Ghost: ?
Spiteful Miser Ghost, Wraith: A spiteful miser is always the ghost of an elderly man or woman consumed by greed and materialism, and almost always without any sense of self excess. It was a sickness of wealth for wealth’s sake.
White Lady Ghost: A white lady is a jilted lover, often betrayed by a fiance and driven to suicide by the powerful forces of societal pressure, depression, and bad cliche. They are usually young women, often in wedding dresses (hence the term).
Bogeyman Ghost: A Bogeyman is a ghost that exists primarily to terrorize children. In life it was the worst kind of person. Often they met their end through some kind of lynching, but the sheer terror they caused their victims has allowed them to manifest inside the house (or in other cases, sometimes an entire village).
Bloody Mary Ghost: Bloody Mary as a status of ghost, refers not only to the titular bloody Mary, but a number of different ghosts. All of them are the ghosts of cruel and vain people, envious of the world of the living and eager to cause harm.
Mad Spirit Ghost: A mad spirit is any ghost of no particular special nature. They died a malevolent death and have gone quite mad.

Under the Waterless Sea
Undead Corpses of Strange Foreigners: ?
Skeleton: The ghost is a necromancer’s spirit and can raise the 11 barnacle encrusted skeletons as soldiers to slay the characters and add them to its collection.
Deep One Ghosts: ?
Human Ghost: Two charred human corpses (you would guess children unfortunately) lie sprawled amidst the wreckage. One of them has a golden dagger implanted into their stomach, somehow having escaped unscathed from the fire. The ghosts of the two humans haunt the shrine.
Zombie: The zombies are all former soldiers of the King’s army, affected by the Blight of Ib cast by the Deep One sorcerer.

Oubliettes, Sorcery, & Reavers
OS&R: Oubliettes, Sorcery, & Reavers
Arisen: The Arisen are the Fell-possessed corpses and spirits forced to dwell in the mortal realm as a mockery of Life. Most are cursed, many are created, and some are willing participants to this infestation.
Arisen Bone Horror: Animate Corpse spell.
Arisen Flesh Craven: A Hero bitten by a flesh craven must make a Constitution Test with Leverage. Failure means the PC must be cured (herbs, magic, or remove the area of the bite) or die in 1d12+CON rounds, to rise as flesh craven.
Animate Corpse spell.
Wraith: ?
Barrow Wight: ?
Ghoul: A PC bitten by a Ghoul must make a Constitution Test or become diseased with a terrible wasting fever, that does d8 damage per day until cured. A PC who dies from while infected rises as a Ghoul at the stroke of the first midnight after death.
Vampire: ?
Vampire Master: ?
Vampire Fledgeling: ?
Lich: ?

Animate Corpse (Fell Weave - 5th Order)
Range: Near Duration: CHA (R) Target: Area of Death
Effect: The caster calls to being 1d4+WIS Bone Horror Arisen or 1+WIS Flesh Craven Arisen, all of which obey their commands.

The Secret Fire
The Secret Fire
Undead: Call Forth the Dead prayer.
Ghast: ?
Ghost Warrior: Some are bound by oaths that survive death, ties of loyalty or duty that compelled them in life and now do so in death. Ghost Warriors are such, often returning to the same site many times over and walking the same paths as they did when they were mortal. Ghost Warriors are often found in ancient ruins and battlefields, where it is not unknown for opposing forces of Shades to battle once again and forever. They often manifest in specific times and at specific places, or when they are summoned, as with the Avengers of the Fallen prayer.
Ghoul: They usually come into being as the result of a creature that has resorted to cannibalism, or by way of an ancient ritual found in certain necromantic texts.
Mummy: Their internal organs have been removed, stored in Canopic jars, and undergone powerful rituals and alchemical processes to ensure that their former host will endure for eternity.
None know which Elder God was involved in the process, but it is with the utmost cruelty that the god laid these powerful lords to rest, only to see them rise again as Undead, often imprisoned within tombs for eternity.
Revenant: Sometimes, a resurrection spell goes wrong and though the body dies, the soul and intelligence remain. This leaves the subject in a terrible twilight world in which their rotting body is driven by willpower alone.
Sandwalker: It is written in the Scrolls of Ytonethotep that anyone consumed by the Locust Swarm of a Mummy while within a tomb sacred to Horus will be cursed to an eternity of undead service. Forever will they serve the Mummy whose treasure they sought to steal.
Anyone reduced to 0 Stamina by a Mummy’s Locust Swarm attack will become a Sandwalker, so cursed for as long as its Mummy creator exists.
Skeleton: Skeletons are one of the more common forms of undead, and are the easiest to create for those with a penchant for necromancy. Essentially, Human and Eld remains are imbued with a semblance of life and rudimentary intelligence, allowing them to obey simple commands and have a basic understanding of their environment.
Skeleton Shattering: ?
Vampire: None know how they came into being, but they have fed on mortals from time immemorial. Sages whisper of an ancient curse, while others insist that Vampires are created, not damned. The sages whisper for good reason — any who pry too deeply into Vampire lore tend to disappear.
Vampires can create more of their own kind by draining a victim of all Health then restoring it. Their (possibly willing) victim is drained to the point of death when the Vampire opens one of its veins to enable the would-be Vampire, or Childer, to feed. This results in an intense bond between the creator, or Sire, and the victim. The Childer is dead for all intents and purposes, but rises three days later as a true Vampire at dusk.
Vampire Spawn: Stamina Points lost to a Vampire’s blood drain ability return after a d6 days of bed rest. During that time, the victim is linked psychically to the Vampire but remains in a delirium. Each Health point a Vampire drains gives it an Energy Point that it can use. A Vampire may return to the victim to drain more, but should the victim’s Health drop to 0 as a result, he or she will die — rising three days later at dusk as Vampire Spawn.
Whisperer in Darkness, Wraith: Characters killed from a whisperer in darkness' touch of death return from the grave as a Whisperer in Darkness in 1d6 hours unless they succeed on a Luck Throw.
Zombie: A rotting corpse shambles toward you, animated by the dark art of necromancy.
Zombies are the mindless corpses of beings that have been animated by necromancy.
Zombie Tomb: Mummies often create their own undead servants, called Tomb Zombies, using their Infect ability.
Tomb Zombies are withered corpses, created by a Mummy to enforce his will.

Call Forth the Dead (Death)
Circle: III Casting Time: 1 hour
Range: 10 feet (2 squares) Resistance: —
Area of Effect: Sphere 6 (corpses) Duration: 1 hour/level
Description: Most Holy-Men dare not dabble in powers claimed exclusively by the Elder Gods. Only the worshippers of certain Evil Deities like Set or the foolhardy or utterly desperate, dare to challenge Death itself. Invoking this prayer, you imbue motive force into the corpses of the fallen, the murdered, and the massacred.
The vision of summoning a vast army, unfettered by morale or the base needs of sentience, overcomes any ethical questions or fear of reprisal from Death. You work this dark art in forgotten battlefields or near unmarked mass graves and it is from these macabre sites that large numbers of desiccated undead can be raised. The deeper your knowledge and experience, the more powerful the undead you may raise. Unfortunately, the dead curse the name of anyone who awakens them from their final rest. You have been warned….
Mechanics: All corpses within the area of effect are animated, a number determined by the location in which the prayer is cast (and deteremined ultimately by the MC). An attack roll is made against each corpse, which automatically succeeds, raising the target as an undead creature of the night (see below). However, on a natural roll of 1, 6, or 13, the corpse animates and turns on you, attacking you until destroyed.
The Holy-One determines the type of undead each creature becomes upon being raised, drawing from a pool of twice her own level. For example, a 2nd-Level Holy-Woman (who can create 4 levels of undead) might create a skeleton (level 3) and a zombie (level 1), or four skeletons (level 1), and so forth.
Animated dead automatically follow simple commands given by the Holy-One who raised them. These commands can be no more complex than those she might give a trained animal. The dead follow these commands to the best of their ability until destroyed or until the duration of the prayer expires. If the Holy-Man moves beyond shouting distance, the animated dead continue to perform the last command given them. The Elder God of Death has placed a strong limit on this prayer, preventing a destroyed animated dead from being animated again.
The newly animated dead know very little, and will only act in a manner befitting their existence while alive, namely performing repetitive tasks ingrained in them by years of combat or other occupation. This is another reason battlefields are best suited for raising an army of walking dead.

Curse of Nephren-Ka
Mummies and Tomb Zombies carry a particularly nasty magical curse. As a free action, the curse is invoked and the next melee attack will infect the victim with Mummy Rot. The affected creature immediately suffers great pain as their skin becomes desiccated and covered in lesions. The victim must make a Luck Throw to resist the effects or immediately suffer the loss of 2d6 points of Health. If they are still alive, they will also be scarred and lose 1d6 Presence as a result.
Anyone reduced to 0 Stamina will rise as a Tomb Zombie under the control of the spellcasting Mummy (in the case of Tomb Zombies, then it is their Mummy creator — if the creator still exists). The Tomb Zombie will rise from the dead during the next sandstorm in the domain of their Mummy creator.
Mummy Rot cannot be cured with conventional healing, and requires a remove curse or Aura flensing prayer. The disease also impedes healing, requiring a healer to pass a DC20 Healing check to use any healing spells on the victim.

Curse of Aryneops
Anyone reduced to 0 Stamina by a Mummy’s Locust Swarm attack will become a Sandwalker, so cursed for as long as its Mummy creator exists. Sandwalkers will rise from the sands only when summoned by their Mummy masunholy landters.

Stay Frosty
Stay Frosty
Zombie: ?

Swords & Six-Siders
Swords & Six-Siders Cumulative
Undead: ?
Dwarven Knight Spectre: See Spectre Dwarven Knight.
Dwarven Skeleton Warrior: See Skeleton Warrior Dwarven.
Ghoul: Humanoids killed by ghouls turn into ghouls themselves. (Swords & Six-Siders)
Ghost: ?
Knight Dwarven Spectre: See Spectre Dwarven Knight.
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. (Swords & Six-Siders)
Skeleton: Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. (Swords & Six-Siders)
Skeleton Warrior Dwarven: ?
Space Zombie: See Zombie Space.
Space Vampire: See Vampire Space, Vorgon.
Spectre: ?
Spectre Dwarven Knight: ?
Spectre Knight Dwarven: See Spectre Dwarven Knight.
Vampire: ?
Vampire Space, Vorgon: ?
Vorgon: See Vampire Space, Vorgon.
Warrior Skeleton: See Skeleton Warrior.
Wight: Anyone killed by a wight becomes a wight. (Swords & Six-Siders)
Wraith: Wraiths are incorporeal creatures born of evil and darkness. (Swords & Six-Siders)
Zombie: Zombies are corpses reanimated through dark and sinister magic. (Swords & Six-Siders)
Zombie Space: ?

Swords & Six-Siders Books
Swords & Six-Siders
Ghoul: Humanoids killed by ghouls turn into ghouls themselves.
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
Spectre: ?
Vampire: ?
Wight: Anyone killed by a wight becomes a wight.
Wraith: Wraiths are incorporeal creatures born of evil and darkness.
Zombie: Zombies are corpses reanimated through dark and sinister magic.
Undead: ?

Lasers & Six-Siders
Vorgon, Space Vampire: ?
Space Zombie: ?

Swords & Six-Siders Companion
Ghoul: ?
Mummy: ?
Skeleton: ?
Spectre: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?

Swords & Six-Siders LoSS Conversion
Ghost: ?

Swords & Six-Siders: The Brewmaster's Tomb
Skeleton Warrior Dwarven: ?
Dwarven Knight Spectre: ?

Tales of the Splintered Realms
Tales of the Splintered Realms Cumulative
Banshee: The disconsolate spirit of a fallen female elf. (Tales of the Splintered Realm Module B1: 49 Dungeon Denizens)
Baronet Vampire: See Vampire Baronet.
Barrows Ghoul: See Ghoul Barrows.
Ghoul Barrows: ?
Goblin Zombie: See Zombie Goblin.
Lich: ?
Scavenger Zombie: See Zombie Scavenger.
Shadow: A creature completely drained of STR by a shadow becomes a shadow. (Tales of the Splintered Realm Module B1: 49 Dungeon Denizens)
Skeletal Watcher: ?
Vampire Baronet: ?
Watcher Skeletal: See Skeletal Watcher.
Wight: A creature completely drained of XP by a wight becomes a wight. (Tales of the Splintered Realm Module B1: 49 Dungeon Denizens)
Wraith: A creature completely drained of XP by a wraith becomes a wraith. (Tales of the Splintered Realm Module B1: 49 Dungeon Denizens)
Zombie Goblin: ?
Zombie Scavenger: ?

Tales of the Splintered Realms Books
Tales of the Splintered Realm Module A1: Core Rules
Skeletal Watcher: ?
Barrows Ghoul: ?
Vampire Baronet: ?
Zombie Scavenger: ?

Tales of the Splintered Realm Module B1: 49 Dungeon Denizens
Banshee: The disconsolate spirit of a fallen female elf.
Lich: ?
Shadow: A creature completely drained of STR by a shadow becomes a shadow.
Wight: A creature completely drained of XP by a wight becomes a wight.
Wraith: A creature completely drained of XP by a wraith becomes a wraith.

Tales of the Splintered Realm Module D1: Against the Goblins
Goblin Zombie: ?

Wayfarers
Wayfarers
Undead: Undead creatures are those that were once living, but are now animated by energies native to other planes.
A hideous ablocanth has laired here for centuries, and using an old ritual, has turned many of the corpses from the barge workers into its undead minions.
Apparition: ?
Barghest: ?
Draugr: Draugr are semi-corporeal undead guardians of cursed warriors or kings, found in ancient tombs and mausoleums. It is not clear whether draugr are imbued with the spirit of the deceased, or otherworldly guardians charged with guarding their resting place.
Ghost: Ghosts are solitary undead, the spiritual remains of tortured souls such as murder victims or those consumed by intense hatred while living.
Lich: These creatures were once powerful magic-users that voluntarily transformed themselves into beings that draw their energies from other realms.
Mummy: Mummies are the animated remains of a long dead humanoid. Unlike skeletons, mummies typically retain some of their mortal flesh, often a result of efforts to embalm or preserve the deceased individual’s remains.
Mummies are the animated corpses of a long-dead humanoid.
Create Undead spell.
Myling: In fact, it is widely believed that mylings are the tortured spirits of murdered youth.
Shadow: Shadows are the embodiment of the nefarious impulses or lusts of wicked humanoids that are now deceased.
Skeleton: Skeletons are the animated skeletal remains of a long dead humanoid.
Skeletons are the animated bones of an undead humanoid. Thus, their size and appearance depends upon the type of humanoid the skeleton was derived from. Although most skeletons are humanoids, some are the remains of other creatures.
Create Undead spell.
Spectre: A spectre is a particularly evil apparition that haunts the crypts of depraved individuals.
Vampire: Vampires are an undead corruption of a once living humanoid. In fact, it might be said that vampires are not true undead, but actually living creatures infected with an undead disease.
Any creature bit by a vampire (1 point of damage) must make a Mental Resistance check of 15 or become a vampire within one week.
Wendigo: The wendigo are the physical manifestations of tortured spirits of that wander the ruins of past civilizations.
Wight: Wights are the remains of dead nobles and kings. They are found within old crypts and mausoleums, sometimes alone or in small numbers and with multiple lesser undead servants. Wights do not typically leave their tombs, as they are bound to the trappings of wealth left behind in their graves.
Wraith: ?
Zombie: A zombie is the animated rotting corpse of a dead humanoid.
Zombies are the animated corpses of a dead humanoid. Thus, their size and appearance depends upon the type of humanoid the zombie was derived from. Although most zombies are humanoids, some are the undead remains of other creatures.
Create Undead spell.

Create Undead
Circle: 5th Resist: None
Duration: Permanent Casting time: 12 hours
Effect: Special Range: Touch
Formula: DDGGSS Damage type: Special
Components: V, G, M
When cast upon a humanoid corpse, the Create Undead spell enables the mystic to create an undead servant. This undead creature will perform simple tasks if able, or attack the mystic’s foes. The undead servant has no motivation independent of its master, and will serve the mystic until it is destroyed.
In addition to a humanoid corpse, when creating the undead, the mystic must employ a vial of blood of the same type of corpse to be animated. For example, were the corpse a human, a vial of human blood must be used to create the undead creature. In addition, the ritual requires the consumption of incense of at least 200 silver royals in value.
The type of undead created is dependent upon two factors: the age of the corpse, and the presence of the mystic casting the spell. As such, 1d10 is rolled to determine the type of undead created, modified by +1 for each point of the mystic’s presence, and +1 for each year of age of the targeted corpse. For example, if a mystic with a presence of 12 were to cast upon a 4 year-old corpse, a +16 modifier would be added to the d10 roll. The result of this roll is as follows:
2 to 25: Zombie: Health points: 12 + 2d4, Dodge score: 11, Initiative: -2, Hide/armor: none, To-hit: +2, Attacks: claw: 2 x 1d6 + 4. Intellect: 3, Physical Resist: +5, Mental Resist: n/a, Movement: 80’. Zombies are immune to spells of possession, charm, or illusion, take only half damage from cold, and are immune to poison and disease.
26 to 30: Mummy: Health points: 20 + 1d8, Dodge score: 13, Initiative: +0, Hide/armor: none, To-hit: +0, Attacks: fists: 2 x 1d8 + 2. Intellect: 3, Physical Resist: +6, Mental Resist: n/a, Movement: 90’. Mummies are immune to spells of possession, charm, or illusion, take only half damage from cold, and are immune to poison and disease. Any creature struck by a mummy must make a Physical Resistance check or be infected as if by the 1st Circle Ritual magic spell Infect.
31 or more: Skeleton: Health points: 10 + 1d8, Dodge score: 13, Initiative: +1, Hide/armor: none (or by worn armor), To-hit: +1, Attacks: claws: 2 x 1d4 + 1, or 1 x weapon + 1. Intellect: 5, Physical Resist: +1, Mental Resist: n/a, Movement: 160’. Skeletons are immune to spells of possession, charm, or illusion, take only half damage from cold, and are immune to poison and disease.
A mystic may create and control a maximum number of undead equal to half his or her presence score. For example, a mystic with a presence of 13 could create and control up to 7 undead creatures. If any more undead creatures are created, they will instantly go mad, attacking any creature in sight until destroyed.

