Undead Origins


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Voadam

Legend
For Gold & Glory
For Gold & Glory
Ghoul: Ghouls are undead creatures cursed with a hunger for the flesh of the living and the dead.
Ghoul Ghast: ?
Lich: Among the most powerful of the undead, liches are priests and wizards who have attained immortality through foul necromancy.
The horrible ceremonies used to become a lich require years of lonesome study, and most liches are solitary creatures. They rarely work with others, as they jealously guard their knowledge. Only the most powerful of spell casters can master the necessary rituals, and all liches are wizards or priests of at least 18th level.
Becoming a lich is a long and arduous process, requiring years of study. The needed rituals focus on the creation of a phylactery, an arcane container crafted to keep a lich’s soul in the mortal world after death. A phylactery may be made to look like any object, but crafting it requires at least 1,500 gold pieces per level of the spell caster. It must be imbued with powerful necromantic magics unique to each potential lich, but often such spells as animate dead, death spell, magic jar, and reincarnation. Upon its completion, its crafter commits ritual suicide. If the phylactery is indeed flawless, the crafter rises as a lich, while even a single mistake in its construction utterly destroys the crafter’s soul.
Mummy: Mummies are desiccated corpses animated by dark rituals into horrible unlife. They retain some semblance of their living appearances, but although their desiccation prevents decay, it also twists their features into leathery masks. The most common rituals used to animate a mummy involve wrapping a corpse in strips of linen, and many mummies retain these wrappings.
Shadow: A humanoid victim killed by a shadow is likely to become a shadow himself.
With little to do with each other, shadows are ambivalent towards their own kind. When found together they are likely to be “families”–an elder shadow and its victims, now shadows themselves.
The touch of a shadow drains 1 point of strength from its victim. Humanoids reduced to 0 hp or a strength of 0 by a shadow are doomed to rise as shadows themselves under the command of their killers; all other creatures killed by a shadow remain dead, while all other creatures reduced to a strength of 0 fall unconscious.
Skeleton: Skeletons are the reanimated skeletal remains of humanoid creatures, reinforced with negative energy. They bear no flesh, musculature, or ligaments, and are instead held together through magical force. Skeletons vary in size, depending on the remains of the humanoids they were created from.
As mindless constructs of necromantic magics, skeletons have no interactions with other creatures, save to follow commands from their creators.
Animate Dead spell.
Specter: On rare occasions, several specters come to haunt the same location. These are usually a master and the thralls created from its victims.
Any humanoid drained of all levels or hit dice by a specter dies and rises as a specter himself.
Vampire: Vampires are undead humanoids cursed to live forever as bloodthirsty parasites.
Should a vampire lord be destroyed, his spawn become fully-fledged, independent vampires themselves.
Vampire Spawn: When vampires are found in the company of their own, they are usually lord and spawn–an elder vampire and his victims, now vampires themselves.
When touching a creature with his bare skin, a vampire may drain two levels or hit dice from his victim. Humanoids reduced to zero levels or hit dice, or drained of blood, rise as vampires themselves one night after their death unless their bodies are destroyed in the intervening time.
Wight: Wights are undead creatures spawned by great pain and sorrow.
If their master is slain, fledgling wights become free-willed and gain their full strength.
Fledgling Wight: Only rarely do wights gather together; these are almost always an elder and his children, created from his victims.
Humanoid creatures slain by a wight’s energy drain rise as wights themselves, with half normal hit dice and under the absolute control of the one who slew them.
Wraith: Animated by hatred and spite, wraiths are the undead humanoid spirits of exceptional evil. They often form packs of several wraiths, whether through the death and undeath of several like-minded individuals or through the creation of new wraiths by existing wraiths.
If the master wraith is killed, its minions instantly gain their full strength and free will.
New Wraith: They often form packs of several wraiths, whether through the death and undeath of several like-minded individuals or through the creation of new wraiths by existing wraiths.
Humanoids killed by a wraith rise as wraiths themselves, with half the hit dice of their killers.
Zombie: Zombies are mindless animated corpses. As the magic that animates them does not prevent their decay, zombies are often bloated, rotting, or desiccated, depending on their surrounding environment. Zombies vary in size depending on the kind of corpses they are animated from.
Animate Dead spell.
Juju Zombie: Juju zombies are the undead remains of humanoids killed through the use of energy drain spells.
Energy Drain spell.
Finger of Death spell.
Ghost: ?
Minor Death: ?

