Tome of Horrors Complete - Swords and Wizardry Edition
Swords & Wizardry
Apparition: Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil.
On that day twenty years ago, how could the old mage know he was sitting down to his last meal? It had been a common enough day, filled with researches into the recesses of the labyrinthine halls of the dungeon and little real success - always more questions than answers. He and his small retinue of apprentices had sat down around the old stone table in the room they called the “Grand Tomb”. The table was made of marble, with a sculpture worked into the top depicting a gaunt man in full armor, hands clasped around a two-handed axe that extended all the way down to his pointed feet. An oddity to be sure, for the mage was quite sure it was not a repurposed sarcophagus lid - maybe a trophy memorializing a fallen foe? There they sat, the hired man bringing in a platter of boiled mushrooms they had discovered in a reeking cavern, a mismatched collection of found goblets and tankards holding souring wine, hard tack and salt pork spread out before them on the table. So involved were they with the feast and a good natured exploration into the meaning of the holes that dotted the floor of the Grand Tomb, they didn’t notice the hiss of gas making its way through those holes, or the silent sliding of stone doors into place blocking their escape. And so, they died, coughing and hacking. And now, as soon as the party finds a way through that stone slab, the brave adventurer will discover the final fate of that mage and his apprentices, now 1d3+1 apparitions, still collected around the weird table wondering what it all means.
Bhuta: When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit, called a bhuta, possesses its original body and seeks out those responsible for its murder.
It was twelve years ago, twelve dark years, that the countess ended a night of debauchery by toppling into an open well. Her husband, a knightly rake known mostly for his womanizing and misfortune at the card table, immediately had the well sealed and a small memorial in her honor built nearby and then took the throne and coronet and began his rule as “the wastrel count”.
It was a neat piece of work by the count, for his ex-wife’s corpse, now risen as a bhuta, is physically incapable of getting through the seal.
Bleeding Horror: Created by the axe of blood, these foul undead creatures drip with the blood they were so willing to sacrifice to the hungry blade.
Bloody Bones: Their true origins are unknown, but they are believed to be the undead remains of those who desecrate evil temples and are punished by the gods for their wrongdoings.
Bog Mummy: Humanoids killed by a bog mummy rise as bog mummies themselves in 1d4 days unless their bodies are removed from the swamp or a cure disease spell is cast on the corpse.
The mummy was a common thief that was strangled and thrown into the holy waters that are marked with a runic pillar.
Bogeyman: ?
Bone Cobbler: The sculptor of idols was never as reverent as his customers. His last object d’art was an idol of the love goddess for a shrine located out in the sticks. His progress on this particular sculpture had been hampered by the presence of his model, a peasant girl of very pleasing face and figure.
Alas, a fortnight ago the maiden’s paramour got wind of her new position and, with two boon companions struck, bashing the sculptor’s head in and making a terrible mess of his workshop.
By the next night, one of the murderers had disappeared, his hovel turned into a bloody mess. The others followed, but the disappearances did not end with the trio of killers. In all, twenty villagers have gone missing. After the first five disappeared, the stripped bones of the others began to crop up, often jumbled and put together into bizarre shapes.
Brykolakas: ?
Kalanos: Any humanoid slain by a brykolakas rises as a kalanos in 1d4 days under the creature’s control.
Cadaver: A creature slain by a cadaver lord awakens in 1d4 rounds as a cadaver.
He’s been traveling from town to town for a month now collecting the dead. He has no intention of burying the dead he collects, however. Instead, he takes the corpses outside town and dumps them in secluded spots where they won’t be found. His callousness has caused many of the unburied corpses left in his wake to rise as cadavers focused on finding the false undertaker.
Cadaver Lord: ?
Coffer Corpse: The coffer corpse is an undead creature formed as the result of an incomplete death ritual.
Corpse Candle: An ancient hag was drowned in chamber 50 years ago when she tried to raise the dead to do her bidding. The crone rose as a corpse candle that haunts the crypts, although she prefers to remain in this chamber. Her bones lie at the bottom of the watery pit.
Crucifixion Spirit: Six boulders stand upright on the edge of the Corros Desert, the 10-foot-wide flat sides of each massive stone turned to face the harshest winds blowing off the burning sands. Heavy links of black chain wrap around each rock. Shackled to the rocks by red-hot metal manacles are six blackened bodies. Their faces and skin are sandblasted away, leaving them unidentifiable. Each was a thief sentenced to death and chained to the Rocks of Woe. The bodies are suspended against the superheated rocks. A man’s head pokes out of the sand in front of the rocks, his wiry hair flapping in the harsh winds. His skin is streaked with blood. The howling winds drown his screams.
Four of the dead men hung on the rocks were killers and thugs who deserved their gruesome fate. Two were innocents wrongly convicted by Magistrate Chesle, the corrupt judge now buried up to his neck in the shifting sands. The innocent victims died horrible deaths on the rocks, and rose mere hours later as crucifixion spirits intent on revenge.
Crypt Thing: Create Crypt Thing spell.
Crypt Guardian: ?
Darnoc: The darnoc are said to be the restless spirits of oppressive, cruel, and power hungry individuals cursed forever to a life of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life.
Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds.
The ruler of the walled city-state was beside himself with worry. How was he to know that killing his exchequer would result in such calamity - after all, he had probably killed about one minister a month since he took the throne as a young man. Always the exchequer stood by, giving wise council and finding ways to fund the king’s schemes.