Woodland Warriors
Return of the Woodland Warriors
Undead: Undead beasts are either the dead bodies of beasts that have been reanimated by evil wizards and cultists to serve them as bodyguards, or tormented souls that due to the way they died have been unable to leave the earthly realm.
Bone-Beast, Skeleton: Bone-beasts are animated skeletons of dead beasts, usually under the control of some evil master.
Ghost: They are usually tied to a specific location, item or creature (their “haunt”). They are often stuck in the material realm because they have unfinished business; which when completed allows them to “die”.
Ghoul-Rat: For some reason, when diseased rats are reanimated, instead of coming back as skeletons or zombies, a different type of undead is created – the ghoul-rat.
Lich: Liches are the undead remnants of Wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magic, gone awry).
Wraith: ?
Vampire: Vampires are creatures that have been infected by vampirism; a disease that is transmitted from some creature already infected to another, by biting them and draining all their blood.
Zombie-Vermin, Zombie, Walking Dead: Zombie-vermin are mindless creatures, the walking dead. They are generally created from Vermin – that is shrews, rats, weasels, stoats, crows and sometimes foxes (although the latter would have 2d+3 HD). Why only vermin can become zombies is not known. The standard zombie is simply a corpse animated to do its creator’s bidding, but the Keeper can give them extra HD or abilities if required.
 
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Voadam

Legend
Non-D&D/D20

Non-D&D/D20
Altus Adventum
Altus Adventum 2e
A1 Lair of the Goblin King
Skeleton: ?
Zombie: ?

A2 Lost Treasure of Actzimotal
Stone Guardian Skeleton: ?
Mummy: This is in fact the high priest. Or it once was. He had himself mummified so he could serve the emperor eternally.
Kalikaltulizma: ?
Zombie: ?
Ghoul: ?

A4 Rise of the Bloodwolf
Undead: ?
Vampire: ?

B1 Journey to Hell
Ghost: ?

Artesia
The Last Barrow
Spirit: ?
Barrow-Wight: ?
Hathaz-Ghul, Ghul: ?
Undead: ?
Erl Deyr, Old Prince Deyr, The Old King of the Barrow, Dangerous Creature of the Grave, Powerful Version of a Barrow-Wight, Undead Corpse: ?
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.
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.
Long-Slumbering Ghul: ?
Hungry Ghul: ?
Active Ghul: ?
Recently-Fed Ghul: ?
Fully-Sated Ghul: ?
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.
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.
Normal Wight: ?
Barrow-Wight, Regular Barrow-Wight: ?
Ghostly Skeleton: ?
Flesh-Eating Ghoul: ?
Sacred Dead: ?
Spirit of the Dead: ?
Unquiet Dead: ?
Shade: ?
Shadow of the Dead: ?
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.

Call of Cthulhu
Dragon 162
Vampire Lesser: The most obvious way of becoming a vampire is to be bitten by one. In some legends, the mere bite of a vampire is not enough to infect the victim with the curse of blood-thirst. The vampire must have killed the victim by completely draining all of his blood. If the proper steps are not taken, the corpse will rise within a week or two (for game purposes, 2d6 days).
Another way of becoming a vampire is to be excommunicated by one's church.
According to this belief, the body of the excommunicated person will never rest until it is accepted back into the church. In this case as well, the corpse arises as a lesser vampire within a few days of its burial.
The last method of becoming a vampire is one that should set any good CALL OF CTHULHU Keeper's creative gears in motion. The bodies of men and women who were purported to be sorcerers were said by legend to rise again to continue their evil doings.
As we saw earlier, a vampire can create a new vampire by completely draining a victim of blood.
A victim slain by a vampire’s blood draining (i.e., brought to zero POW or CON) arises within 2d6 game days as a lesser vampire.
Vampire Greater: Add together the STR, CON, INT, POW, and DEX scores the vampire had when it was alive, then subtract the total from 100. This gives you the number of months the vampire must remain a lesser creature before becoming a greater vampire.

Cthulhu Live
D-Infinity 1
Cyris Crane: The cold grip of winter came early that year, and the corpse of Cyris Crane lay frozen and preserved in the riverbed. With the spring thaw, the corpse washed up on the riverbank, where the maggots and worms of the earth set about their grim task. However, the disembodied and deranged will of Cyris Crane was not powerless.
Death had stripped Cyris of the last of his sanity. With a sorcerer’s skill, Cyris reanimated his body, taking possession of the worm-ridden corpse and willing it into a semblance of life, disguising his decomposing visage with a potent glamour.
I am Cyris Crane and I am something else. I remember being accosted by a foreign type while searching for those accursed standing stones. I remember every sensation as he strangled me and threw my body over a cliff. I remember the moment my heart stopped. Yet my mind went on.
A lifetime of exposure to the occult and my own indomitable will ensured that I did not truly die. I returned!
Walking Corpse: The climax begins as Cyris Crane successfully transfers his soul into a fresh body, leaving his victim’s soul trapped within his worm-ridden former shell. Crane’s victim is rendered a weak and gibbering mass by The Crossing, passing out from exhaustion at the ritual’s conclusion.
As Crane’s former body rises as the Walking Corpse, the glamour concealing it’s hideous form fails. The mind within the body is thoroughly insane and prone to attack anyone it sees. The walking corpse bares a special hatred for Cyris Crane, who will bare the brunt of the monster’s hostilities.
It is possible that Cyris is unable to perform ritual of The Crossing. If this is the case, Crane loses the last of his Façade and he becomes the walking corpse.

Dead and Breakfast
Dragon 276
Ghost: ?

Dungeon World
The April Foolio of Fiends
Vampire Frog: ?
Vampire: [Vampire frogs c]an spread vampirism.

Empire of the Petal Throne
Fight On #2
Empire of the Petal Throne
Hra: ?

GURPS
Dragon 198
Undead: Victims of the Mad Lands gods who are denied proper funeral services may be resurrected as undead spawn.

Haunted Tower Game
The Haunted Tower (Basic)
Sir Jameson, Specter: ?
Ghoul: ?
Mummy: ?
Skeleton: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?

Lore
Rational Magic Campaign
Undead Animaton: ?
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: 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, Necrotic Automaton:
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: ?

Marvel Super Heroes
Dragon 104
Vampire: If Baron Blood is able to make a Red FEAT roll on the Grappling table, he can bite his held victim and drain him or her of blood. The bite inflicts Typical damage every round, but if the hold isn't broken before the victim dies, the victim's body will arise in three days as a vampire. Anyone who suffers a loss of over half his or her Health to a vampire's bite will develop into a vampire in 2-20 weeks, being under the complete influence of the attacking vampire until then. The lost Health cannot be recovered, and the medical science of the 1940s cannot stop the onset of vampirism. Note that aliens, robots, androids, and nonhumans (including Jack Frost) cannot become vampires and cannot be drained of blood in this manner.
Baron Blood, Vampire: Baron Blood was a member of the British aristocracy, a young nobleman who sought the tomb of Dracula in hopes of reviving and controlling him. Unfortunately, Dracula bit and killed Lord Falsworth, turning him into a vampire.
Dracula, Vampire: ?

Dragon 126
Vampire: Dracula's canines were enlarged so that he could deliver the classic “vampire bite.” This bite inflicted 6 points of damage per turn. If the victim was killed in the attack, an enzyme in the vampire's saliva caused the body to produce a greenish ichor which replaced its blood. In three days, sufficient ichor existed to turn the victim's body into a vampire.
Long ago, powerful proto-deities roamed the surface of the cooling Earth. Most of these were forced into other dimensions, but one, Cthon, left behind a store of dark lore and magic, which was gathered together and is now known as the Darkhold. The Darkhold found its way to Atlantis before that continent's destruction, where a sect of evil magicians discovered in its text a method of reviving the dead as blood-drinking bat warriors. These Atlantean Darkholders created the first vampires, who promptly slew their creators and escaped Atlantis.
Dracula, Vampire: In a battle with a Turkish warlord, Vlad was mortally wounded and Castle Dracula was taken. The warlord took Vlad to a gypsy healer to recover, but the gypsy was a vampire and killed Vlad, turning him into a vampire.

Dragon 162
Victor Strange, Vampire: Many years ago, when Stephen Strange was a mere apprentice to his mentor, the Ancient One, Strange cast a spell he was not familiar with (the Vampiric Verses) in order to save his dying brother, Victor. Victor's life was saved, but he was transformed into a vampire.
Vampire: If a victim died from blood loss from Lilith's vampire's bite, the enzyme injected by her bite would cause him to arise three nights later as a normal vampire.
Dracula, Vampire: Dracula himself was mortally wounded in battle and was taken to a gypsy healer who was actually a vampire. The healer killed Vlad and transformed him into a vampire.
Lilith, Vampire: All of Lilith's vampiric powers stemmed from a spell cast on her by a gypsy when Lilith was a normal child.
Lilith's vampirism was due to the spell cast upon her.
The vengeful mother of one of the gypsies Dracula killed, Gretchin, cast a spell on Dracula's daughter, Lilith. This spell transformed the child into an adult vampire.

Dragon 170
Grim Reaper, Zombie: After falling in love with the living Grim Reaper, Nekra twice reanimated the Reaper's body as a zombie. In its first incarnation, the zombie had the same abilities and ranks of the living Eric Williams, with an additional Body Armor power. Most recently, Nekra reanimated the Grim Reaper as a zombie of enhanced Strength and Endurance.
The Grim Reaper was revived by his lover, Nekra, and became a zombie, although he believed himself to still be alive.
Recently, the Grim Reaper was once again brought back to unlife by Nekra; this time, her spell revived his body and made it more powerful, but her spell also demanded that the Reaper absorb the energy of one living human a day to maintain his current existence.

OneDice
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: ?

Runequest
The Last Barrow
Erl Deyr, Old Prince Deyr, The Old King of the Barrow, Dangerous Creature of the Grave, Powerful Version of a Barrow-Wight, Undead Corpse: ?
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.
Spirit: ?
Ghost: The spirits of the dead have Seven Days to successfully reach the Place of Judgement ruled by Seedré, Judge of the Dead; if they do not reach the Place of Judgement in time, they will be lost in Limbo, captured and bound by evil magicians, consumed by dark spirits, or perhaps become a 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.
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.
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.
Spirit of the Sacred Dead: ?
Hathaz Ghul, Ghul: ?
Ghoul: ?
Flesh-Eating Ghoul: ?
Barrow Wight, Regular Barrow-Wight, Typical Barrow-Wight: BARROW-WIGHTS are creatures of the grave, corpses now animated by their own malignant ghosts. They are of a similar vein to zombies, but rather than being the product of a magician's foul necromancy, a Barrow-Wight is caused by the unending desire of the deceased to cling to some element of its earthly life, often as guardians of the grave goods and treasures with which they were buried.
Creature of the Grave: ?
Malignant Ghost: ?
Zombie: BARROW-WIGHTS are creatures of the grave, corpses now animated by their own malignant ghosts. They are of a similar vein to zombies, but rather than being the product of a magician's foul necromancy, a Barrow-Wight is caused by the unending desire of the deceased to cling to some element of its earthly life, often as guardians of the grave goods and treasures with which they were buried.
Guardian: ?
Sample Minion Barrow-Wight: ?
Brangbane, King of Ghouls of the Wood of the Dead: ?
Ghostly Skeleton: ?
Sacred Dead: ?
Spirit of the Dead: ?
Unquiet Dead: ?
Shade: ?
Shadow of the Dead: ?
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.

Dragon 172
Ghoul: Transform to Undead spell.
Mummy: Transform to Undead spell.
Vampire: Transform to Undead spell.
Mummy: Transform to Undead spell.

Transform to Undead
ritual Enchant spell
6 points
This spell allows the caster to enchant himself to the form of an undead. A caster may place his essence in the form of a ghoul, mummy, vampire, or zombie. The spell costs the full POW of the caster, and if it fails, he dies. When the spell is cast, the caster appears to die; any procedure for creating the specific undead must then be performed on the body. As an example, a mummy requires evisceration, spicing, binding, and drying. On the other hand, ghouls, vampires, and zombies need no real preparation. Upon emergence from the ceremony, the undead has Magic Points equal to what they were before the spell was cast, and he has all attributes, alterations, and special abilities of that specific undead. Magic Points must be regained through the method used by the specific undead. If the APP formula is different from the natural one, it must be rerolled. This spell is rare for two reasons: It is an especially vile and evil one, and it is used only once by the caster. Once used, the undead caster is reluctant to teach it to anyone else.

Troika
Barrow Keep: Den of Spies
Shade, Hungry Shadow: ?