Animate Dead (Necromancy)
Caster/Level (Sphere): Priest/3 (Necromantic),Wizard/5
Range: 10 yards
Duration: Permanent
Effective Area: Special
Components: V, S and M
Casting Time: 5 rounds
Saving Throw: None
This spell allows the caster to create the least of the undead creatures, skeletons and zombies, usually from the bones or bodies of dead humans, humanoids, demi-humans, and giants. Optionally, the caster can animate animal corpses. The animated undead remains obey simple commands given to them by the caster. The undead remain animated until destroyed or turned—they are not affected by dispel magic.
The total HD of undead animated by this spell cannot exceed the caster’s level. Humans, demi-humans, and humanoids with only 1 HD in life become 1 HD skeletons or 2 HD zombies, regardless of class levels, experience or HD they once had. Creatures and animals with less than 1 HD can be raised as 1/2 HD skeletons or 1 HD zombies, but clerics receive a +1 bonus to turn checks against these monsters. A creature or animal with 1 HD or more retains its HD when raised as a skeleton and gains one HD when raised as a zombie. Undead have none of the special abilities they had when alive.
While evil spell casters can use this spell whenever and however they wish, the lesser undead created are always neutral in alignment. Neutral spell casters can freely use the spell as long as the body is that of a fallen enemy from a non-PC race. Good spell casters prefer animating animals, and cast speak with dead on a humanoid body to gain express permission. A neutral spell caster may also cast speak with dead to gain permission to animate a PC or a member of a PC race. A neutral or good spell caster would never animate a corpse being prepared for a raise dead spell, because a soul requires it’s original body to be raised. If the body were animated, the victim would then need a full resurrection, reincarnate or similar spell, such as wish, to be brought back to life.
Even though animating undead is not automatically an evil act, undead are perversions of life, and as such their mere presence is disturbing to most creatures (animals avoid them entirely, unless specially trained). The charnel smell, particularly of a zombie, is quite nauseating. Few, if any, hirelings will sign on to a party that is known to travel with undead. Additionally, most civilizations have regulations regarding the creation of undead. Some cultures seek their immediate destruction, and even the most tolerant require undead servants to be tagged and registered. Lawful spell casters must get a permit (if possible) or simply avoid finding bodies in graveyards or battlefields, as local governments claim them and grave robbing is punishable harshly (usually by death).
The spell requires the body or bones of the creature to be animated, and the remains must be reasonably intact. Undead destroyed in combat cannot be re-animated. The spell requires a pinch of bone powder or bone shard.

Energy Drain (Evocation, Necromancy)
Caster/Level: Wizard/9
Range: Touch
Duration: Permanent
Effective Area: 1 creature
Components: V, S and M
Casting Time: 3
Saving Throw: None
This spell allows the caster to channel negative energy for one round, permanently draining 2 levels or HD from a creature on a successful touch attack. Hit points, saving throws, attacks and other level/HD related abilities are permanently lost (until regained by gaining experience or 2 restoration spells are cast on the victim). If the attack fails, the spell ends normally.
Human or humanoid creatures killed by this spell can be animated as juju zombies under the caster’s control. The undead cannot be negatively affected by this spell.
The material component is essence of specter or vampire dust. These are dangerous substances, and there’s a 5% chance that the caster loses one point of constitution while casting this spell, due to contact with either of them. If the caster dies through this loss, he becomes a shade. The caster’s alignment instantly becomes neutral evil, and he is then sucked into the Demiplane of Shadow.

