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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.
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
Expert Set Cook
D&D Companion Set (BECMI Ed.) (Basic)
D&D Master Set (BECMI ed.) (Basic)
D&D Immortals Set (BECMI ed.) (Basic)
Rules Cyclopedia
AC9 Creature Catalogue
DMR2 Creature Catalogue
AC10 Bestiary of Dragons & Giants (Basic)
B1-9 In Search of Adventure (Basic)
B1 In Search of the Unknown (Basic)
B2 The Keep on the Borderlands (Basic)
B3 Palace of the Silver Princess (Orange Cover)
B5 The Horror on the Hill
Champions of Mystara: Heroes of the Princess Ark (Basic)
GAZ1 The Grand Duchy of Karameikos (Basic)
GAZ2 The Emirates of Ylaruam (Basic)
GAZ3 The Principalities of Glantri
GAZ4 The Kingdom of Ierendi (Basic)
GAZ5 The Elves of Alfheim (Basic)
GAZ6 The Dwarves of Rockhome (Basic)
GAZ7 The Northern Reaches (Basic)
GAZ8 The Five Shires (Basic)
GAZ9 The Minrothad Guilds (Basic)
GAZ10 Orcs of Thar
GAZ11 The Republic of Darokin (Basic)
GAZ12 The Golden Khan of Ethengar (Basic)
GAZ13 The Shadow Elves (Basic)
HWR1 Sons of Azca (Basic)
HWR2 Kingdom of Nithia (Basic)
HWR3 The Milenian Empire (Basic)
PC1 Creature Crucible: Tall Tales of the Wee Folk (Basic)
PC3 Creature Crucible: The Sea People (Basic)
PC4 Night Howlers
The Haunted Tower (Basic)
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.
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.
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: ?
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).
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.
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.
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.
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.
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.
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: ?
Ghoul: ?
Skeleton: ?
B2 The Keep on the Borderlands (Basic)
Undead: ?
Skeleton: ?
Zombie: ?
Ghoul: ?
Wight: ?
Wraith: ?
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: ?
Wight: ?
Poltergeist: ?
Skeleton: ?
Lady Argenta, Ghost: ?
The Silver Warrior, Lady Argenta's Knight, Ghost: ?
B5 The Horror on the Hill
Ghoul: ?
Skeleton: ?
Thoul: ?
Zombie: ?
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: ?
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: ?
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.
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: ?
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.
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.
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: ?
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: ?
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: ?
Henry Ithel: ?
Mummy: ?
Skeleton: ?
GAZ12 The Golden Khan of Ethengar (Basic)
Undead: ?
Wraith: ?
Revenant: ?
Ghost: ?
Lich: ?
Skeleton: ?
Spectre: ?
Spirit: ?
Druj: ?
Odic: ?
Wight: ?
Wraith: ?
Zombie: ?
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.
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: ?
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.
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.
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: ?
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.
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: ?
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: ?
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
Dragon 168
Dragon 174
Dragon 180
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: ?
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.
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.
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
Acid Metal Howl
AJ1 Fugitive
AJ2 Vandar's Lost Home
B/X Essentials: Monsters
Barrow Keep: Den of Spies
Battle for Carrion Vale
Blasphemy Leek
CC1 Creature Compendium
Desert Angel Fiasco
DF12: High Atop Dragonmount
DF17: The Endless Tunnels Of Enlandin
DNH3 - The City of Talos (Complete Edition)
Dungeon Module X1.5 Dead Men Tell New Tales
FX1 Fifty Fiends
GL0 The Haunted Tower
GL1 The Nameless Dungeon
Invasion of the Tuber Dudes
Kraken Corpse Delve
Old-School Essentials Classic Fantasy: Monsters
Old-School Essentials Classic Fantasy: Rules Tome
Orbital Vampire Tower
Ragged Hollow Nightmare
Star Dragon Rage
The Craft of the Wise: The Pagan Witch Tradition
The Hole in the Oak
The Obsidian Keep
The Weird That Befell Drigbolton
Winter's Daughter (Old-School Version)
Witches of Frostwyck
Aether Eel: ?
Aether Eel, Ethereal White Serpent: ?