Unisystem
All Flesh Must be Eaten Revised
Zombie: There were many early successes for our group. We determined the source of the infected cadaver outbreak was not the result of the wrath of a vengeful God, witchcraft, voodoo or something equally ludicrous. The source of the outbreak was radiation -- radiation carried on the back of a comet like rats carried plague-riddled vermin on their backs centuries ago.
A Zombie or Jumbie (the name given to them in the Virgin Islands) is described by the Island experts as “a soulless human corpse, still dead, but taken from the grave and endowed by sorcery with a mechanical semblance of life.” These creatures are brought to life by sorcerers called “Houngans” who bring the dead back to work as their eternal slaves.
Legend and folklore have long held that sometimes, when a person dies with unfinished business, he may rise from the dead to finish it, or to seek revenge for some evil doing.
Voodoo priests that turn the dead, and sometimes the living, into Zombies.
The creatures are created to work in the harsh conditions of outer space.
Angry prisoners inhale formaldehyde to get high, die and return.
Entomologists create a machine that only affects the underdeveloped nervous systems of insects. This machine causes the insects to attack and devour themselves leaving our farms and gardens insect free without harmful poisons. Perfect, except for one thing we didn’t count on. The nervous systems of the dead have decomposed to the level of insects. They are affected by the machine and begin eating human flesh.
The germ warfare scientists in the military develop a means to create an army of the dead. These soldiers cannot be killed except by a shot to the head. The problem is that they also spread the germ through biting and scratching. Once the living are infected, they too become zombies.
A dangerous germ warfare chemical.
I don't know what the zombies house for saliva but within thirty-six hours of being bit most people turn into zombies themselves.
The life forms controlling the corpses were arthropod-like in composition.
I still can’t believe it, AIDS would have been enough but when I think of what PHADE will do to me . . . my body rotting from the inside out, my skin peeling like old wallpaper, and when my heart finally gives in to the virus, the real fun starts. Somehow PHADE will jump start my nervous system and make me into something not quite alive and not quite dead.
The zombie has to actually kill its victims in order for them to come back as a member of the club. Anyone killed by a zombie rises again within a few hours.
The zombie need only bite a living being and the chain reaction begins. The process usually takes a day or so to finally set in, during which time it might be possible to reverse the effects if a skilled research doctor treats the victim. Otherwise, the bitten goes straight from living to undead without ever really passing out and dying.
Sometimes its not the zombie that reanimates the corpse but rather something in the very soil or air. In order to rise again, a body has to be buried under the ground or stored in some container, or coated with some chemical. Zombies created this way have a natural instinct to bury their victims, or otherwise prepare the body, and thus enlarge the undead community every step of the way. Rising from the shallow grave, or awakening after embalment usually takes between six and twelve hours, but sometimes occurs much more quickly.
Thirty years ago, the government decided these caves were the perfect place to store containers of spent uranium and other nuclear waste. They bought the land, buried tons of radioactive sludge deep in the cave system and, once they thought it full, sealed the whole thing off. They didn’t plan on the containers leaking and getting into the local soil and water table. And no one could have imagined the effect this radiation would have on the local population, particularly the local dead population.
Some said the radiation became a tool of the spirits or demonic forces, particularly those who remembered that the native Americans who once lived in the region held the caves as sacred. Others maintained that it was the radiation itself, somehow jump-starting the dead nervous system, creating brain-dead beasts who could only act on the most basic instinct: find food. Whatever the cause, it didn’t discriminate about who it raised from the dead. Every deceased creature, animal or human, within fifty miles of those caves became one of the walking dead.
The PHADE virus is more than just another sexually transmitted disease. It is in fact a recipe for zombification. Zombies have always been with us in one form or another. Many cultures, including modern voodoo practitioners, have theories about the process of animating the dead through magical potions, elixirs, and rituals. In the modern information age, the details of such practices are more accessible to the common man, or in this case, the common high school student.
Distraught and disbelieving, Philip sought to conquer death, and after months of cruising the internet and frequenting voodoo chat rooms, he learned all he needed to know to raise lovely Jenna from the grave. Quite mad by this time, Philip raised the decaying girl and consummated his love with her. When he woke up the next morning, the handsome young man came to his senses and decided that the Jenna corpse wasn’t nearly as desirable as the living thing. He disposed of the hapless zombie and got on with his life. By then, it was too late. He had contracted PHADE, a zombie STD that Jenna’s body created when her AIDS-infected corpse rose from the dead.
Those who died at the zombies' hands rose hours or days later to join the undead hordes.
Millions of years ago and hundreds of light years from our own world, an ancient civilization toyed with forces better left undisturbed. Their own dead rose up against them as the result of a series of diabolic necromantic experiments. The only way they could save themselves was to literally blow a chunk of their world off into space, ridding the planet of any trace of the zombie taint. Ever since then the zombie planetoid has traveled through space, unbeknownst to anyone, on a direct collision course with Earth.
American scientists detected the incoming chunk of rock, although they had no clue as to its true origins or deadly purpose. Fearing the end of life on Earth, the nuclear powers of the world combined their arsenals, modified their missiles, and sent millions of megatons flying into space. Already eroded by millions of other impacts in its long history, the zombie planet burst apart under the nuclear onslaught. The Earth thought itself safe.
Then the irradiated pieces of the planet came hurtling down to Earth, burning up and dissolving into the atmosphere. As a result of prevailing winds and the widespread dispersal pattern of the dust, hardly a corner of the planet escaped exposure. As the dust settled to the ground it began immediately to seep into the soil, water, and even the air. The result was all too horrible and predictable -- the ancient powers awoke the dead from their eternal rest.
Anyone who dies anywhere on the planet that has been exposed to the planetoid dust (meaning anywhere but sealed rooms) rises from the dead within ten minutes to an hour of their passing on. Those who actually die from a zombie attack turn into one of the undead almost immediately. Those who somehow survive an attack continue on as normal (although other diseases might infect them).
OrganoCore’s fertilizers and pesticides met with all my demands for an environmentally safe product. I used the stuff for two years and my crop yields increased by forty percent. I was happy as a clam. Then two weeks ago, I started using the new and improved formula and that’s when it happened.
I had a dog, a big ole’ German shepherd named Shep. When he got hit by a car three weeks ago, I buried him out by the lettuce fields. One night, I hear a scratching at the front door, just like Shep used to do when he wanted in. I open the door and there he is -- his rotting corpse stinking to high heaven. I thought it was some sick joke but then the corpse moved. It lunged at me, biting for my leg. I screamed and kicked him away but the damned thing kept coming. I finally made it to the kitchen and, well, I defended myself with a butcher’s knife. It wasn’t pretty, and worst of all, the damn dog bled everywhere. The blood wasn’t what bothered me, though. What bothered me was that he bled green.
Funded in part by various environmental groups, the company embarked on a groundbreaking research project which ultimately yielded them some amazing results. Combining a number of tribal and ancient folk remedies with newly found ingredients imported from the jungles of the Carribean and Indonesia, the researchers managed to create some astounding products. Their new fertilizers and pesticides worked just as well or better than the artificial varieties and they were entirely harmless to the environment.
Once the OrganoCore products hit the market, they were a smash success, and farms across the country and around the world began using them. When OrganoCore recently announced its new line of improved products, it was estimated that fully three quarters of America’s farm acreage planned on using them. That’s exactly what happened. OrganoCore became a Fortune 500 company, but the results were more disastrous than anyone could imagine.
The new products, again using formulas derived from ancient Caribbean and Indonesian rituals, were more effective than the original formula and seemed just as safe. Indeed, by themselves they were safe, but when combined with the older formula, they awakened a previously untapped potential within the soil. Some say they awakened the vengeful soul of mother Earth herself and now she has chosen to strike down the animals that have oppressed her for so long. Others say that the chemicals spurred some speedy and powerful mutation in plant life, effectively jumping it ahead millions of evolutionary years.
Whatever the true cause, the result was obvious: the dead were coming back to life all across the country, wherever corpses and OrganoCore products mixed. The alchemical mixture gave the world’s plants a new life and new purpose. Growing with incredible speed, the vegetation sent tendrils into the bodies of the dead humans and animals buried beneath the ground. These plant tendrils replaced the veins and nervous system of the dead bodies but kept the bones and muscles strong. Thus, vegetatively animated, the dead began to rise and do the deadly work of their plant overlords.
The zombies buried their dead victims in the foul soil that had spawned them, creating more plant-infested cadavers.
The drones in their natural state look like foot-long centipedes with four pairs of two-foot tentacles running down the sides of their bodies. By themselves, the creatures seem harmless enough -- certainly not capable of bringing death and destruction down upon countless different worlds. In fact, the Race cannot conquer anything without a little help; namely, the recently dead bodies of the Others. The drones can insert themselves into any dead body and fully reanimate it.
As the Allies prepared for D-Day, Hitler’s top-secret Occult Corps got ready to repulse the invasion. The researchers had, in a matter of speaking, conquered death. Although the secret to immortally still eluded them, they had achieved the next best thing: the living dead. Based on ancient formulae and magic rituals, the Nazis developed a serum that would raise their soldiers from the dead once they had fallen in battle.
What no one suspected was that Chinese scientists had managed to make their own variations on the nuclear payload. It was a highly radioactive, low destructive yield device that would kill millions but leave the buildings intact.
The specially designed Chinese radiation bombs had their desired effect, killing millions of Americans and European civilians but leaving the cities mostly intact for those few survivors who could take advantage of them. Now, thirty years later, the world is beginning to see that the bombs had another, rather interesting effect: they mutated the living and the unborn in strange and unpredictable ways. Some were born with missing or extra limbs and other malformations, but a few came into this world with radiation literally flowing through their veins. Some have theorized that this was an evolutionary solution to the new hostile world environment.
The result: a race of humans that can survive radiation just fine, live, grow old, and die in it. The problem is, once they die, they don’t stay dead. The dead rise again, stronger, meaner, and more deadly than they ever were in life.
An ancient Sanskrit manuscript had outlined for him a ritual that he had not previously dared to attempt. Now, in anger and desperation, he turned to it and made the necessary preparations.
Mordecai chose the city of Paris as the site of his ritual. On a moonless night, he gathered his coven in the city cemetery, along with thirteen sacrificial virgins The neighbors huddled in their beds in terror as lighting flashed, thunder roared, and the smell of brimstone filled the air. The blood of innocents spilled to the ground and awakened the bodies of those who lay at rest. At the command of the Italian magician, the dead clawed their way from their graves, hungering for the flesh of the living.
When these zombies kill a person, the victim’s soul is immediately judged and sent on to the appropriate afterlife. The body then rises up and joins the ranks of the undead.
We learned that when someone dies, you decapitate them and then burn the body or else you’re gonna have one flesh-eating corpse on your hands before too long.
So the gods went to war in earnest and left humanity in the lurch. This might not have been a problem except that the gods left in place their rather arcane system of judging and assigning new bodies to old souls. Now that process has broken down and no one is doing anything to fix it, at least for the moment. As a result, the unthinkable is happening: souls are being reborn into bodies that are already dead.
Vampire, Vampyre: if a vampire bites you and doesn’t rip you apart, you become a vampire.
Man created these Vampyres. They were mistakenly risen by science.
 
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Voadam

Legend
Starfinder

Starfinder
Starfinder Core Rulebook
Urgathoa: Urgathoa was once a mortal with a hunger for life so tremendous that she rebelled against the notion of being judged by Pharasma when she died, instead tearing herself away from the Lady of Graves’s endless line of souls and returning from the Great Beyond as the universe’s first undead creature.

Undead: The Positive Energy Plane and its dark twin, the Negative Energy Plane, exist to create and destroy life, respectively. While the Negative Energy Plane drains life and creates strange mockeries of it (and is responsible for animating undead creatures), the Positive Energy Plane is no safer, as its pure vitality overwhelms and consumes mortal bodies.
Animate Dead spell.
Skeleton: ?
Zombie: ?
Shadow: Urgathoa’s existence is a corruption of the natural order; some say her first divine footprints upon the soil of the Material Plane birthed plague and infection and that the first undead shadows and wraiths were born of her breath.
Wraith: Urgathoa’s existence is a corruption of the natural order; some say her first divine footprints upon the soil of the Material Plane birthed plague and infection and that the first undead shadows and wraiths were born of her breath.

ANIMATE DEAD 4 4
School necromancy
Casting Time 1 standard action
Range touch
Targets one or more corpses
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell turns corpses into undead creatures that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in place and attack any creature (or a specific kind of creature) entering the area. They remain animated until they are destroyed. A destroyed undead can’t be animated again.
You can create one or more undead creatures with a total CR of no more than half your caster level. You can only create one type of undead with each casting of this spell. Creating undead requires special materials worth 1,000 credits × the total CR of the undead created; these materials are consumed as part of casting the spell.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of undead whose total CR is no greater than your caster level. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Once released, such undead have no particular feelings of loyalty to you, and in time they may grow in power beyond the undead you can create.
The corpses you use must be as intact as the typical undead of the type you choose to create. For example, a skeleton can be created only from a mostly intact corpse (that has bones) or skeleton. A zombie can be created only from a creature with a physical anatomy.

Alien Evolution: Cosmic Race Guidebook
Invectron: The invectron supposedly spontaneously came into being when the first atom began decaying in the universe. The spirit form of the first invectron laid dormant until Iantinor was formed and covered it in shadow. It sprang forth to undead life and immediately sought to encase itself in a dark space so that it would not be dormant again. All invectron life came from that first and the generations that followed lived in relative seclusion.
Invectron, Undead Humanoid Encased in Armor, Armor Encased Humanoid, Good Undead: ?
Invectron, Ghost: ?
Invectron, Emaciated Desiccated Creature: ?
Invectron, Lean Lanky Creature: ?
Jule the Martyr, Invectron: ?
Undead, Undead Creatures: ?
Flamethrower Ghoul: ?

Close Encounters: NPC Codex
Vid Star Host, Mummy: ?

Dragoon (Base Class and Lore)
Dragoon Silent Order: ?
Zova'bor, Skeletal Dragonlich: In the far reaches of space lives the skeletal dragonlich Zova’bor (Zoe-va-bore). She is ancient and sorcerous blue dragon that turned herself into a lich and does not produce dragoons but instead steals them from other orders.
Dragoon Ravener: In the far reaches of space lives the skeletal dragonlich Zova’bor (Zoe-va-bore). She is ancient and sorcerous blue dragon that turned herself into a lich and does not produce dragoons but instead steals them from other orders. She cannot make True Scales
so instead makes “Ravener Skulls”- magic artifacts made of humanoid skulls that take over the soul of a dragoon when placed where their head should be.
However, Zova’bor can only control dragoons who stray from their oaths or have weakness in their hearts. Those that resist her temptations cannot be captured in the swayed by her in the future and any rejection wounds her soul (as rejection destroys the newly created phylactery and with it a piece of her soul).
Those under her dominion are called “Thralls” and can be easily identified by their floating skulls with ominously glowing eyes. They have no will of their own, little better than zombies, and commit terrible acts on her behalf. Some accept her willingly and seek her out. These are rewarded with a degree of independence and autonomy, though Zova’bor is always watching. These “Raveners” are her elite troops, the generals of her armies, and her confidants.

Starjammer Core Rules (Starfinder Edition)
Tardigrade Undead: ?
 
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Voadam

Legend
The Rjurik Highlands
2e
Spectral Scion: A spectral scion is the spirit of a bloodtheft victim who was killed with a tighmaevril weapon. Not all people killed in such a manner become spectral scions, but those who do relive daily the horror of losing their bloodlines; they spend eternity attempting to find peace.
Because grief over their lost birthright fuels their existence, spectral scions often haunt their former domains. These spirits are not, however, confined to their former domains.
Njalgrim, Spectral Scion: Njalgrim was slain by a bloodsilver weapon, leaving his spirit unable to find peace.
Hrothwulf, Skeleton Warrior: The horrifying creature from the center mound is Hrothwulf, now transformed into a warrior skeleton by the various curses he accumulated during his wicked life.
Once a powerful, dangerous warlord, Hrothwulf raided and pillaged this region of Hogunmark, wielding the sword Kinharrower, a weapon whose evil nature invariably corrupted its user. Today, his evil nature has kept him bound to the land, surviving as an undead creature.

Skeleton: ?
 

Voadam

Legend
The Shadow Rift
2e
Crimson Bones: These gruesome undead monsters are created when a human being (or similar demihuman) is flayed alive by an evil Arak. Usually, they are created by the ranks of the powrle and teg.
Saugh Dearg-Due: The saugh are an army of the dead created by Loht, Prince of the Sith, to serve him when he moves against the lands of mankind.
Saugh Gossamer: ?
Rushlight: In death, one of these poor men became a vengeful rushlight. Unwilling to give up his battle against those who attacked Briggdarrow, this flaming spirit seeks to destroy any intruders who come near his body.
Corpse Candle: For the briefest fraction of a second, you notice a flickering light In the eyes of the dead man. Then, suddenly, these embers bloom Into the grim features of an elvish countenance which laughs mockingly at you.
A brief wave of nausea washes over you, and you suddenly find yourself standing face to face with a lanky warrior clad in a kilt and wielding a flashing scimitar. Hts features are angular and sharp, not unlike those of an elf, but of a more sinister cast. Hts laughter; cold and derisive. mixes with screams of terror and agony in the distance.
You lash out with an axe that you did not realize you were holding. Although your attacker avoids the blow, the blade smashes one of the hinges on the door through which the elf has just entered. With a sharp crack, the hinge gives way, and the door falls to an odd angle.
The elf laughs even harder at your pitiful attack. He draws back his scimitar and drives it forward, running you through. A burning pain spreads out from the wound. With a gasp. you fall to your knees and then topple forward, your face slapping the wooden floor which Is already slick with your own blood.
Sobs escape your lips, and everything goes black. Suddenly, you are again leaning over the body of the slain tailor. a little bit dizzy but presumably none the worse for the wear.
Kristov, Wight: ?
Shadow: ?
Banshee: ?
Ghost: ?
Radiant Spirit: ?
Spectre: ?
Spirit Psionic: ?
Wraith: ?
Banedead: ?
Baneguard: ?
Blazing Bones: ?
Boneless: ?
Coffer Corpse: ?
Dread Warrior: ?
Ghoul: ?
Ghast: ?
Heucuva: ?
Revenant: ?
Skeleton: ?
Skeleton Archer: ?
Son of Kyuss: ?
Wight: ?
Zombie: ?
Zombie Cannibal: ?
Zombie Strahd: ?
Bastellus: ?
 