Finger of Death (Necromancy)
Caster/Level: Wizard/7
Range: 60 yards
Duration: Permanent
Effective Area: 1 creature pointed to
Components: V and S
Casting Time: 5
Saving Throw: Negate
This spell attempts to utterly destroy a chosen victim’s life energy and body. The victim must make a successful saving throw or die immediately, unable to be raised, resurrected, or reincarnated. A wish spell can restore most victims to life, if, however, the victims are human, profane magic instantly begins to transform the bodies, and after 3 days, the caster is able to perform a special ritual, requiring materials costing 1,000 gp + 500 gp per body, to animate the dead humans as juju zombies under his control. The profane magic must be reversed with a limited wish spell before the juju animation ritual has begun, and then a wish spell can be used to bring the human back to life.
Creatures who make a successful saving throw only suffer 2d8 + 1 points of damage. If the victim dies due to this damage, they can be brought back to life normally.
 
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Voadam

Legend
Ice Kingdoms Bestiary Compilation
For Gold & Glory
Ghost, Shade of the Mortal Soul, Lesser Ghost: Ghosts are ethereal animated spirits of the dead. In life their deeds were so great (whether they were evil or good) as to attract the attention of otherworldly powers (gods, demons, the vile forces of Pohjola), and these powers preserved them as ghosts after death.
Normally only humans can become ghosts, but on rare occasions demi-humans and other creatures suffer such a curse.
Ghost Wraith: ?
Ghost Banshee: ?
Ghost Spectre: ?
Ghoul Berserker: Thanic warriors who perish from either the cold or starvation—and especially from both—risk becoming berserker ghouls. Having died outside of combat and without enough glory for Valagard, they cannot reach the halls of the gods. The loss of Valagard, often coupled with other misfortunes—a run in with the energies of Pohjola, for example, or an actual curse from a powerful godi or deity—brings about this terrible fate. The warriors’ souls cling to their bodies, and they return to “unlife”, seeking to draw the attention of Uthin’s Shield Maidens by a fitting death in battle.
However, their existence transgresses the natural order of the worlds. Their return from death does not bring with it the subtler aspects of true life, such as humanity or rationality. Though perhaps once these warriors were dedicated to the purity of combat between equals, they now hunt women, children, the aged, old friends and allies, and even sacred holy men of the gods. Their new existence is fueled by wrath, pride, jealousy, and the berserker rage. Twisted and evil, they belong to the enemies of the gods they once worshipped.
Ghoul Thane: ?
Skeleton: Skeletons are the bones of humanoid creatures, animated by energy from the Negative Energy Plane. They bear no flesh, musculature, or ligaments and are held together through magical force. Skeletons vary in size, depending on the race of humanoid that the bones came from. As mindless constructs of necromantic magics, skeletons have no interactions with other creatures, except to follow commands from their creators.
Skeletal Ogre, Skeleton Ogre: Skeleton ogres are the reanimated skeletal remains of ogres, reinforced with negative energy. They bear no flesh, musculature, or ligaments, and are instead held together through magical force. A Skeleton ogre is an animated undead ogre comprised of bones.
Warrior Wraith: Warrior Wraiths are a type of undead created from warriors killed in battle, and kept from the dissolution of death by their desire to fight.
Zombie: Zombies are mindless animated corpses. The animate dead spell opens a connection to the Negative Energy Plane that provides these fleshy corpses with the ability to move and follow simple commands given by their controller. Their controller can be the spell caster who created them or an evil-aligned priest who successfully dominates them. As the magic that animates them does not prevent their decay, zombies are often bloated, rotting, or desiccated, depending on their surrounding environment. Zombies vary in size depending on the kind of corpses they are animated from. They do not spawn.
Mournwood Zombie: Mournwood Zombies are mindless animated corpses controlled by the vile curse of the forest. As the magic that animates them does not prevent their decay, Mournwood Zombies are often bloated, rotting, or desiccated, depending on their surrounding environment. Mournwood Zombies vary in size depending on the kind of corpses they are animated from, however, they all have the same basic characteristic of vines and roots growing through their bodies, as if the very forest were using the dead bodies as puppets.
Mournwood Zombie Animal: ?
Ghoul: ?
Lich: ?
Vampire: ?
 