Coral Crone, Dead Coral Crone, Undead Coral Crone: ?
Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths: ?
Captain Skarlet Vane, Ghost, Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass: ?
Mummy Warrior, Mummified Warrior: ?
Mummy Warrior, Corpse Soldier: ?
Mummy Warrior, Decaying Mummy: ?
Mummified King: ?
Sojin Kurudai, Revenant, Undead Hero, Beautiful Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Noble Corpse, Handsome Corpse, Undead Relative, Undead Noble: ?
Mujin Kurudai, Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Vorta Kurudai, Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Altis Kurudai, Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Gedai Kurudai, Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Thresher Eagle, Undead Thresher Eagle: ?
Thresher Eagle, Undead Raptor With a Flesh-Less Skull and Long Bone Blades on its Wings: ?
Undead, Undead Creature: Mystwood Knife magic item.
Undead Mouse, Mycotic Critter: ?
Spore Folk: MYCOTIC SPRAWL
Three monstrous folds of orange fungal flesh cover the walls like corpulent tongues. A haze of spores fills the air. The Sprawl whispers, “Join me and live forever. No struggle, no fear. Only spores. Only the Sprawl.”
NEGOTIATE. If you accept the spores, then the Sprawl grants you autonomy as Spore Folk. You become undead plants able to regrow limbs and revive from death, and can communicate telepathically with other Spore Folk, but you are covered in mushrooms, surrounded by spores, and hated by most people and creatures.
Spore Folk, Undead Plant: ?
Queen Sigrun, Ghost: ?
Holy Ghost: ?
Ghost: ?
Cassius Jonas the Brute, Ghost: ?
Skeleton, Legless Skeleton: ?
Taiven the Falconer, Skeleton: ?
Vampire: ?
Huge Red Hairless Zombie Kitten With Golden Eyes: ?
Mystwood Knife 1,000 GP
Plunge this ancient gray wooden knife into a dead creature to reanimate it in undead form. It obeys your commands. After 10 minutes, it returns to death. Once per day, you can leave the knife in starlight for one hour to regain 1d6 charges (maximum 6).
Aether Eel, Ethereal White Serpent: ?
Coral Crone, Dead Coral Crone, Undead Coral Crone: ?
Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths: ?
Captain Skarlet Vane, Ghost, Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass: ?
Mummy Warrior, Mummified Warrior: ?
Mummy Warrior, Corpse Soldier: ?
Mummy Warrior, Decaying Mummy: ?
Mummified King: ?
Sojin Kurudai, Revenant, Undead Hero, Beautiful Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Noble Corpse, Handsome Corpse, Undead Relative, Undead Noble: ?
Mujin Kurudai, Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Vorta Kurudai, Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Altis Kurudai, Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Gedai Kurudai, Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Thresher Eagle, Undead Thresher Eagle: ?
Thresher Eagle, Undead Raptor With a Flesh-Less Skull and Long Bone Blades on its Wings: ?
Undead, Undead Creature: Mystwood Knife magic item.
Undead Mouse, Mycotic Critter: ?
Spore Folk: MYCOTIC SPRAWL
Three monstrous folds of orange fungal flesh cover the walls like corpulent tongues. A haze of spores fills the air. The Sprawl whispers, “Join me and live forever. No struggle, no fear. Only spores. Only the Sprawl.”
NEGOTIATE. If you accept the spores, then the Sprawl grants you autonomy as Spore Folk. You become undead plants able to regrow limbs and revive from death, and can communicate telepathically with other Spore Folk, but you are covered in mushrooms, surrounded by spores, and hated by most people and creatures.
Spore Folk, Undead Plant: ?
Queen Sigrun, Ghost: ?
Holy Ghost: ?
Ghost: ?
Cassius Jonas the Brute, Ghost: ?
Skeleton, Legless Skeleton: ?
Taiven the Falconer, Skeleton: ?
Vampire: ?
Huge Red Hairless Zombie Kitten With Golden Eyes: ?
Mystwood Knife 1,000 GP
Plunge this ancient gray wooden knife into a dead creature to reanimate it in undead form. It obeys your commands. After 10 minutes, it returns to death. Once per day, you can leave the knife in starlight for one hour to regain 1d6 charges (maximum 6).