Voadam

Legend
Van Richten's Monster Hunter's Compendium Vol. 1
2e
Vampire: From still another place, called Oerth, a man has told me of a family curse that causes the firstborn male in every twelfth generation to rise after death to drink the blood of the family unless the body is burned at burial.
How did vampirism begin? If new vampires are spawned by other vampires, as virtually all tales would have us believe, how then was the first vampire created? These questions have plagued sages as long as the undead monsters themselves have plagued mankind. Perhaps the answer lies in Barovia.
According to most tales, a vampire can create another simply by killing a mortal either with its life-energy draining power or by exhausting the mortal of his or her blood supply. If the victim's body is not properly destroyed, it arises as a vampire, under the control of the creature who killed it, on the second night after burial.
This method is, thankfully, exceptionally rare. The saliva of certain vampires contains various necrological substances. First among these is a slow-acting but highly lethal poison. A single bite from a vampire can inject enough toxin to kill a robust warrior. Unlike most poisons, however, this toxin does not kill the subject for several days. Few people make the connection between the vampire bite and the victim's collapse, hence the body is quite likely to be buried improperly. Meanwhile within the dead body of the victim, other necrological agents from the vampire's saliva are having their effect. Several nights after the victim's death, he or she comes to consciousness as a vampire.
A character bitten by this type of vampire is entitled to a saving throw vs. poison. It is best if the DM makes this roll secretly, If the save is successful, the victim suffers only 2d4 points of damage; should this be enough to kill the victim on the spot, he or she won't rise as a vampire. If the character fails the save, 2d4 days later he or she will suffer sudden heart failure and drop instantly and painlessly dead. Within 1d4 days of burial the character will rise as a Fledgling vampire. under the control of its killer.
Some vampires have the ability to cast a special version of the unique priest spell, divine curse, once per day at most (DM's choice). The effects of this curse are always the same. Should the victim fail a saving throw vs. spell, every time the sun rises thereafter he or she loses 1 point of Strength. When the victim reaches 0 Strength, he or she dies and will rise as a vampire under the control of the monster who cast the curse.
Some of the monsters also have the dread ability to impart vampirism via a curse. With their voice and their gaze they are able to afflict a victim with a terrible wasting disease that drains the body's strength. After a number of days, the victim dies and then rises as a vampire the second night after burial. The only means of saving the victim known to me is to destroy the cursing vampire before the victim Finally
succumbs. Of course, the body can be destroyed to prevent it from rising, but this is obviously too late to help the victim. In general, any victim brought to death by any draining effects of a vampire, but not by normal combat or spell damage, is a candidate to become undead.
Where does this symbolic equivalency arise from? Some sages believe that it is a jest of the ancient and evil deities who originally set vampires loose upon the worlds of the universe. Others hold that a parallel arises from the very nature of reality; in other words, we know that evil preys upon good, and vampires vindicate this axiom on the supernatural level.
A young, naive man, raised in a sheltered and privileged family, was slain by a vampire passing through the neighborhood.
An intrepid vampire hunter was slain by one of the creatures she so tenaciously hunted: her colleagues immediately destroyed the monster that killed her. For whatever reason, these colleagues neglected to take the precautions to prevent the woman from rising as a vampire.
A man of good alignment was killed by a vampire, and became a vampire himself under the control of his dark master.
Baron Metus: ?
Erasmus Van Richten, Vampire: The Baron was a vampire, and he had passed on that dark gift to my only son!
Krynn Sea Elf Vampire: I have recorded tales of a place called Krynn, and a race of sea elves who claim that if one of their race is buried on land, it will rise from the dead to seek vengeance on its brothers by drinking their blood.
Strahd von Zarovich, Vampire: The gift-or curse-of immortality was not thrust upon Strahd von Zarovich, Lord of Barovia, by another vampire; rather, he stole it from the lips of death. I quote the following text from the diary of the bard Gregorri Kolyan, who supposedly was captured by Strahd only to be released sometime later with the complete story of the creature. I do not know why Strahd allowed Gregorri to leave with this vital information. Perhaps the vampire felt a need to have his story told after years of exile and secrecy.
By Strahd’s account, the battle was fierce and will make for a great song, should I live to compose it. Both men were excellent swordsmen-Strahd from his years as a general and the officer from his constant training. Yet Strahd’s madness gave him the edge, and he finally struck down the officer . . . but not before he himself had taken a wound that would have slain a lesser man instantly.
Strahd von Zarovich was as good as dead. In his mind he knew that, but his hatred and rage would not allow his failing body peace. As the lifeblood poured from his body, Strahd made a pact with Death. He reached over, grabbed the dead guardsman, and drank the blood of the corpse.
Strahd would now live free from Death forever; cheating that dark and shadowy figure! But the pact required another act to be complete. He would have to kill his brother Sergei on his wedding day to finally seal the wicked contract.
Strahd hid the guard’s body, awaiting Sergei’s wedding day. As the time passed, Strahd found his charade more and more difficult to maintain. The daylight hours were becoming increasingly uncomfortable and the naked rays of the sun physically painful to his eyes and skin. He also found it difficult to eat food, which hardly satisfied his hunger. The transformation to whatever creature Death had in mind for him was beginning.
On the day of the wedding Strahd sought out Sergei and instigated a fight, intending in this way to give himself some justification for killing the young man. Strahd expected his young and fit brother to be a challenge to defeat, but quickly found that his physical strength had increased far beyond its previous limit. With but a single, cruel blow Strahd felled his brother and his pact with Death was complete. Strahd von Zarovich had become a vampire.
Dwarven Vampire: ?
Mature Vampire: 100 years as a vampire.
Old Vampire: 200 years as a vampire.
Very Old Vampire: 300 years as a vampire.
Ancient Vampire: 400 years as a vampire.
Eminent Vampire: 500 years as a vampire.
Patriarch Vampire: 1,000 years as a vampire.
Jarmin, Vampire: ?
Batlas, Vampire: The thick mist appeared without warning, seeming to rise from the ground like a foul exhalation. At first we paid it little mind; at night, ground fogs are fairly common. But then we noticed how the fog was moving, swirling toward us even though there was no wind to drive it. What could we do? How can you fight a fog?
It was then that the leading tendril wrapped itself around Batlas, our scout. Poor Batlas screamed, screamed as though his soul was being torn from his mortal body. And then he collapsed lifeless into the mire.
Little did we think we would ever see Batlas again. . . .
Zombie: I once faced a flesh golem who had the ability to animate any corpse it touched. The creature seemed to revel in animating the freshly killed bodies of its foes, and I remember with great sadness having to strike down the animated body of one of my companions in the very same battle in which he was killed. The animated corpses were not golems, of course, but some sort of lesser undead creatures.
Ghast: ?
Skeleton: ?
Vampire Bride/Groom: Creating a bride or groom, although seemingly a simple process, requires an exhausting exercise of much power by the creating vampire. For this reason, only vampires of advanced age and capability can even assay this procedure. A bride or groom can be created only by a vampire of age category Ancient or greater, and not even all of those are capable of doing so.
The first step requires that the vampire find an appropriate mortal to be the bride. (Note: With apologies to the feminine gender, I shall use the term “bride” and the pronouns “she” and “her” to refer to both brides and grooms, Unless otherwise specified, there are no restrictions or differences in the procedure based on the sex of either the vampire or the victim.) usually this problem solves itself. Very rare is the vampire who decides in isolation, “I will make a bride,” and then seeks out a mortal to fill the bill. In the vast majority of cases, the process occurs in the reverse order. The vampire is drawn emotionally to the mortal and decides, because of the strength of this emotion, to make her his bride.
The nature of this emotion can vary widely. It may simply be hormonal lust (after all, the physiological systems related to such effects in mortals are still present, and sometimes still functional, in vampires). It may be an obsession dating from the days before the vampire became what he now is, as is the case with Strahd von Zarovich's obsession with women who resemble his lost Tatyana. In these cases, the vampire creates its bride in cold blood, for the sole purpose of satisfying its own desires.
Sometimes, however, the emotion may be close to what mortals classify as love. The happiness of the vampire becomes tied up with the prospective bride, and its well-being depends on hers. In these cases, the vampire might actually believe it is bestowing a gift when it turns the mortal into its bride—the gift of freedom from aging and death.
To actually create the bride, the vampire bestows what is known as the “Dark Kiss.” It samples the blood of its mortal paramour—once, twice, thrice—draining her almost to the point of death. This process causes the subject no pain; in fact it has been described as the most euphoric, ecstatic experience, in comparison to which all other pleasures fade into insignificance. Just as the subject is about to slip into the terminal coma from which there is no awakening, the vampire opens a gash in its own flesh—often in its own throat, wrist, or chest (being near the heart)--and holds the subject's mouth to the wound. As the burning draught that is the vampire's blood gushes into the subject's mouth, the primitive feeding instinct is triggered, and she drinks hungrily at the wound, enraptured. With the first taste of the blood, the subject is possessed of great and frenzied strength (Strength 18, if the character's isn't already higher), and will use it to prevent the vampire from separating her from the fountain of wonder that is the bleeding wound. It is at this point that the creator-vampire’s strength is most sorely tested. He is weakened by his own blood loss, and also by his own rapture as the “victim” of a dark kiss. Overcoming the sudden loss of strength and the inclinations of lust, the vampire must pull her away from its own wound, hopefully without harming her, before she has overfed. Should the subject be allowed to feed for too long (more than 2 rounds), she is driven totally and incurably insane, and will die in agony within 24 hours.
Once the subject has stopped feeding, she falls into a coma that lasts minutes or hours (2d12 turns), at the end of which time she dies. Several (1d3) hours later, she arises as a Fledgling vampire and her creator's bride.
The actual process of creating a bride inflicts some limited damage on the vampire. Even the small amount of blood the bride drinks weakens it for some time.
“Donating” blood to the prospective bride or groom inflicts 2d8 hit points of damage on the creating vampire. This damage—and only this damage—does not begin to regenerate until the first sunset after the bride is created.
Countess Abalia, Vampire: ?
Vampire Nosferatu: ?
Ghost Wailing Spirit: ?
 

