Undead Origins

Voadam

Legend
Odysseys & Overlords Player's Guide
Basic Fantasy
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.
 

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Voadam

Legend
The Odyssey Begins - Adventures for Odysseys & Overlords
Basic Fantasy
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.
 

Voadam

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

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

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

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

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

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

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

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

Voadam

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

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

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


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