Acid Metal Howl
Undead: ?
Ghostly Visage: ?
Sister Nora, Ghost: ?
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: ?
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.
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: ?
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.
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?”
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).
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: ?
Varrani Hagar, Mummy Princess, Corpse Woman, True Mistress: ?
DF12: High Atop Dragonmount
Skeleton: ?
Melgaster, Ghoul: ?
Melgaster, Ghoul: ?
DF17: The Endless Tunnels Of Enlandin
Skeleton: ?
Zombie: ?
Ghoul: ?
Mummy: ?
Wight: ?
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: ?
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.
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: ?
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: ?
Zombie: ?
Skeleton: ?
Haint: ?
Poltergeist: ?
Spectre: ?
GL1 The Nameless Dungeon
Ghoul: ?
Zombie: ?
Skeleton: ?
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: ?
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.
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).
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: ?
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: ?
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?”
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.
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: ?
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: ?
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: ?
Zombie: ?
Winter's Daughter (Old-School Version)
Floating Skeleton: ?
Sir Chyde, Ghost: ?
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: ?
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
Black Pudding #2
Black Pudding #3
Black Pudding #5
Black Pudding #6
OD&DITIES 03
OD&DITIES 04
OD&DITIES 05
OD&DITIES 06
OD&DITIES 07
OD&DITIES 08
OD&DITIES 09
OD&DITIES 10
OD&DITIES 11
Wormskin Issue 2
Wormskin Issue 3
Wormskin Issue 4
Wormskin Issue 5
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.
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: ?
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.
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: ?
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.
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: ?
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: ?
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: ?
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: ?
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.
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: ?
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.
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: ?
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.)
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: ?
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
Basic Fantasy
Beyond the Wall
Dark Dungeons
Dark Fantasy Basic
Dungeon Nights
Epic Legends
Exemplars & Eidolons
Labyrinth Lord
Lamentations of the Flame Princess
Lavender Hack
Mazes & Minotaurs
Perdition
Relics & Ruins
Saga of the Splintered Realm
Scarlet Heroes
Small But Vicious Dog
Stars Without Numbers
Adventurer Conqueror King Compilation
Adventurer Conqueror King Autarch
Adventurer Conqueror King 3rd Party
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)
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
Dwimmermount
Lairs and Encounters
Player's Companion
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.
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.
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: ?
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.
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
Book of Lairs Adventurer Conqueror King System
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: ?
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: ?
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
Basic Fantasy Books
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: ?
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
The Basic Fantasy Field Guide of Creatures Malevolent and Benign
AA1 Adventure Anthology One
BF1 Morgansfort
Mystery of the Cursed Monastery
Necromancers
Odysseys & Overlords Game Master's Guide
Odysseys & Overlords Player's Guide
The Odyssey Begins - Adventures for Odysseys & Overlords
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.
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.
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.
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: ?
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: ?
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).
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.
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.
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.
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!
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
Dark Dungeons Gurbintroll Games
3rd Party Dark Dungeons
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)
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
Dark Dungeons X
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.
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.
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.
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: ?
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.
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
Epic Legends Books
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)
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
Epic Legends: Expedition Into Greyland
Epic Legends: Raiders & Witches
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.
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: ?
Skeleton: ?
Wight: ?
Ghost: ?
Epic Legends: Raiders & Witches
Skeleton: ?
Wight: ?
Lich: ?
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.
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
Labyrinth Lord Goblinoid Games Books
Labyrinth Lord 3rd Party Books
Labyrinth Lord Magazines
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.
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)
Advanced Edition Companion (Labyrinth Lord, no-art version)
Advanced Labyrinth Lord
Realms of Crawling Chaos (Labyrinth Lord)
The Tomb of Sigyfel
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.
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.
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.
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.
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.