Voadam

Legend
Van Richten's Monster Hunter's Compendium Volume 2
2e
Lord Azalin: I know not what he called himself-what his true name was--before he transformed himself to lichdom. It does not matter, though, since that person died with the drinking of the lethal potion that began the ritual.
Vampire: Senselessly looting burial places can create or awaken all sorts of undead creatures: anchored ghosts, slumbering mummies, and fledgling vampires, to name but a few.
Ghost: Ghosts, unlike vampires, draw power not from the passing of time, but from the forces present at the moment of their creation. At the exact instant that a person’s spirit is transformed into a spectral undead, its strength is set and locked by the emotions that surrounded it.
The instant of a ghost’s creation is subject to intense energies. Just as the shock of birth is overwhelming to a child (and the mother), so too is the sudden plunge into the frigid, black waters of unlife. The intensity of this shock is based wholly upon the emotional and karmic energies of the transformation. In other words, the stronger the emotional state of those present at the ghost’s creation, the more powerful the spirit that arises.
I have, over the years, collected hundreds of documents that profess to detail the origins of numerous ghosts. In many cases, I have been able to assemble a number of accounts detailing the “birth” of a single apparition. One might think that so many references could not help but provide a clear and insightful view of the events leading to the creation of a ghost. Rather, the converse is quite often true. In instances where two or more authors chronicle the details by which a specific haunting occurred, I have found myself confronted with conflicting facts, theories, conjectures, and opinions that cloud the matter as surely as the swirling clouds of autumn hide the face of the moon.
Still, putting aside the less reliable accounts, there does emerge a certain pattern in the creation of ghosts. Based on this pattern, I have been able to classify most ghosts according to eight origins. In some cases, this involves the manner of the person’s physical death; in others, it depends upon the events of the person’s life. Occasionally, events that occurred soon after death play a part.
The eight methods or motivations by which ghosts seem to originate include: sudden death, dedication, stewardship, justice, vengeance, reincarnation, curses, and dark pacts. There are likely to be other situations through which ghosts may form, but these seem the most common.
A ghost can be created when an individual unexpectedly dies. The spirit of the doomed person simply doesn’t realize he or she is dead. A spirit of this type tends to retain the alignment held in life-at least at first.
Some ghosts are drawn from beyond the grave out of devotion to a task or interest. A learned scholar who has spent her life researching ancient tomes in an effort to decipher a lost language might return to haunt her old library if she died before completing her studies.
In Staunton Bluffs, a young child died tragically at the hands of a transient rogue. The child was so horrified by the attack and so ridden with anxiety over separation from her mother that her spirit returned to haunt the meadow where she had been slain.
In my research on ghosts, I recorded many stories of unfortunates set upon by evidoers in the guise of friends, and of innocents fatally betrayed by loved ones. These tragic figure, by sheer force of will, reanimated their mortal shells to wreak vengeance on their murderers. While this type of reanimation is fueled by outraged spirits determined to forestall or avenge their own deaths, the state itself is not one specifically sought by the revenants. In such tales, once the revenants' goals are fulfilled, they happily seek the afterlife for which they were destined.
Mentalist liches differ from such beings on several points. First, and most obviously, the liches purposefully sought their undead state. Second, they do not end their unnatural lives with the accomplishment of any goal; rather, unflife is their goal, and it now serves them in the pursuit of further mental endeavors. Finally, these liches are masters of the mental disciplines, rather than unfortunates whose emotional state combined tragically with their force of will to enable them to gain a temporary extension of life.
Furthermore, the deliberate destruction of a body, no matter how well meaning, can set in motion a karmic resonance that creates a ghost. As I explained in some detail in an earlier work, the more charged with emotion a spirit is, the more powerful a ghost it becomes. Imagine the anger of a spirit that believes it has been denied blissful afterlife because its body has been desecrated!
Senselessly looting burial places can create or awaken all sorts of undead creatures: anchored ghosts, slumbering mummies, and fledgling vampires, to name but a few.
Baron Metus, Vampire: ?
The Child Vampire: ?
The Thundering Carriage: ?
First Magnitude Ghost: The least powerful of the incorporeal undead, these creatures are created when just enough emotional energy is available to empower the transformation to an undead state. This is, fortunately, the most common type of spirit.
Ghosts of the first magnitude are created the same way as are other ghosts, but they tend to have less dramatic origins.
The Loud Man of Lamordia, First Magnitude Ghost: ?
Second Magnitude Ghost: In order for a ghost of this type to form, the dying person must be in a state of some emotion. The emotion need not be overly consuming or of great duration, as is necessary for the more powerful spirits to form. For example, someone who dies during a spousal quarrel might have enough emotional energy to attain the second magnitude of unlife, as might an artist who is working on a painting that means a great deal to her. It is sometimes even possible for a person who knows he or she is going to die by the hangman’s noose, for example-to become a second-magnitude ghost. The so-called Laughing Man of Valachan is an example of this sort.
Laughing Man of Valachan, Second Magnitude Ghost: It is sometimes even possible for a person who knows he or she is going to die by the hangman’s noose, for example-to become a second-magnitude ghost. The so-called Laughing Man of Valachan is an example of this sort.
Consider the case of the infamous Laughing Man, said to haunt the Valachan countryside. I have no fewer than five accounts of his “death.” While they differ in details, the important points match perfectly.
The Laughing Man was a hunter who often set traps in the woods near his home. Tending the trap line required him to spend the night in the woods, something many folk-myself included-are reluctant to do in that land. Because of this, the hunter would often go into the woods with several of his neighbors in the mistaken belief that there would be safety in numbers.
One night, the group completed the chores and settled down to an evening of stories around the campfire. While the hunter was consumed with laughter following the telling of a joke by one of his companions, a group of bandits attacked them. The hunter was slain by a single arrow that struck the back of his head. Magical conversations with the spirit of the Laughing Man reveal he did not know what happened to him by the fire.
Third Magnitude Ghost: In order for a ghost of the third magnitude to form, a person must die while in a highly emotional state. An example would be a man forced to watch as his beloved family was slain by brigands before he himself was killed, dying in the grip of his overwhelming anguish. The karmic resonance of this tragedy might be strong enough to create a third-magnitude ghost. Similarly, someone enraged or horrified to an extreme degree at the time of death might attain this status.
Fourth Magnitude Ghost: Among the most powerful of apparitions, ghosts of the fourth magnitude are created only through scenes of death that involve great emotional stress or energy. Spirits of this type are generally warped by the power of their emotions, becoming highly aggressive, evil, and cruel.
Rare indeed are the circumstances surrounding a person’s death that are powerful enough to create a ghost of this type. In my travels, I have encountered only a half dozen or so of these evil and dangerous monsters. In each of the cases I came across, the ghost had once been a person who had either embraced death with great fervor or felt himself so powerful that death could hold no sway over him.
General Athoul, Fourth Magnitude Ghost: It is said that his devotion to Azalin was so great that even death only meant a new manner in which for him to serve his beloved commander.
Martyr of the Moors, Fourth Magnitude Ghost: A man who sought death as the ultimate step in his devotion to a dark and evil deity, only to find that he had been cursed with eternal unlife.
Fifth Magnitude Ghost: The emotional intensity needed to create a ghost of this power is so rare that it happens but once in a very great while. I would dare say that whole centuries might pass without a ghost of this type being formed, for which we can all be grateful.
Tristessa, Banshee, Fifth Magnitude Ghost: ?
Phantom Lover, Fifth Magnitude Ghost: ?
Incorporeal Ghost: ?
Semicorporeal Ghost: ?
Strangling Man of Gundarak: ?
Corporeal Ghost: ?
Zombie: ?
Mutable Ghost: ?
Vaporous Ghost: ?
Spectral Ghost: ?
Humanoid Ghost: ?
Bestial Ghost: ?
Phantom Hound: ?
Ghost Shark: ?
Spirit Wolf, Ghost Wolf of Kartakass: ?
Monster Ghost: ?
Medusa Phantom: ?
Object Ghost: I believe that ghosts of this type are formed when an individual is greatly attached to or associated with a physical object. Upon the individual’s death, he is anchored to that object so strongly that the object itself is transformed into a ghostly state.
In half of these cases, the ghost object is physically transformed so that it bears the countenance of the individual, appearing to be a painting or engraving of a face or person somewhere on the object. Needless to say, this can be a difficult type of spirit to accurately identify. In other cases, the object itself appears ghostly and insubstantial.
Phantom Axe of Gildabarren: With the aid of a talented spiritualist, however, we were able to uncover the truth: This weapon was imbued with the spirit of a dwarf warrior named Gildabarren. Gildabarren had been exiled from his community in his youth, and he had returned to haunt it upon his death. His spirit had focused its energy on the ax, an heirloom of great importance to his family. The karmic resonance surrounding his tragic drowning death was so strong that the ax itself became, in effect, Gildabarren's spirit.
Compilers' Note: Dr. Van Richten's many notes reveal that he considered the Phantom Ax of Gildabarren a true ghost and not merely the anchor for a ghost, though perhaps it once was merely an anchor. The battle ax was originally a nonmagical heirloom, but over time the attachment of the dwarf's spirit to it perhaps infused the weapon with magical abilities before it was absorbed into the ghost's essence, becoming the ghost of the dwarf himself. Possibly objects serving as the anchors for ghosts eventually go through this process and become ghosts themselves in a merging of the material and spiritual.
Preserved Ghost: ?
Corrupted Ghost: It has happened that, where a body has been preserved, the ghost's visage remains unchanged though the ghost is, in fact, corrupted. I have heard stories from a reliable source in the distant land of Har'Akir of a ghost who rose from the body of a mummified priest when the rituals surrounding his death and burial were left incomplete.
Distorted Ghost: Some apparitions have their physical appearance twisted and distorted in ways that can hardly be described. These creatures are nightmarish reflections of what they were in life. I have heard it said that they are
aspects of the madness that must surely exist in the tortured mind of a ghost.
Baying Hound of Willisford: Its origin remains a mystery to me, as does its fate, for I don’t know if it still exists or if some brave adventurers have been able to dispatch it.
Beauteous Ghost: ?
Steward Ghost, Sentinel Ghost: ?
Headless Gypsy: Here we have a man who was cast out from his people, the Vistani, for a crime he did not commit. When he returned to them in an effort to plead for reconsideration, he was sentenced to death and beheaded. That night, his spirit returned in the shape of a swirling cloud of sparkling, shimmering dust.
Vengeful Spirit Ghost: This is the restless soul of someone who suffered a great wrong in life. Unable to avenge himself in the mortal world, this apparition rises from the grave to harass or destroy those who maltreated him in life.
It matters little, I believe, whether the wrong that has caused such a spirit to rise from the dead is real or imagined. Indeed, in many cases the most evil and powerful of these spirits thrive on the belief that they have been slighted when no evidence of prejudicial treatment exists.
Reflection of Evil, Vengeful Spirit Ghost, Keni: It seems that a young woman named Keni was prone to jealousy whenever her husband Drakob even spoke to another woman. I have never found anyone who would even begin to suggest she had cause for this, for Drakob was as devoted and loving a spouse as any woman could want. Her jealousy became so consuming, however, that she was unable to stand the thought of his being gone from their home for more than a few hours at a time. One day, while Drakob was going about his business in the town of Viktal, a fire broke out in their home. Unable to escape the sudden, horrible blaze, Keni died.
As the months passed, Drakob mastered his grief. He eventually wooed a young woman named Zjen; two years after the death of Keni, he remarried. On Drakob’s wedding night, however, the image of his first wife appeared in the mirror on a dressing table. The frantic newlyweds destroyed the mirror, only to find that the one they replaced it with was promptly inhabited by the same apparition. Over and over again, they discarded or destroyed mirrors in an attempt to drive this phantom from their life. Eventually, they were forced to flee from their home, for every reflective surface began to bear the image of the dead first wife.
The couple’s new house seemed a safe enough refuge for the first few weeks, but soon the jealous eyes of Keni haunted it.
Reincarnated Spirit Ghost, Descendant Ghost: A reincarnated (descendant) spirit appears when a being of exceptional willpower chooses to return to life by usurping or possessing the body of one of its descendants. The victim of this possession must be a direct relation; the importance of blood ties in this diabolical relationship cannot be overstated.
Cursed Ghost: Ghosts of this type may be created by a curse that is external in origin. For example, a man may offend an ancient and powerful Vistani woman who chooses to retaliate with the dreaded evil eye of the gypsies. Under the power of such a spell, the offender might be condemned to live out eternity at the spot where his misstep was made, until the gypsy takes pity and releases him from the curse.
Ghosts may also be forged by a curse brought upon them by wrongs committed during life. These curses are far more horrible than those laid on by an outside party, for there is no quick solution by which the victims may be released from their suffering-suffering they themselves caused.
Counting Man of Barovia, Cursed Ghost: My research indicates this is the spirit of a wealthy and powerful banker who had been miserly and stinting all his life. When he passed away, no one lamented the loss of such a cold, cruel person. On the anniversary of his death, the Counting Man was seen wandering the streets of Barovia at night, dressed in the rags of a pauper and begging for change.
Dark Pact Ghost: The final method I record by which ghosts are formed is one that I shudder to mention. However, the truth is that some would willingly trade away their humanity for the eternal life of the undead, in order to gain some advantage. They make a pact with evil forces.
Of course, entering into a pact with some being or force is difficult, for creatures capable of bestowing the gift (or curse, rather) of immortal undeath in any form are rare. Most commonly, these pacts are made with the vile creatures that, the sages say, lurk in alien realms and planes outside our own world. Those who seek to strike a bargain with these forces of the supernatural must first locate such beings and attract their attention. This in itself is a dangerous and foolhardy thing to do. In almost every case, dealing with such powerful, evil creatures results only in tragedy and death.
Once someone makes contact with a creature capable of granting his wish for immortality, he must offer some payment for the "boon." In many cases, this favor will take the form of a service, as material wealth means little to fiends of this power. Often, the task will do nothing to further the goals of the beast, but will instead provide it with chaotic amusement.
Eldrenn Van Dorn, Dark Pact Ghost: Over the course of the next few years, he began to study wizardry. His powers grew slowly at first, but he found he had a natural affinity for the working of magic. Eventually, he became quite powerful. In fact, he found he could learn nothing more from his studies and set out to contact the only man who seemed a suitable mentor to him-the dreaded Lord Azalin, master of Darkon. My poor friend seemed hesitant to say the name, and he was slow in telling me of the foul pact of obedience he swore to the dark lord.
What Eldrenn did not know, however, was that Azalin was teaching him powers he could never fully contain. In the end, those powers destroyed my friend-consuming his flesh and blood and stealing the magical power he had accumulated in his life. Tragically, death was not a release for Eldrenn. The powerful oath he had sworn anchored him to the servitude of Azalin for all time, even beyond death.
Personal Anchored Spirit Steward Ghost: The majority of personal anchors are formed when a person has served as steward to a family line. If the karmic resonance surrounding the faithful servant’s death is strong enough, his soul is transformed into a ghost. His magnitude is dependent upon the emotional energy at the time of death, and he is also a ghost whose origin is that of stewardship. Likewise, in this instance, he is an anchored spirit, for he is anchored to the family he swore to serve.
Personal Anchored Spirit Vengeful Ghost: Occasionally, an anchored spirit forms from someone who seeks revenge against a single person.
Item Achor Ghost: Compilers' Note: Dr. Van Richten's many notes reveal that he considered the Phantom Ax of Gildabarren a true ghost and not merely the anchor for a ghost, though perhaps it once was merely an anchor. The battle ax was originally a nonmagical heirloom, but over time the attachment of the dwarf's spirit to it perhaps infused the weapon with magical abilities before it was absorbed into the ghost's essence, becoming the ghost of the dwarf himself. Possibly objects serving as the anchors for ghosts eventually go through this process and become ghosts themselves in a merging of the material and spiritual.
In order for a spirit to become anchored to an object, that object must have held great significance for the person in life.
Gray Lady of Invidia: This woman was obsessed with a small cameo she wore constantly. I believe her young son gave the brooch to her as a birthday gift. The boy was killed in an accident that very day, and she fixed upon the item as a last link to her lost child.
When the woman died some years later, her will requested that the trinket be buried with her. Her sister, however, had always coveted the pretty brooch, and she removed it from the body just before the casket was sealed. I the months that followed, the spirit of the Gray Lady drove her to madness and death.
Bussengeist: ?
Bowlyn: ?
Groaning Spirit, Banshee: ?
Knight Haunt: ?
Ravenloft Scarecrow: ?
Valachan Miser, Ghost: Consider a ghost I encountered some three or four years ago, the Valachan Miser. This spirit was all that remained of a large and powerful man who had, over the course of his life, brought great suffering to many people. He was a merchant noted for his greed and treachery in business practices. When he died, his tortured spirit continued to stand by the counting house where he had conducted his business in life. So strong were his ties to this establishment that no magical force seemed able to expel him from it.
Desmiand L'Strange, Vampire: ?
Phantom Army, Mass Haunting Ghost: The origin of the Phantom Army dates back less than half a century. A pack of twisted mongrelmen from the dread domain of G’Henna fled from their native land and entered the southern reaches of Darkon. Here, they did their best to hide In the forests and live undisturbed. Although those who lived near the mongrelmen knew of their existence and avoided them, the mongrelmen kept to themselves and did not harass the common folk. The locals feared the mongrelmen, however, and they fabricated stories of the mongrelmen’s inhumane treatment of prisoners and of wild, cannibalistic feasts held under the light of the full moon.
In time, the mongrelmen became the masters of their recently claimed land. They came to know every aspect of their wooded refuge and were able to move quickly and quietly through the trees and brush. Some even said they had mastered the power of invisibility for use at will.
Eventually, the dread Kargat, the secret security force of Lord Azalin, took an interest in these intruders. A legion of Darkon’s most fearsome warriors journeyed south from Il Aluk and came at last to the woods of the mongrelmen. The leader of the legion was a dark and sinister man, a fellow known as Karuk Abjen. His men feared him and trembled In time, the mongrelmen became the at the mention of his name.
Abjen ordered his men forward into the forests. They found no sign of the mongrelmen in the outskirts of the wood, and they pressed inward. They did not know that the mongrelmen watched their every move, waiting to learn what these armored men wanted in the woods the mongrelmen called their own.
As night fell, one of the scouting parties happened upon a lone mongrelman and captured him. The prisoner was brought before Abjen and brutally tortured for information about his kindred and their purpose in Darkon. Abjen ranted and accused the pitiful creature of being a spy sent into Darkon to learn the secrets of Lord Azalin’s power. In the end, the mongrelman died from the abuse.
At the instant the creature’s body stiffened and went slack as the last vestige of life drained from its broken form, a long and terrible howl went up from the woods surrounding the camp. It lasted for many minutes, echoing like the lingering cry of a great, wounded beast. As suddenly as it had begun, the cry stopped. An ominous silence fell across the Kargat legion.
Abjen ordered his men to stand ready for battle. All that night, the dark watchmen waited eagerly in hope of earning favor with their vile commander by being the first to spot the mongrelmen massing for attack. Dawn came, but brought with it no sign of the beastly folk who had made the pitiful howling.
The Kargat commander called his men together and gloated before them. Abjen cried out that it was fear of the Kargat and its great lord Azalin that kept the mongrelmen in check. They would not dare to attack, he shouted, for none who challenged Azalin’s powers could survive. Finally, Abjen ordered a company of his men to move into the woods and set it afire. The mongrelmen and the forest they had defiled would be reduced to cinders.
As the troops dispersed, the mongrelmen attacked. They did not charge in sweeping waves filled with horribly twisted creatures; instead, they attacked in small, fast, silent strikes against individuals. The company of men sent to light the fires vanished, never to be seen again by their companions.
At sunset, another ringing cry went up from the mongrelmen. Their echoing howl drifted through the woods, stilling all conversation and sapping the morale of Abjen’s legion. His men were on the verge of panic, but the fiendish Abjen would not let them flee. He took command of a second company and forced them into the woods to discover what had happened to the first company. All night long they moved about, searching for their lost companions. At every step, they were met with flickering shadows, sounds of movement, and lingering traces of the mongrelmen, but never did they actually come across one.
As the cold glow of sunrise spread across the sky, Abjen and his tired men returned to camp. They had lost not a single soldier, but neither had they found one enemy body or seen so much as one of the mongrelman foe. To their horror, they found no sign of the dozens of men they had left behind the camp was deserted. Abjen chose to believe the mongrelmen had struck again, for he had vowed to kill any man who deserted him.
As Abjen ranted and raved at the dark woods around him, another of the mournful cries rolled out through the trees. Morale among Abjen’s men collapsed in full. They scattered and ran, hoping to find safe passage through the hidden ranks of mongrelmen. Many died instead. Abjen himself was captured by the mongrelmen he had vowed to destroy. It is said that they tortured him for days before he finally died. Those few who lived near the woods of the mongrelmen reported that his cries of pain and suffering were heard all through the night, and that his sobbing pleas for mercy and death filled the days. None moved to help him.
Mass Haunting Ghost: It is very rare and happens only when many individuals share a common bond that links them after death as it did in life.
A mass haunting always centers on one individual, a leader. It may be that this person is the only true ghost and that the others are merely reflections of its own curse, dragged into unlife by the power of the central figure. In almost every case, the ghost at the core of a mass haunting is of fourth or fifth magnitude.
Shadow: ?
Wight: ?
Wraith: ?
Spectre: ?
Resident: A resident is a tormented soul, doomed to exist among the living until it can find self-forgiveness. In life, a resident was a person who was offered true love, but lacked the courage or conviction to accept the blessing and thus lost it, becoming embittered.
Jonas, Resident: A typical "resident" tale tells of a lad named Jonas, who met a woman on a chance encounter. He befriended her and became very fond of her as time passed. Then she met a suitor who seemed to make her very happy. Jonas, unwilling to face up to the obligations of marriage but also unwilling to end their relationship, watched as his true love married her suitor and raised a family. Jonas tried to bury his anger, jealousy, and self-hatred, but he was unable to forgive himself and move on with his life. His corrupt spirit carried on his rage after his death.
Lich: Sometimes, in exchange for assisting evil fiends from unseen planes who desire a foothold into our realm, unwise mages are granted great powers to wield over their fellows. I fear that too many mages pursue this opportunity over the considerations of the state of our world. For these mages, treachery awaits. Wizards who follow evil paths do not understand that one cannot trust a creature that, by its nature, lives to betray.
Still other mages seek those secrets of power of their own free will. They hope to gain knowledge that evil and powerful creatures jealously guard for themselves. Such a mage believes that it is better to enter the perilous halls of power himself, using his own efforts, than to rely upon the questionable graces of others. The magnitude of this struggle is great. Evil uses many secrets to pervert our world-secrets so elusive that a mortal must expend every ounce of his strength and spirit to acquire them.
This devotion is, no doubt, the means by which the mage is subverted and changed. He loses sight of the pursuits of normal life and becomes obsessed with seeking the keys to power. Eventually, the mage realizes that he cannot learn those secrets in his short lifetime. He finds that he must secure a method of continuing his researches and experiments for years, perhaps even centuries, to come.
For this incredibly ambitious wizard, there is but one way: He must transform himself into a different creature, one that will outlive his mortal shell so that he might continue his arcane efforts.
During a full moon, this mage imbibes a potion that instantly kills him-yet his spirit survives! His spirit actually dispossesses itself of his body. While in this state, the spirit acclimates itself to dark energies that are the source of pure evil. The spirit of the wizard becomes sympathetic to the heart of evil so that it may learn new and more potent secrets in the future.
The spirit eventually returns to the body, but in the interim the body shrivels and mummifies into a twisted mask of death. This corpse rises from its own grave, eyes alight with a scarlet lust for knowledge and power. The mage has died, yet it lives now and forever as a corpse.
One must wonder what texts the very First lich worked from, how that ill-fated mage first came by the formula that dispossessed his body of his spirit.
[The tanar’ri] first plotted to seed the world with his minions and take the world by force. This proved unsuccessful. Yet intent upon acquiring the world, [the tanar’ri] set about creating minions that were significantly more powerful than the troops previously used. It tempted the mages of the world with great power and knowledge, and it gave them instructions on how to transform their bodies, minds, and even spirits to a higher form of existence--one that would command great magic and allow [the tanar’ri] to assume control of the world with subtlety and plotting.
This fragment suggests the origin of the lich, and I am inclined to believe it. There had to be a first lich, someone to formalize a ritual for its creation. That a mortal should gamble without guidance with a ritual that would destroy him if it does not grant him unlife seems unlikely.
Considering the many complex factors involved in what is known about the ritual of lichdom, the odds that someone should get it right by pure coincidence are ludicrous. Perhaps these instructions came from a fiend from another plane of existence, perhaps not. But this fragment, couched as it is in mythic terms, is still as fair an explanation as I’ve encountered in my researches of the origin of the first lich.
The diary of Mirinalithiar chronicles her descent from humanity to lichdom. There are entries beginning almost from the moment she decided to become a lich to the moment she passed over. This has proved to be my most important source of information about the ritual and processes of becoming a lich. Of course, the existence of such a source is suspect in itself, as it might be a part of a subtle plan of the forces of evil.
Much of the journal is cryptic, extraneous, or highly empirical, but I will summarize some of the more pertinent data. Mirinalithiar began her quest for lichdom by investigating incidents of mysterious, high-powered magic. She was searching the telltale marks of what she surmised to be lich behavior. Mirinalithiar achieved a breakthrough when she happened upon an account of how, at a century-old battlefield, the dead rose from their graves-weapons, armor, and all-and marched into a nearby range of mountains. She began to study the history of the area wherein the peculiar events took place, paying particular attention to tales of the mages that lived there and their behavior. She found that the mages were quite powerful, but preferred absolute solitude in comparison to most other mages, who gained power through heroic adventuring. The reclusive wizards defended their abodes from every sort of threat, but only if their keeps or lands were directly in the path of danger.
The startling level of their powers was documented, however. Mirinalithiar found that the mages made occasional trips to magical colleges and guilds. There, they impressed and intimidated the high wizards with their abilities. Most importantly, those mages’ studies were invariably concerned with necromancy. All of them were especially interested in spells that allowed communication with the dead and those places where the dead reside.
It was Mirinalithiar’s belief that they were seeking information about the processes of becoming a lich. and about methods of contacting some long-dead spirit. Perhaps they sought that most ancient of fiends referred to in the Haedritic Manuscripts. Mirinalithiar attempted to follow that same path to knowledge, and apparently she succeeded.
Her journal became decreasingly coherent as she went about the business of summoning and speaking with the dead, and it is difficult to reconstruct the facts from her text. Even so, with a great deal of study and the assistance of several scholars, I believe I have discovered the basic formulae for achieving lichdom.
Be warned, you who would use this information for evil intent, that Mirinalithiar was not sane when she recorded these procedures. I offer them only to shed light on the unspeakable desperation of a wizard who would be immortal. Used in the cause of justice, this knowledge is indeed power; used for evil purpose, this knowledge is certain death!
According to Mirinalithiar’s journal, once the details of the transformation process are known, the scholar has to practice with rigor the newfound information.
Primary among the requirements is the ability to cast key spells. The spells themselves are rare, and only an wizard of great power and knowledge who fears not to dabble in the horrid art of necromancy can cast them. Still, this is not a particular hindrance to a mage whose hunger for knowledge is ravenous. As I have postulated, one cannot acquire great power without already having it. Hence, power is the key, power that begets power, ever corrupting the mage while preparing the mage to accumulate even more might.
Once the spellcasting considerations are satisfied, the wizard proceeds to the next, equally important step: the making of a phylactery, a vessel to house his spirit.
The phylactery usually is a small boxlike amulet made of common materials, highly crafted. Lead or another black or dark gray material is frequently used. Inspection of an amulet may reveal various arcane symbols carved into the interior walls of the box, and those grooves are filled with silver as pure as the mage can find. These amulets are never made of woad, and rarely of steel. Brightly colored metals, such as gold, are infrequently used. (Mirinalithiar's account is extremely unclear, but it may not be the color that is the problem. The relative softness of the material and its subsequent likelihood of being injured may create this restriction.)
The mage understandably has no desire for anyone to learn what ritual is being undertaken, or the appearance of the arcane symbols and etchings he must use. Thus, the mage alone will melt and forge those precious metals, as well as learn whatever other crafting skills are necessary to design and construct the phylactery.
The vessel that becomes a lich's phylactery must be of excellent craftsmanship, requiring an investment of not less than 1,500 gp per level of the mage, with more money needed for custom-shaped amulets. It is, of course, possible to obtain a normal amulet of good craftsmanship without paying for it, but the amulet to be used as a phylactery must be constructed for that specific purpose. The craftsman who builds the amulet need not know of its true intended purpose.
Though the phylactery is normally a box, it can be fashioned into virtually any item, provided that it has an interior space in which the lich can carve certain small magical designs. Silver is poured into these designs, and a permanency spell is cast on the whole. The designs include arcane symbols of power and the wizard's personal sigil. Should the Dungeon Master wish to actually illustrate them for the players, he or she should feel free to create unique designs to fit the campaign. The wizards personal sigil is a mystical sign of personal significance, and identifying it may convey great power over a lich.
Once the box is constructed and the designs are crafted and properly enchanted, four spells must be cast upon the phylactery: enchant an item, magic jar, permanency, and reincarnation. When all of these spells have been cast, the amulet is suitable for use as a phylactery, but only by the specific wizard who made it. The manner in which the spells are cast and the time at which they are cast are not important, except that the permanency spell must be cast last of all.
The rules governing the creation of a phylactery are not immutable. A Dungeon Master can create a wonderful adventure around the attempted creation of a phylactery by a would-be lich. The necessity of fine craftsmanship, the ritual casting of powerful spells, the occurrence of a rare astronomical event, and many other factors might come into play in the completion of the device. The Dungeon Master is encouraged to customize not only the phylactery, but the process of creating it, too.
The Potion of Transformation
With the phylactery constructed, the next step requires the mage to cast his spirit into his newly enchanted box. To do so, however, requires the inclusion of the most secret aspect of becoming the lich-the potion of transformation. The ingredients of this potion are unknown to me, and it was only by chance that I even came to know of its existence. Mirinalithiar’s journal mentions it but once as “that foul brew from the heart of evil.”
After consultation and speculation with my many scholarly sources, I have concluded that the poisonous venom of a number of rare creatures must be involved, as the potion kills the mortal wizard almost instantly. Of course, after my near fatal experience with my old friend Shauten, I am sure that another one of the ingredients is the heart of a sentient creature.
In any case, I do know (from Mirinalithiar’s journal) that the mage must drink the potion when the moon is full. If successful, the mage is transformed into a lich. Otherwise, the mage immediately dies. The success of the potion and the ability of the mage’s constitution to handle the consequences are the ultimate tests of the mage’s skill, knowledge, and fitness.
To initiate the transformation, to break the link between his body and spirit and forge it anew between his spirit and the phylactery, the mage must drink a special potion that is highly toxic. This potion, if properly made, will cause the mage to immediately transform into a lich. If any error is made in the formula or in the concoction and distillation of the potion, irrevocable death results.
To create the potion, the mage may blend several forms of natural poisons, including arsenic, belladonna, nightshade, heart’s worry, and the blood of any of a number of poisonous monsters. Also necessary are a heart, preferably from a sentient creature, and the venom from a number of rare creatures such as wyverns, giant scorpions, and exotic snakes.
When the ingredients are properly mixed, the following spells must be cast upon the potion: wraithform, cone of cold, feign death, animate dead, and permanency. The potion must be drunk during a night with a full moon. Upon ingestion, a System shock roll is required. If the mage passes the test, then he has been transformed by the potion into a dreaded lich.
If the mage doesn’t survive the shock, he is dead forever, with no hope of any sort of resurrection. Not even a wish will undo the lethal potion. Only the direct intervention of a deity (or the Dungeon Master) has any hope of resurrecting a mage killed in this manner.
In order to affect the world, the lich must have a method of interacting with it. This means the spirit of the lich must attach itself to a body. After entering the phylactery, the spirit must remain for at least three days (perhaps less for extremely powerful mages). After those days have passed, the lich may reenter the body from whence it came. This act of transference is quite demanding upon the host body. Because of this, the lich must rest for a week after reentering its former body. During this week, the lich is unable to cast spells or undertake strenuous physical labor. It is only able to exert enough energy to care for itself, and perhaps read and meditate.
A person has to possess a spirit at least tainted, if not twisted, by evil to want to become a lich. The realization of the goal is even more twisted.
Some of the ingredients in the potion of transformation are exotic and fatal poisons of mind-boggling strength. When drunk, these ingredients do more than alter the body-they alter the mind extensively as well.
A lich initiates and completes the process that transforms it from living being to undead. While the prospective lich still lives, it begins an elaborate, dangerous, and expensive ritual in which it is the principal, if not the only, player.
Skeleton: Lich Salient Ability Animate Dead by Touch.
Zombie: Lich Salient Ability Animate Dead by Touch.
Ghoul: ?
Crimson Arcanus, Lich, Antirius the Red: ?
Moonbane, Lich: ?
Malygris: ?
Phantom's Bane, Lich: ?
Mystical Ghast: ?
Bloody Hand of Souragne, Lich: ?
Quasimancer: Let us begin with two basic prerequisites. First, the use of wizard magic apparently requires some force of will. It is not enough to simply comprehend the workings of a spell: one must have the determination to drive magical forces to a desired end. Therefore, a candidate for quasimancer must retain at least part of its former life essence-its personality, if you will-in order to use magic. Second, the casting of magic almost always demands the use of the hands and other body parts in order to shape the spell. Therefore, a quasimancer must have a physical body, possessed of some dexterity.
Mummies, vampires, and liches satisfy both prerequisites, but mummies and vampires are difficult to control, even for a lich. (I do not believe it is possible for one lich to control another.) Also, both vampires and liches are already capable of wielding magic, so endowing them with spell abilities would be redundant.
I conclude, then, that the lich raises a special form of wight to serve as a quasimancer. The minion retains a small part of its former identity, and a freshly animated wight still maintains a viable physique for spellcasting.
Furthermore, such a creature is subject to the same absolute control exerted by the lich upon its lesser cousins, yet its orders from the “general” would include the use of offensive magic. To support my hypothesis, I have observed that quasimancers exhibit hand-to-hand combat techniques and other innate abilities common to the wight.
Let me caution the reader not to take this text too literally. The ghast also satisfies the prerequisites for a quasimancer. Perhaps the lich can endow even the lowly skeleton with the ability to cast magic. Then again, perhaps such magic is not possible. Whatever the case, we cannot rest upon absolutes, for liches make new breakthroughs in spell research even as I write this guide, and even as you read it.