Voadam

Legend
Grim Castle Rules
Grim Castle Rules
Undead: Necromancy is the art of reanimating the dead. Corpses and spirits can be bound into the service of a competent necromancer, becoming slaves to the necromancer’s will. Less competent necromancers simply raise the undead to foment chaos and disorder; these undead are without purpose and are unpredictable.
Magical Calamity: Nearby corpses become undead
Banshee: Banshees are undead; the raised corpses of the traumatically killed.
Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.
Ghost: Ghosts are the spirits of the restless dead. They can be summoned by necromancers but also naturally arise when someone dies without completing a particularly important task.
Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.
Ghoul: Make a normal attack against a target [for a ghoul's bite]. If successful the target must make a Toughness attribute check against the ghoul’s Concentration. If they fail they fall into a coma for 1d6 days. Once per day the individual in the coma must make a Toughness attribute check against the Ghoul’s concentration with disadvantage. If they do not pass any of those times the target awakens as a new ghoul. Killing the target while they are in a coma causes them to immediately rise as a new ghoul. Any healing spell of Greater or Arch level cast onto the target while they are in a coma negates the transformation.
Ghouls are dangerous undead that pass on their condition like a virus.
Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.
Lich: Lich are undead necromancers that have shucked off their mortal forms.
The most dangerous necromancers are those who grant sentience to their undead, creating lich.
Mummy: Mummies are the undead that most often are found dabbling in necromancy and attacking local villages. Their minds have been warped by the incomplete ritual they undertook to become Lich.
Skeleton: Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.
Mummies can create undead. A mummy can turn a corpse into an undead for mana equal to one-fifth of the undead’s HP (round up). A mummy can create Skeletons and Zombies.
Vampire: Vampires are creatures that have been subjected to a dark curse that causes them to become undead and crave the taste of blood.
Vampires are solitary creatures, and their bite (if deadly) causes the deceased creature to awaken in 1d6 days as another vampire.
Wight: They are sentient, but are controlled by whatever necromancer raised them.
Zombie: Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.
Mummies can create undead. A mummy can turn a corpse into an undead for mana equal to one-fifth of the undead’s HP (round up). A mummy can create Skeletons and Zombies.
 

Voadam

Legend
Hypertellurians (M)Anvil Edition
Hypertellurians
Revenant: You died, but it didn’t stick. Maybe you succumbed to the plague but have inexplicably returned from the grave to eat your loved ones, or maybe you are so ancient as to not even remember your previous life. The first vampire, or the feared and powerful lich perhaps? Either way, what remains of your body is dead flesh, probably slowly decaying.
Vampire: You died, but it didn’t stick. Maybe you succumbed to the plague but have inexplicably returned from the grave to eat your loved ones, or maybe you are so ancient as to not even remember your previous life. The first vampire, or the feared and powerful lich perhaps? Either way, what remains of your body is dead flesh, probably slowly decaying.
Lich: You died, but it didn’t stick. Maybe you succumbed to the plague but have inexplicably returned from the grave to eat your loved ones, or maybe you are so ancient as to not even remember your previous life. The first vampire, or the feared and powerful lich perhaps? Either way, what remains of your body is dead flesh, probably slowly decaying.
Aristocratic Vampire: ?
Undead Wolf: ?
Drowned Undead: Former smuggler or sailor, returned from the depths of the sea for a purpose unknown.
Skeletal Guard: Animated skeleton warrior, long abandoned and forgotten by its creator, finally but tentatively leaving its post in the crypt.

GIFT UNLIFE
Taking some of the dark force that anchors your dead body to this realm, and whispering dark blasphemies, you instill an ephemeral mockery of life into the corpse of another creature.
You can do this once per session, for the duration of 1 scene, at a cost of 1d6 Brawn damage to yourself.
The corpse lurches back to a grotesque facsimile of life, with jagged movements, and unnerving sounds. It follows your every command, to the best of its unthinking abilities. The GM will have the stats for the unholy creature.
 


Voadam

Legend
Advanced Labyrinth Lord
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.
 

Voadam

Legend
Realms of Crawling Chaos (Labyrinth Lord)
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.
 

Voadam

Legend
The Tomb of Sigyfel
Labyrinth Lord
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.
 

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