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
Barrowmaze Complete
Basilisk Goggles & Wishing Wells
Beast Folio Volume 2
Bestiarum Vocabulum Monstrous Plants
Castle Gargantua
Challenge of the Frog Idol
Class Compendium
COA01: The Chronicles of Amherth
COA02: Ghoul Keep and the Ghoul Lands
DF To Light the Shadows
Divine Test of Hel
Divinities and Cults
Divinities and Cults III
Dungeon Full of Monsters
Flower Liches of the Dragonboat Festival
Ford's Faeries: A Bestiary Inspired by Henry Justice Ford
Ghosts The Incorporeal Undead
Guidebook to the Duchy of Valnwall
Howler (LL)
In the Shadow of Mount Rotten
Labyrinth Lord Monsters
LL Monster Cards Set 1
LL Monster Cards Set 3
Lesser Gnome's Creature Catalog
Mad Monks of Kwantoom
Misty Isles of the Eld
Myrkridder – The Demonic Dead
Petty Gods
Rabbits & Rangers - LL
Red Tide Campaign Sourcebook
Ruins of the Undercity
Silent Legions
Sinister Serpents New Forms of Dragonkind
Stonehell
Stonehell Buried Secrets
Slumbering Ursine Dunes
Tar Pits of the Bone Toilers
The Basic Witch: The Pumpkin Spice Witch Tradition
The Black Gem
The Cursed Chateau
The Dungeon of Crows - First 28 Rooms
The Dungeon of Crows 2 - Avatar of Yog Sutekhis
The Evil of Witches Fen
The Hidden Serpent
The Mad God's Jest
The Manse on Murder Hill
The Overrun Mines
The Tomb of Gardag the Strange
The Tomb of Sigyfel
The Village of Larm
Theorems & Thaumaturgy Revised Edition
Tranzar's Redoubt
Vampires of the Olden Lands
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: ?
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.
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.
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.
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.
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: ?
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: ?
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.
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: ?
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: ?
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.
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: ?
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.
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: ?
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: ?
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: ?
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.
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.
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.
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.
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: ?
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.
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: ?
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.
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.
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.
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.
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.
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: ?
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: ?
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: ?
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: ?
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.
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.
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.
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: ?
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.
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.
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: ?
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: ?
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: ?
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: ?
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.
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: ?
Giant Toad Zombie: ?
The Overrun Mines
Goblin Skeleton: ?
Goblin Zombie: ?
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.
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.
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.
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.
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.
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
What Ho, Frog Demon
Whisper & Venom
Wrack & Rune
Yoon-Suin
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).
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: ?
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: ?
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: ?
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
Knockspell #3
Wisdom from the Wastelands Issue #52 Nanotech Undead
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.
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: ?
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.
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
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Lamentations of the Flame Princess Magazines
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)
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
Lamentations of the Flame Princess Grindhouse Edition Referee Book
A Red and Pleasant Land
Carcosa
Castle Gargantua
Death Frost Doom
Death Love Doom
England Upturn'd
Fever Swamp
Frostbitten & Mutilated
Hammers of the God
James Edward Raggi IV's Eldritch Cock
Lusus Naturae
Metegorgos
No Salvation for Witches
Qelong
Scenic Dunnsmouth
Sounds of the Mushroom Kingdom
The Cursed Chateau
The Squid, the Cabal, and the Old Man
Thulian Echoes
Tower of the Stargazer
Towers Two
Vaginas are Magic
Veins of the Earth
Vornheim The Complete City Kit
Weird New World
World of the Lost
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.
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.
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: ?
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.
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: ?
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.
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.
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: ?
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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: ?
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
Mazes & Minotaurs Books
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)
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
Creature Cyclopedia
Atlas of Mythika: Charybdis
Atlas of Mythika: The Untamed North
Tales of the Middle Sea
The Stygian Garden of 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.
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.
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.
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…
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.
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.
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.
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
Saga of the Splintered Realm Books
Saga of the Splintered Realm Magazines
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: ?
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
Saga of the Splintered Realm Book 2 Adventures
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.
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.
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: ?
Lady Trask, Vampire: ?
Skeleton: ?
Undead Remains: ?
Spirit of the Former Crew: ?
Scarlet Heroes
Scarlet Heroes Cumulative
Scarlet Heroes Books
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.
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
Godbound: A Game of Divine Heroes
Ancalia: The Broken Towers
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.
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.
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.
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
Stars Without Numbers Books
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)
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
Stars Without Numbers Original Core Edition
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 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.
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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