The quasimancer is specially raised by the lich, then magically endowed (see the spells create minion and confer in the Dungeon Master Appendix later in this volume).
Vassalich, Lesser Lich: ”Yes,yes! It was horrid, horrid! Not just dead things-living things too. Men! A man became a lich before my eyes! He swallowed a stone- diamond or something, I don’t know. Then the lich slit its rotted wrist open with its own fingernail and blood-no, not blood ooze, gray ooze ran from the black hole! And the man drank it! He drank the lich’s blood! He drank it, Dolf! And he fell down and screamed. And he changed. He shriveled. He died! He lay there, dead, and-”
“And what, Harmon?”
“He got up and spit the stone into the lich's hand. Then he was a lich, too. ”
It is sadly simple to conclude that a wizard of questionable values might strike a pact with a lich and become immortal, albeit undead. What mage does not crave the arcane secrets of the universe? What wizard would not consider the advantages of unlimited time to learn new magic? Who among any of u s does not wish to live forever?
These sentiments are the genesis of the vassalich: a wizard who undergoes the transformation to lichdom under the sponsorship of a full lich, thus becoming an undead magic-user long before he could accomplish the feat himself.
If a Dungeon Masters wishes to roleplay the creation of a vassalich, a number of conditions can be created to carry off a successful transformation. Heroes who prevent these conditions from occurring also prevent vassalich creation.
For example, the wizard might have to fail at least two powers check! before the transformation will work. Perhaps the phylactery must be a gem of not less than 10,000 gp value, which the lich can wear ornamentally or keep with the rest of its treasure. Perhaps the new vassalich must rest after the conversion, like its master, but for 10 full days.
The transformation itself might consist of joint spellcasting by the sponsor and aspirant. Perhaps the lich casts enchant an item on the phylactery while the wizard drinks the prepared potion (see Chapter One), then the wizard casts magic jar before he dies. Next, the lich casts reincarnation on the wizard‘s body, and the vassalich is created.
The vassaiich’s phylactery would likely not be nearly as magical as that of the lich. It might be destroyed merely by inflicting 25 points of damage upon it using any nonmagical weapon. (A saving throw vs. crushing blow might apply.)
A vassalich most likely undergoes a process similar to his master’s when he becomes undead. He might drink a poisonous potion or partake of the lich's body fluid as Ruscheider suggested, but his soul then occupies a phylactery.
Lich Familiar: A wizard can take its familiar with it into lichdom by forcing it to drink the potion of transformation. After doing so, the familiar makes a System Shock roll at the same level as the wizard. If it fails, the familiar dies and the lich must make a second System Shock roll. If that roll fails, the lich dies irrevocably, just as if he had failed his first roll. If the roll succeeds, the lich still loses 1 point of Constitution permanently, and it must rest two full weeks before memorizing spells or conducting any strenuous activity.
The Dungeon Master may declare that a lich can create an undead version of virtually any living monster by casting raise dead upon the expired monster of its choice, then binding it by casting find familiar and charm monster, or something to that effect.
Ghast: ?
Redfist, Lich: ?
Master Ulathar, Mentalist Lich: ?
Mentalist Lich: These beasts are towers of iron fortitude, creating and driving their unlife not by magical means, but by the pure desire of their evil will to continue, to enlarge their mental prowess, to stand upon the pinnacle of all that is human and to look beyond at any cost to the rest of the world.
Although some liches command powers that are assuredly will-driven in nature or effect, a lich whose very undead
state is derived from its mesmeric abilities is quite rare indeed.
In my research on ghosts, I recorded many stories of unfortunates set upon by evidoers in the guise of friends, and of innocents fatally betrayed by loved ones. These tragic figure, by sheer force of will, reanimated their mortal shells to wreak vengeance on their murderers. While this type of reanimation is fueled by outraged spirits determined to forestall or avenge their own deaths, the state itself is not one specifically sought by the revenants. In such tales, once the revenants' goals are fulfilled, they happily seek the afterlife for which they were destined.
Mentalist liches differ from such beings on several points. First, and most obviously, the liches purposefully sought their undead state. Second, they do not end their unnatural lives with the accomplishment of any goal; rather, unflife is their goal, and it now serves them in the pursuit of further mental endeavors. Finally, these liches are masters of the mental disciplines, rather than unfortunates whose emotional state combined tragically with their force of will to enable them to gain a temporary extension of life.
Psionicists who have managed to achieve lichdom-not mystically, but through a very specific psionic process.
Psionic liches were once living psionicists who left behind the physical demands of life in pursuit of ultimate mental powers.
By far the most important aspect of the existence of any psionic lich is the creation of its phylactery. To understand this mystical device, it is important to understand the process by which a psionicist becomes a lich. Before a psionicist can cross over into the darkness that is undeath, he or she must attain at least 18th level. In addition, the psionicist must be possessed of a great array of powers that can be bent and focused in new ways.
The first step in the creation of a phylactery is the crafting of the physical object that will become the creature’s spiritual resting place. A phylactery can come in any shape, from a ring to a crown, from a sword to an idol. The item is made from the finest materials and must be fashioned by master craftsmen. Generally, a phylactery is fashioned in a shape that reflects the personality or interests of the psionicist. The cost of creating a phylactery is 5,000 gp per level of the psionicist. Thus, a 20th-level psionicist must spend 100,000 gp on his device.
Once the phylactery is fashioned, it must be readied to receive the psionicist’s life force. This is generally done by means of the metapsionic empower ability, with some subtle changes in the way the psionicist uses the power that alters its outcome. In order to complete a phylactery, the psionicist must empower it with each and every psionic ability that he or she possesses. Although an object cannot normally be empowered with psychic abilities in more than one discipline, the unusual nature of the phylactery allows this rule to be broken. However, before “opening” a new discipline within the object, the would-be lich must transfer all powers from the first discipline into it. For example, if a person has telepathic and metapsionic abilities, he or she must complete the empowering of all telepathic powers before beginning to infuse the object with any metapsionic ones. Once a discipline is “closed,” it cannot ever be reopened.
During the creation of the phylactery, the psionicist is very vulnerable to attack. Each time that he or she gives the phylactery a new power, the psionicist loses it forever. Thus, the process strips away the powers of the psionicist as it continues. Obviously, the last power that is transferred into the phylactery is the empower ability. The effort of placing this ability within the phylactery drains the last essences of the psionicist’s life and completes the transformation into a psionic lich. At the moment that the transformation takes place, the psionicist must make a System Shock survival roll. Failure indicates that his or her willpower was not strong enough to survive the trauma of becoming undead; the psionicist‘s spirit breaks up and dissipates, making him or her forever dead. Only the powers of a deity are strong enough to revive a psionicist who has died in this way: even a wish will not suffice.
Priestly Lich: While mages are considered the most likely candidates to fall prey to the lure of lichdom, it should not be forgotten that priests may walk the road to unlife as well. In most respects, the processes are similar. The priest must, like the mage, discover the ritual to lichdom, whether it is revealed by beings from unseen planes, unearthed From ancient scriptures where it lay hidden in riddles, or unveiled by an evil deity through prayer. The priest, too, must manufacture a phylactery and concoct a poisonous potion to go with it. However, the transformation for a priest is based in priestly magic, ritual, and ceremony. A ritual designed for a mage would afford certain doom to a cleric.
During his research, a priest sometimes encounters the secrets to lichdom. Perhaps these secrets are given to him surreptitiously by an evil deity, or perhaps they are revealed by the priest’s own god as a test. Whatever the means, a priest who comes by the secret might elect to take full advantage of it for his own gains. He may justify his actions by saying that in this manner he will serve his deity better, perhaps more powerfully or more everlastingly, but these are rationalizations. The transformation to lichdom is always, at its heart, a selfish course of action.
Even acquiring the necessary components for the lichdom ritual--organs from slain, sentient beings and
It seems reasonable to me that priests who espouse neither morality nor immorality, neither good nor evil, are
the most likely to become cleric liches. In the main, these priest serve gods of knowledge, who are often reverenced by mages. These deities promote an ethic of rising to one's own level of ability by one's own hand, which promotes aspirations to lichdom.
It might be in the best interests of a neutral deity (for who am I to know the
ways of gods?) to allow a servant to remain on the mortal world long beyond the age of mortal men, in order to accumulate and relate knowledge and experience to the church. While potions of longeuity or elixirs of youth seem a logical resort in such a case, these concoctions are known to be of questionable effect. They cause stress in the normal fabric of a person's physical being, stretching it back and forth like a piece of rubber, until one potion too many is consumed, and snap!--the body disintegrates. One might rely on potions of longevity for a span of decades if one knew their mysteries (which I, alas, do not), but in due course the hand of death must close upon us all-or most of us, at any rate.
Therefore, in the mind of some coldly calculating and inhuman god, it might seem an eminently logical and necessary step to endow a faithful and trusted servant with the information needed to transform into a lich. The scrupulous performance of the research and processes necessary to complete the ritual of transformation, and the success or failure of the rite, would then prove the ultimate test of whether this servant was worthy of lichdom.
I have no doubt there are human fiends who strive to find proper candidates for lichdom, and I doubt not their success. Evil religions have their own dark goals to counter the forces of light. To tip the balance, some evil deities surely attempt to find priests among their followings to turn into liches, making them much more powerful tools in some evil design.
I have known some servants of these dark gods: they are a paranoid and elitist lot, certainly a mortal reflection of the vile things they worship. To earn the “gift” of lichdom (as I am sure they regard it), there are surely many trials of which only the priests themselves are aware. These tests must be extremely difficult, or I fear the world would be quite overrun with priestly liches; such a station would be highly prized by all creatures of evil bent.
Having some understanding of the hearts and minds of evil, I speculate that the tests of lichdom are particularly strenuous because the transformation into lichdom represents an increase in power so significant that the deity may have difficulty maintaining control over the lich. This simple conclusion explains rather well why evil cleric liches fall into two types: those fanatically devoted to their deities, and those madmen attempting to become deities themselves.
The fanatics are extremely rare (I know of only one in existence), but they actually are most open about their condition as liches, at least with other followers of their gods. (My knowledge of this was gained through, shall we say, eavesdropping.) They are the high priests of deities of death or disease. They preside over unspeakably foul rites in huge temple complexes, protected and sewed by legions of fanatic followers. Their deities reward their devotion with ever larger insights into the mysteries of magic, faith, and possibly the energies of that plane of negative energy. They are valuable generals in the ongoing battle between evil and good for the hearts and souls of mortals, and their gods reward their loyalty with bounteous prosperity, ample knowledge, and miraculous powers beyond those of even the “common” lich.
A cleric lich is more likely to have salient abilities than is a wizard lich. These may be abilities granted by the Iich’s deity (and thus removable by the deity), or they may be manifestations of a difference or improvement in the nature of the ritual of transformation that invests the priest with lichdom.
An evil lich attempting to become a deity is superficially identical to a fanatic, but it gradually subverts the devotion of its god's followers, first portraying itself as a mouthpiece, then as an actual personification of the god's power and desires. The lich walks a thin and twisted line of duplicity, hoping to amass enough of a following (and enough magical items, artifacts of power, and abilities) to promote itself to the status of a deity without its own go divining the lich's ultimate intent too soon and squashing the lich like the two-faced insect it is.
Although I certainly have no direct evidence to support it, I believe that a cleric lich has a psychology all its own. The mind of the priest is swept away, shriveled by the potion and shattered by the rites. A cleric is a person of faith, faith in himself, faith in his deity, faith in the steadfast workings of the universe. The change into lichdom is a profound leap of faith in a direction that goes against the grain of the very constants of the universe.
The mind of the being that exists after the transformation is profoundly different from the mind of the being that existed before, because it has taken it upon itself to defy the natural ordering of the gods with respect to itself. The cleric lich has set itself above its own god in the matter of the avoidance of its death, and the fact that it finds itself still in existence after the transformation, after having the temerity to defy the universal order, subtly but absolutely shifts the underpinnings of its mind.
The cleric lich is created through the same process as is the wizard lich, except that the spells it casts are obviously clerical in nature.
Demilich: My best guess at the origins of a demilich is that it is an undead wizard who has lived so long, learned so much, and gathered such power that it has literally achieved a new level of existence. The creature's definition of power itself has evolved entirely beyond the grasp of the mortal mind, so the demilich has abandoned all mortal exploits in order to survey realms in which only the gods tread. Having no interest in the world that gave it form, the demilich surrenders that form, and its body crumbles to useless dust. All that remains is its skull.
By the time its body falls into ruin, the lich has learned virtually all the arcane secrets of its world-all things that both should and should never have been discovered. It has had millennia to reflect upon its evil and the nature of power, and it has mused upon things that even the blackest hearts would call vile.
Of any of these things, I can never be certain. All I can do is contemplate what they must be like, and, ironically, hope that I never learn the answers to my own questions!
Hero's Bane the Invincible, Demilich: ?
Ancient Dead, Mummy: Most of the ancient dead were once living, breathing people, but they defied death to walk again among the living-as mummies. Their tortured spirits remain bound to now lifeless bodies.
I have infrequently discovered doomed spirits who were compelled to become ancient dead through no fault of their own. Most ancient dead, however, were not innocent victims of powers beyond their control.
After years of research and interviews with eyewitnesses who have encountered the unquiet dead (including two interviews conducted magically with the dead themselves), I have concluded that some spirits pass into death with a predilection for returning as mummies. The common factor among these cases seems to be a fascination with and desire for the trappings of the mortal world.
A mummy is created through a process in which the subject is only a passive participant. Though an individual can arrange to return from the dead as a mummy, it must depend upon others to carry out its wishes. Planned or otherwise, the process can truly begin only after the subject dies. The first step is embalming the corpse. True, a mummy can be created spontaneously through natural preservation of a body and the spirit’s own force of will. Even then, some external event triggers the mummy’s return.
When confronted with the question of the origins of the ancient dead, most sages and mediums are unable to give any credible answer at all. A few priests, adventurers, and seekers of forbidden lore speculate that those rituals and processes used to create the ancient dead were developed after some long-ago theorist witnessed a spontaneous occurrence. One of my colleagues, Deved de Weise of Il Aluk, in Darkon, has offered a succinct explanation of the reasoning behind this theory.
As to the probable origins of the creatures you call “ancient dead,” you [Van Richten] must concede that history is full of incidents involving the return of the dead to the world ofthe living. Here in Darkon, the rising of the dead is ingrained in local legend.
If as you seem to have documented, departed spirits can return to their preserved bodies through force of will, then it must have been inevitable that some priest, obsessed with death and hungering for an extended life (or desperate to grant such a “gift” to a demanding liege) must have come upon an account of such an incident just as you have) or actually witnessed the event.
Armed with this knowledge, the priest would need only the proper research materials and sufficient time to recreate the event.
Because I have uncovered conclusive proof that the ancient dead can rise unassisted, I find it hard to contradict de Weise’s reasoning and conclusion. There is a more sinister theory about the origins of the ancient dead, however, to which I must attach greater verisimilitude because it is derived from firsthand knowledge. It comes from the journal of De’rah, a wandering priestess and a gifted medium. This fair lady claims to have been only a visitor to these lands of ours, and in any event she has disappeared utterly. Before departing on her final journey, she entrusted a copy of her journal to a wandering Vistana, who delivered it to me. The fact that lady De’rah could induce any Vistana to serve as a reliable messenger only increases my admiration for her abilities.
Once the mummy lay quietly in its coffin again, we sought to discover some method of putting it to rest permanently. While my companions set about trying to decipher the numerous cartouches and hieroglyphs on the tomb‘s walls, l fingered my enchanted prayer beads and chanted a divination spell. Soon, I was conversing with the creature.
Q: Huseh Kah, why do you walk among the living?
A: Because of the curse of Anhktepot.
Q: Who is Anhktepot?
A: The first of my kind.
From the journal of De’rah
If Huseh Kah was correct in his belief that Anhktepot is the progenitor for all the ancient dead, then it appears that, in seeking his own immortality, Anhktepot loosed an entirely new evil into the land.
As noted in the previous chapter, a mummy’s powers are set, but not necessarily fixed, at the moment of its creation. The chief factors that determine the mummy‘s rank are the strength of its attachment to the mortal world, the deceased’s emotional state at the time of death, the intricacy of the ritual used to create the mummy, and the opulence of the mummy‘s tomb. In some cases, other factors can increase a mummy’s rank. These include the power of the creature or creatures creating the mummy, and the amount of respect, fear, or veneration a mummy receives from the living. The legend of the aforementioned Anhktepot of Har’Akir is a case in point.
Each ancient dead creature has a dual origin. First, a creature's mortal shell must be preserved so that it may house the spirit even after death. Second, the spirit itself must be compelled or induced to return to its body.
Every ancient dead creature I know about falls into one of three subcategories: accidental, created, and invoked. The terms refer only to the processes that preserve the creature's body, and not to its motives or psychic traumas, which I will discuss in a separate section. Be warned that ancient dead whose origins bear no semblance to what I describe here might stalk the land. Undeath is a phenomenon that often confounds mortal understanding.
It seems that an ancient dead can form when a corpse is naturally preserved after its living form is suddenly overcome by death. The creature also suffers, usually dying in great pain or turbulent emotion. In many cases, the medium that preserves a body was instrumental in bringing about death—perhaps even directly causing it.
Any environmental condition that prevents a body from decaying can create a natural mummy. The most common conditions include burial in dry sand, freezing, and immersion in swamps or bogs. Other conditions might naturally embalm a corpse. My colleague George Weathermay, a ranger of some renown, speculates that quicksand, the cool waters of subterranean pools, and tar pits might also preserve the dead.
Ancient dead creatures created unintentionally are extremely rare. They also tend to be among the weakest of mummies, since no outside agent exists to invest them with power.
The vast majority of ancient dead rise when preserved corpses are deliberately turned into undead creatures. The typical mummy found in many lands is created from the corpse of a priest, carefully embalmed and wrapped for the ritual that binds its spirit with its body once again. My observations and research lead me to believe that there are two types of created ancient dead: subservient and usurped.
Many powerful mummies (and a few of their lesser brethren) have the ability to create other ancient dead, usually by transforming their slain victims through some ritual or arcane process.
Sometimes a usurped mummy has a more insidious origin. Even the most reverent and well-intentioned funeral rites can lead to undeath for the deceased if an enemy subverts those rites and lays a curse on the corpse.
This subcategory includes the most terrible and powerful of all ancient dead. An Invoked mummy embraces undeath willingly, laying plans for a corrupted form of immortality while still alive.
Rather, the reader should understand that the ancient dead rise only under specific circumstances, and these factors often leave their mark on the resulting creature.
Servitor mummies are most often created by other mummies or by a mummy cult.
Servitor mummies are almost always deliberately created, usually by the creature that later controls them. The tomb guardians of Har'Akir, for example, were created for the express purpose of watching over a pharaoh's tomb.
Some ancient dead arise from the same circumstances that create ghosts. This is particularly true of accidental and invoked mummies: something in each creature's psyche maintains a link between spirit and body that outlasts death. This link can arise without a conscious desire on the dying person's part, perhaps providing a path through which an outside agent can create a mummy. This type of mummy strongly resembles a ghost, but the creature is fully corporeal.
Sometimes the ancient dead rise in response to events that occur long after their deaths. After many hours of study and countless interviews with priests and mediums who have had some experience with these matters, I have come to believe that beings can pass fully from the mortal world, only to be drawn back when certain conditions prevail. Some force or summons compels the spirits to reenter their mortal bodies.
In one case I documented, the creature returned in response to an ancient curse it had successfully avoided throughout its life. Strangely enough, when one of her descendants triggered the curse, the blight fell upon the dead ancestor. The curse was worded in such a way that the victim’s repose in death was interrupted so that she would waken and feel the curse’s effects.
I have acquired several accounts of guardian mummies rising to protect ancestral estates, temples, and other areas that were important to them in life. One case involved a dedicated priestess who was interred beneath a temple, returning when the building fell into disrepair. In each of the cases I labeled “recalled,” the individuals appear to have died and departed from
the world in the normal way, only to return in response to events that occurred long after their deaths.
The material I have on the priestess who returned to save her temple from ruin is fragmentary, but she might have been interred with the stipulation that she protect or maintain the temple when necessary. If this is true, as I suspect it is, she is an example of an invoked mummy, recalled by a specific trigger.
To many shortsighted individuals, the thought of physical immortality beckons like a sweet. radiant dream. It is true that our world offers many pleasures, but fate has decreed that only mortals may enjoy them. There is no shortage, however, of dark powers all too willing to indulge the misconceptions of the foolish.
Natural mummies occur only under conditions that prevent or retard decomposition. Generally, a body must be completely sealed off from environmental changes and protected from scavengers. The medium that covers the body must possess some preservative qualities and must not contain oxygen or plants, animals, or microorganisms that cause decay. All of the examples cited by Van Richten and Weathermay are suitable for creating natural mummies, except subterranean pools. A body immersed in plain water would tend to decay unless the water was very cold, or oxygen depleted, or both. Further, the water would have to be free of living organisms. A submerged body covered with sand or mud is much more likely to be preserved. Note, however, that any body allowed to lie undisturbed might become mummified, including one concealed in a cool, dry attic or cave, or hidden in a barrel of wine.
One factor Van Richten fails to note is the preserved body's age. Mummies cannot be created from fresh corpses: the body must be embalmed before it can house an ancient dead spirit. Natural embalming requires 10 to 100 years or more, depending on how quickly the preserving medium acts on the body. Immersion in a tar pit would transform a body fairly quickly. Preservation through freezing in ice or immersion in a bog takes much longer. Ultimately, the Dungeon Master must decide.
Many of the ancient dead possess the ability to create their own undead minions. Unlike vampires, ghosts, and lesser undead such as ghouls and wights, all of which create undead automatically, a mummy must take deliberate steps to create undead minions.
In addition to spells such as animate dead, some mummies understand the process of embalming and the funerary rituals required to create new mummies. Usually the victim must have died while afflicted with mummy rot, but death from mummy rot isn’t a requirement. Creating a mummy of the third rank or less requires 12-18 hours of effort to prepare the body, and a further 12-24 hours before the spirit becomes permanently fixed into the preserved body. A mummy of the fourth or fifth rank requires very careful embalming and funerary rituals on a massive scale: see Chapter Six for more details.
We watched in horrid fascination as the mummy performed a ritual over the bodies, accompanied by a throaty and vulgar chant from the assembly. Soon the corpses stirred with unlife, and an awestruck hush fell over the temple.
In Chapter Two, I briefly explained that the creation of an ancient dead being requires a preserved body and some reason for the departed spirit to return to that body. The first step, preserving the body, is not always sinister or evil. Embalming the dead, while not practiced everywhere, is an essential part of solemn and respectable funerary rituals in many lands. I have already warned the reader of the perils of interfering with such rituals. Still, the following particulars might prove to be useful in some circumstances.
The first step in preparing a body for proper (that is, ceremonial) disposal usually involves evisceration and
drying. This can take anywhere from 7 to 80 days. The residents of Har’Akir, for example, use an elaborate process that involves drying the body in a bed of natron (a naturally occurring salt) for 40 days. The internal organs are not discarded, but placed in sealed vessels called Canopic jars. Curiously, the Har’Akiri place the heart back after mummification-they consider it essential that this organ remain with the body. The body is then washed out, stuffed with various aromatic herbs, and carefully wrapped in linen bandages.
In other lands the ritual is considerably different and might involve baking the body, cremating it so that only the bones remain to be interred, or coating the body with waxes and resins.
It is at this stage that the true creation of an ancient dead begins. Powerful spells or alterations to the standard rituals serve to bind a spirit within its body, or to call it back from whatever afterlife to which it has gone. The conversion of a preserved body to an undead mummy usually is fairly rapid, regardless of the mourning period (usually no more than a few days). However, the resulting mummy often lies in “slumber” until wakened by an outside force.
In all my dealings with truly powerful mummies (creatures of at least the fourth rank), each deceased was given
full funerary rites, totaling 70 days or more, and interred in a resplendent tomb.
Lesser mummies, by contrast, might not receive any funerary rites at all. This is obviously the case with naturally mummified ancient dead and with most that were created by other mummies. In the latter case, a victim generally is subjected to a ritual that is similar to the local burial rites, but bent entirely toward creating an undead creature.
Senselessly looting burial places can create or awaken all sorts of undead creatures: anchored ghosts, slumbering mummies, and fledgling vampires, to name but a few.
Finally, a power is abroad in these lands of ours that visits doom upon the greedy and foolish. Through this power, the ancient dead become endlessly trapped in prisons of their own making. Take care not to join them.
A RECIPE FOR FINE MUMMIFICATION
Lay body on a stone slab.
Insert long metal instrument with hook through nostrils and pull brains out. Rinse brain cavity with palm wine.
To open torso, carefully slit skin of left flank with sharp stone knife. Withdraw all vital organs through opening: heart, intestines, liver, lungs, and so forth. Set aside. Rinse body cavity thoroughly with palm wine: rinse again with spice infusion. Pack body cavity with herbs and spices, especially myrhh and cassia.
To purify flesh, immerse body in oil and resins for no fewer than 40 days. Treat organs with spice and oils. Place treated lungs, liver, stomach, and intestines in individual Canopic jars of stone or alabaster, with stoppers.
Test body for doneness. When all flesh has been dissolved and naught but skin and bones remains, wash body again.
Plump body and face with bags of myrrh and cinnamon for a natural look.
Important: Return heart (center of intelligence and feeling) to chest. Return kidneys to abdominal cavity also, if desired.
Sew body incision if desired. Leave small opening so heart may be withdrawn for testing in the underworld.
Anoint body with scented oils, or treat with resin, or both.
Wrap body with strips of linen treated with gum. Enclose scarab over heart, along with other protective amulets.
Place mask over head.
Place Scrolls of the Dead between thighs so deceased can reach them easily in the underworld.
Place body inside series of coffins, including outer sarcophagus made of stone.
Store upright in a cool, dark place.
Huseh Kah, Mummy: Once the mummy lay quietly in its coffin again, we sought to discover some method of putting it to rest permanently. While my companions set about trying to decipher the numerous cartouches and hieroglyphs on the tomb's walls, l fingered my enchanted prayer beads and chanted a divination spell. Soon, I was conversing with the creature.
Q: Huseh Kah, why do you walk among the living?
A: Because of the curse of Anhktepot.
Q: Who is Anhktepot?
A: The first of my kind.
From the journal of De’rah
Anhktepot: I first heard the legend of Anhktepot during a visit to the land of Har’Akir, many years ago. According to Har’Akiri folktales, Anhktepot was an ancient king or pharaoh. He became so fond of ruling that he could not bear to think of his reign ending, even in death. He bent all his will toward cheating death and returning to his throne. When he finally died (murdered, some say), his burial was accompanied by a lavish ceremony and the ritual deaths of all his most valuable advisors. If Anhktepot does still walk the dunes of his arid country, he has truly gotten his wish.
If the tales are true, a desire to cheat death dominated Anhktepot’s thoughts during life. Furthermore, as a pharaoh, Anhktepot could indulge in his obsession to a degree unimaginable for a common man. He had the resources of a nation at his disposal, and he used them. Anhktepot commanded for himself embalming and funeral rites on a grand scale, with an elaborate tomb to match.
My investigations in the land of Har’Akir revealed that the tomb of Anhktepot has in excess of 80,000 square feet of floor space, including a complete temple to a deity of the underworld and no less than thirty subsidiary tombs for the pharaoh’s family, servants, and advisors. Most of the tomb is carved from solid rock, and the structure is filled with monumental statuary ranging from 1 foot high to titanic figures many feet tall. The tomb’s ultimate cost is incalculable by any standards.
First Rank Mummy: Ancient dead of the first rank are created spontaneously, with little or no pomp and circumstance.
Second Rank Mummy: In many cases, second-rank mummies rise spontaneously if the circumstances surrounding their deaths are sufficiently charged with emotion. In most other cases, mummies of this rank are created by evil spellcasters or by other undead.
Third Rank Mummy: Mummies of the third rank do not normally rise spontaneously, though I have no evidence to suggest that they cannot do so. More typically, these types of mummies are created as the result of a powerful ritual or by the hand of a more powerful sort of ancient dead.
Fourth Rank Mummy: Ancient dead creatures of fourth rank rise only after a powerful ritual has been completed and their bodies have been interred in elaborate tombs. Usually the deceased took active roles in planning their funeral rites and burial, fully intending to return to the physical world as mummies. Many of these individuals believe themselves to be so powerful that death has no sway over them; others actively embrace death in an attempt to seize greater power or to gain control over the afterlife.
Lamenting Rake of Paridon, Timothy Strand, Invoked Fourth Rank Mummy: Most accounts identify this creature as a ghost, a spirit so consumed by excess and debauchery in a famine-plagued land that it was condemned to walk the city streets where it once lived and witness revelries it could no longer share.
The journal of the doomed man, however, reveals a different tale: Timothy Strand squandered a bright future and a family fortune by making his life a continuous frolic. When he felt an early death approaching, he poured all his remaining wealth into an ornate tomb, which also was to serve as a temple to an evil deity. As part of this dark pact, Timothy was guaranteed a continuing life, surrounded by comfort and luxury. To seal the pact, Timothy had himself slain and embalmed. He expected to return from death and did, as a mummy able to appreciate-but never to enjoy-the pleasures of the flesh.
Fifth Rank Mummy: Fortunately, the wealth and labor of an entire nation is required to invest a mummy with this level of power.
Bog Monster of Hroth, Mummy: The Bog Monster of Hroth was one of several armed raiders who were lured into a bog, entrapped, and slain by the defenders of a town the raiders meant to pillage. The raider who later returned as the bog monster must have felt a strange and awful mixture of fear, humiliation, and frustration as death overcame him.
Upon hearing his story, we questioned Jameld at length and discovered two key facts. First, the victim's corpses invariably rotted very quickly. Second, the bog had been the site of an unusual battle many years before.
According to Jameld, a band of minotaurs-strange creatures with the heads of bulls and the bodies of huge men-had once tried to raid the town. The elves, however, were wary and laid an ambush for the monsters. Using their superior woodcraft, they surprised the raiders near the bog and inexorably drove them into it. The last phases of the battle took place in pitch darkness, after the moon had set. Both sides relied on their night vision during the fight.
Further questioning revealed that the minotaur chieftain had been last to die in the battle. Volleys of arrows had driven the creature far into the bog until it finally sank from sight, thrashing and cursing.
It now seemed likely the monster from the bog was the restless, naturally mummified corpse of that minotaur chieftain.
Lich-Priest Pythian: ?
Quinn Roche, Rotch, Mummy: I have recorded many stories involving a dedicated collector of fine armor. This wealthy man, Quinn Roche, ordered that the choicest items from his collection be placed in his tomb along with him. It is said that when one of the items was later stolen, Roche rose to regain it. A second account alleges that Roche rose when groundwater seeping into his tomb caused valuable armor to rust. The collector came forth not only to see that this armor was restored, but also to insure that his precious collection would not be so endangered again. Yet another tale maintains that Roche awoke to tirelessly pursue a victim who owned a rare suit of plate mail of etherealness, which Roche (spelled Rotch in this particular manuscript) sought to add to his collection. After studying these materials carefully, I concluded that these stories, which cover a span of 260 years, all refer to the same being, which rose several times for different but obviously related reasons.
Ahmose Tanit, Iurudef Hamid, Mummy: ?
Animal Mummy: In some cases, the preserved body of a common animal can be reanimated as one of the ancient dead. Nearly every animal mummy is created deliberately, as an animal has neither the intelligence nor the force of will to return to the mortal world on its own.
Nevertheless, an extraordinary animal can return on its own, especially if it was carefully interred upon its death.
Hissing Cat of Kantora, Mummy: In life, this creature was a mage's familiar that wasted away and died after its mistress, Caron de Annemi, met an untimely death. The slain wizardess's companions carefully laid the animal to rest to commemorate their fallen comrade, whose body could not be recovered. The cat returned a generation later when a foolish young wizard claimed de Annemi's research into illusions a s his own.
Monster Mummy: Though many other types of creatures have physical bodies, not every body remains a suitable vessel for a spirit once death overtakes it. Evil spirits such as the rakshasas of Sri Raji, extraplanar creatures such as aerial servants, and created creatures that never were truly alive, such as golems, cannot return as ancient dead.
Monster mummies can be created only from living creatures native to the Prime Material Plane. Extraplanar creatures such as elementals and tanar'ri, or creatures that never were truly alive (such as golems), cannot become mummies.
Most humanoid race do not practice funerary customs elaborate enough to create mummies. When encountered at all, humanoid mummies are created servitors or naturally preserved creatures of the third rank or less.
Composite Mummy: These mummies are almost certainly created. (My years of undead hunting have bred in me a sense of caution that prevents me from saying “always.”) They are constructed from bits and pieces of several different creatures, sewn or otherwise joined together in the same manner as flesh or bone golems are fashioned. Some humanoid parts invariably decorate the mix, and a humanoid spirit animates the mummy.
Parts of any creature with a corporeal body, however, can be used to construct a composite mummy.
Baboon Animal Mummy: ?
Bull Animal Mummy: ?
Cat Domestic Animal Mummy: ?
Cat Great Animal Mummy: ?
Crocodile Animal Mummy: ?
Dog Animal Mummy: ?
Eagle Animal Mummy: ?
Hawk Animal Mummy: ?
Elephant Animal Mummy: ?
Horse Animal Mummy: ?
Camel Animal Mummy: ?
Snake Constrictor Animal Mummy: ?
Snake Venomous Animal Mummy: ?
Hugh Ignolia, Mummy: One such case immediately springs to mind: the tale of Hugh Ignolia, an aspiring artist in Il Aluk. lgnolia became obsessed with completing a massive, epic painting that he hoped to present to Lord Azalin. The artist expended a considerable fortune assembling the finest materials for the work, including some exquisite paintbrushes made from rare and exotic materials imported from distant lands. True to his nature. Lord Aralin ridiculed the artist when lgnolia presented his painting, and the poor wretch was driven mad. When lgnolia rose from the grave, he set about retrieving his rare paintbrushes, even though these implements had only led him to disappointment and madness.
Sage of Levkarest, Mummy: ?
Senselessly looting burial places can create or awaken all sorts of undead creatures: anchored ghosts, slumbering mummies, and fledgling vampires, to name but a few.
Imhoptep, Mummy: ?
Son of Kyuss: ?
Senmet: ?
Tiyet: ?

Confer
(Conjuration/Summoning, Invocation/Evocation, Necromancy)
Level: Wizard 9
Range: Touch
Duration: Special
Area of Effect: One creature
Components: V, S, M
Casting Time: 1 round
Saving Throw: None
This spell is cast in conjunction with create minion for the purpose of creating a quasimancer (see Chapter Seven). When the confer spell is cast upon the created minion, the undead creature's mind becomes attuned to spell memorization. The lich then plants the spell repertoire of a 9th-level wizard (including number of spells and levels) within the minion's mind. The quasimancer can afterward cast the implanted spells at its discretion, as if it were the wizard who memorized them. The lich must expend spell energy equal to the level of the spell placed in the quasimancer's head. In other words, to place a 5th-level spell in the quasimancer, the lich must expend the equivalent of a 5th-level spell from its daily allowance of carried magic. The quasimancer can receive spells from its master only once: when ill of its spells are cast, it becomes a nindless undead.
Note that the quasimancer must have all spell components necessary to cast the spells implanted in its mind. This spell cannot be cast upon any undead creature other than one raised by a create minion spell. Casting this spell upon a living person instantly causes insanity that can be cured only by a psionic being using psychic surgery or someone using a wish. The material components of this spell are the minion and a bit of brain tissue from a sentient being of at least average intelligence.

Create Minion
(Necromancy)
Level: Wizard 9
Range: 10 feet
Duration 1-20 days
Area of Effect: One creature
Components: V, S, M
Casting Time: 1 round
Saving Throw: Special
This spell is used in conjunction with confer in order to create a quasimancer (see Chapter Seven). When the lich casts create minion, a corporeal undead minion is animated and reinstated with a portion its former life essence, giving it artificial intelligence and spellcasting potential.
In terms of physical traits, the minion becomes, in effect, a wight, having all the abilities and statistics of that creature (as per the Monstrous Manual tome). The newly created minion is entitled to a saving throw vs. spell (as a 5 HD creature) to avoid failing under control of the lich. If it succeeds, it will do its best to escape the lich, then go on a killing spree, resentful of the knowledge that its time of existence is limited. (Some created minions may attempt to find a wizard and force him to cast permanency upon them, thus negating the 1d20 day expiration of the spell.) A minion that fails its saving throw falls under complete control of the lich and acts as its master's agent in the field. Its intelligence allows it to command other undead in its master's name, and it remains susceptible to the confer spell.
A created minion under a lich's control makes all saving throws at the level of its master. It is immune
to enfeeblement, polymorph, electricity, insanity, charm, sleep, cold, and death spells. It exudes a fear aura, 5-foot radius, requiring a successful save vs. spell of an onlooker who must flee for 2d4 rounds if the save is failed.
Casting this spell upon a living person requires the victim to make a successful save vs. death magic or the person immediately dies, becoming a created minion entitled to the saving throw against control detailed above.
The material components of this spell are the body to be raised and a bit of brain matter from a being with at least average intelligence.

Animate dead by touch: The lich is able to cause zombies and skeletons to rise with a mere touch. Such creatures are turned by clerics at a level equal to the lich that raised them, as long as the lich is within 200 feet of those undead. The lich may raise as many creatures as are available. All undead created in this fashion rise as 2 Hit Die creatures that behave as common zombies and skeletons, except as noted above.
 
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Voadam

Legend
Van Richten's Monster Hunting Compendium 3
2e
Ghost: Borrowed Time spell.
Vampire: Borrowed Time spell.
Lich: This spell is similar in some ways to the ritual that wizards and priests use to become liches, although the result is not quite as predictable and the effect does not grant the caster eternal life.
Demilich: ?
Azalin, Lord of Darkon, Wizard-Lich: ?
Count Strahd von Zarovich: ?
Baron Metus, Vampire: ?
Zombie: ?
Ghoul: ?
Unliving Animal: ?
Spectral Hag: In most cases, death marks the end of a being’s evil, even for a powerful creature such as a hag. Still, it is not unheard of for people of great strength of will to cling to this existence even beyond the end of their natural lives, especially if they die in a particularly emotional state or with the feeling that they have left a critical task unfinished. Hags are no different.
Hasiaph, Spectral Hag: The monstrous crone let out a coughing moan and slipped to the floor. Even as she fell, Gondegal withdrew his sword and severed her head from her shoulders with a mighty blow. My legs gave out also, and a battered and bloody Gondegal rushed to help me to my feet. A question formed on my lips, but before I could ask how he had survived the fall from the parapet, I spotted movement behind Gondegal. He noticed the shift in my expression, because he whirled about, ready to face the new threat.
A fine mist rose from the blood spilling from Hasiaph’s body. It slowly coalesced into a large, humanoid shape. Gondegal and I recognized the form, uttering shocked gasps in unison: We were watching the formation of a spectral hag! Hasiaph’s hatred of my lineage was so strong that even death would not stop her from slaying me and wiping it out!
Bowlyn: ?
Spectre: Every touch from a spectral hag, from a caress to a savage blow, drains life energy from the victim with an intensity that mirrors that of the average vampire. As I demonstrated in my Guide to Ghosts, this ability is not unremarkable among evil spirits by itself. There is an additional twist to this power as it is displayed in the spectral hag, however: The souls of those so slain become trapped in an undead state as spectres under the undead hag’s command, serving her in death as her minions served her in life.
Odem: Borrowed Time spell.
Revenant: Borrowed Time spell.
Death Knight: Borrowed Time spell.
Zombie Lord: Borrowed Time spell.
Wraith: Borrowed Time spell.
Radiant Spirit: Borrowed Time spell.
Ghost Second Magnitude: Borrowed Time spell.
Ghost Third Magnitude: Borrowed Time spell.
Ghost Fourth Magnitude: Borrowed Time spell.

Borrowed Time
Level: 5
Range: Self
Duration: Special
Area of Effect: Caster
Components: M
Casting Time: 3 days
Saving Throw: None
Warlocks and witches often struggle against powerful foes or face tasks they cannot complete in their lifetimes. To achieve their objectives or even the odds with their enemies, they might turn to the Weave for help, to extend their lives.
This spell is similar in some ways to the ritual that wizards and priests use to become liches, although the result is not quite as predictable and the effect does not grant the caster eternal life. Instead, it allows the caster, once his life has ended through natural or unnatural means, to rise as an undead and to continue his existence in this form until a specific task has been completed. That task must be specified during the casting of the spell, which takes place over the course of three days and involves a series of purification rituals and meditations to focus the character's mind on the task to be done.
Regardless of the character's intention or the task to be completed, the single-mindedness that prompts someone to cast this spell attracts the attention of local evil powers, if the rules from Domains of Dread, Chapter Seven, are in play. Upon completion of the spell, the character must make a powers check with a 5% chance of failure.
If a character dies before the stated goal has been obtained, the caster rises again within 1d6+1 days as an undead. During this time, raise dead or resurrection spells have no effect. If the body is destroyed as a result of the circumstances surrounding the death, or it is destroyed before the caster returns from the dead, the caster become an incorporeal undead. (The type of undead that the caster becomes is determined by using a table later.) If the caster manages to complete the set task before death, the spell has no effect.
The character's undead existence lasts until three days after the specified task has been completed. The character then expires a second time and cannot be revived by any means at all, including a wish. The Weave provides the character with enough time to achieve the goal, then completely absorbs the caster as “interest” on the “borrowed time.” A character slain while in an undead state is forever destroyed. If the caster does not make constant progress toward achieving the goal, the Weave may claim the caster prematurely. Essentially the completion of the task should always be the character's top priority, although minor side trips and distractions are permissible for characters who are part of covens, or who want to continue to work with lifelong comrades. (The Dungeon Master decides whether the player is abusing this extra “lease on life” that the character has received.)
The witch or warlock retains the alignment and spellcasting abilities possessed in life. The character continues to become more adept in spell use by using the advancement system provided in the guidelines for characters who adopt the witch or warlock kit in play. The character earns 25% of the normally gained experience points. All other class benefits are lost except for basic weapon and nonweapon proficiencies. Hit Dice are the standard for the monster type assumed.
A hero who rises as an undead must add +5% to all powers checks made under the Domains of Dread rules. If a hero fails five such powers checks after starting this new existence, the hero is automatically destroyed and cannot be brought back to life through any means, even a wish. (Dungeon Masters might also consider making the hero roll a saving throw vs. death magic whenever the undead abilities are abused, used in offensive ways that do not relate directly to achieving the task set while casting the spell. Once five such saving throws have failed, the hero is destroyed as described above.)
In a RAVENLOFT campaign, however, there is a special risk. Upon dying again, a hero makes a saving throw vs. paralyzation as per a fighter of a level equal to the hero's Hit Dice. If the saving throw is successful, the character is absorbed by the Weave and gone forever from the campaign. If the save fails, the character rises again three nights later as a full-strength wraith, with a burning hatred for all living things, particularly former friends and loved ones.
Rorrowed Tme Conseqsences
1d100 Undead type
01-10 Odem*
11-20 Revenant
21-30 Death knight
3 1 4 5 Zombie lord*
46-56 Wraith
57-65 Radiant spirit**
66-75 Revenant
76-85 Ghost (second magnitude)***
86-90 Ghost (third magnitude)***
91-95 Ghost (fourth magnitude)***
96-00 Vampire
* See the first RAVENLOFT MONSTROUS COUPENDUM appendix, or else replace this with a ghost.
** See the RAVENLOFT MONSTROUS COMPENDUM Appendix III or else replace this with a revenant.
*** Ghost magnitude is detailed in Van Richten's Monster Hunter's Compendium, Volume Two (TSR #11507). The Dungeon Master assigns appropriate salient abilities, determines the ghost's personality, and the circumstances under which the ghost was created. Otherwise, the ghost from the MONSTROUS MANUAL should be used.
 

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