But at the thought of giving the king his youngest daughter before her wedding day the minister balked, and for that he had to be killed. Death, however, did not part the exchequer from his post, for the next day his replacement fled in panic at the sight of the old man sitting in the treasury counting the coins.
Demi-Lich, Demilich: ?
Akhjila Harn, Demi-Lich: This is the burial vault of Akilha Harn, a little-known wizard from ancient times. In her day, she ruled a small kingdom with fear and cruelty. In her quest for immortality, she turned to lichdom. As an undead, she had her skull removed and replaced with one of copper (its location and terrible powers have yet to be discovered). She then created a staff of incredible power and topped it with her own skull. She ultimately evolved into the demilich that was placed in this vault.
Demiurge: The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain.
The source of their destruction was the burning of a foreign woman in front of the church - the charred post and bones and a pile of ashes still in evidence. The villagers believed her a witch, come to spread a pox among their cattle. Moments after the poor woman died, the grim villagers witnessed in horror her spectral image stepping out of the holocaust.
Draug: The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently.
Fear Guard: ?
Fetch: ?
Fire Phantom: ?
Fye: ?
Faen Tiensa, Fye: This is the tomb of Faen Tiensa, the beloved wife of Glaeran the Faithful. Glaeran was a high priest who had more devotion to his spouse than his own deity. The deity cursed Glaeran to an existence as a fye tied to this monument to his wife.
Gallows Tree Zombie: The gallows tree slices open victims for their organs, then fills them with a greenish sap that turns them into gallows tree zombies. The newly created undead rises in 1d4 days.
Ghoul Cinder: The priests of the fire maiden Incindreia routinely sacrifice victims by setting them on fire. The bowls of ash contain the collected remains of a married pair of clerics caught by the wicked priests while on their honeymoon. The spirits of the clerics now rise as cinder ghouls from the brass bowls in a swirl of ash and bone fragments to attack anyone approaching the altar.
Ghoul Dust: ?
Dust Zombie: Once per day, a dust ghoul can animate 11d4 dust zombies.
Ghoul-Stirge: The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment conducted in ages past by a group of evil and insane necromancers.
Grave Risen: ?
Groaning Spirit: The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.
The spirit once belonged to an elf, the victim of a murderous baker on the High Street.
Undead Treant: ?
Hanged Man: ?
Haunt: The haunt is the spirit of a person who died before completing some vital task. A haunt inhabits an area within 60 feet of where its body died and never leaves this area.
Hoar Spirit: Hoar spirits are believed to be humanoids that freeze to death and are doomed to haunt the icy wastes.
Huecuva: Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. As punishment for their transgression, their god condemned them to roam the earth as the one creature all good-aligned clerics despise — undead.
Three days prior, the chief inquisitor of the church rode into town on a palfrey and ordered the parish priestess and her acolytes taken into custody. After a hasty trial in which evidence of involvement in the slave trade was presented, the priestesses were cast into the great hearth of the temple (the temple being dedicated to the hearth goddess). It was a terrible shock for the people to see their beloved priestesses accused, convicted and summarily slain (especially in so terrible a manner), but it was an even more terrible shock to see them emerge from the flames as smoldering skeletons and strangle the inquisitor.
Lantern Goat: ?
Lich Shade: Lich shades are evil creatures who attempted to achieve lichdom but failed.
Ashten Un Shorn, Lich Shade: The tower belonged to Ashten Un Shorn, a magic-user who died during an attempt to transition to lichdom. A single mistake in the ritual resulted in the blast that destroyed her tower. Ashten now haunts the upper floors as a lich shade, and slays all who seek her treasure.
Mortuary Cyclone: ?
Mummy of the Deep: It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into unlife and revive the soul as a mummy of the deep.
Murder Crow: ?
Murder-Born: Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit.
The inn was an orphanage before tragedy befell nearly 75 years ago. At the time, a young woman who worked with the orphans found herself pregnant by a fisherman who never returned from the harsh waters. She hid her shame, but the townsfolk soon knew of her condition. The fisherman’s parents blamed her for leading their boy to distraction – and ending with his death on the open waters.
Their hatred bubbled over in their second son, who took a ragtag bunch of hooligans to help convince the girl to leave the village. One thing led to another, and the girl was murdered and her body boarded up within the walls. No one looked too hard for the missing woman.
It was a year after her murder that the screams began in the orphanage’s walls.
The inn is the home of murder-born twins that hide in the walls where they and their mother were killed and their bodies still rest.
Ooze Undead: When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. The result is a creature filled with hatred of the living and an intelligence and cunningness not normally known among its kind.
Ooze Vampiric: Some think the vampiric ooze was created by a lich using ancient and forbidden magic. Others believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it.
Paleoskeleton Triceratops: A paleoskeleton triceratops is the fossilized remains of a long-dead dinosaur.
Phantasm: ?
Phantom: Phantoms are translucent spirits of creatures that died a particularly violent death.
In a crossroads of the dungeon you discover an iron chest, the surface of which it pitted and marred. About 30 feet away from the chest there is a skeleton that looks as though its clothing and leather armor was dissolved by acid. The acid is actually a trap activated by opening the chest, which is locked. The acid pours from the joints between the stones that make up the arched ceiling. If a person fails their saving throw, the acid pours on him and causes 1d6 points of damage per round until washed away with at least 1 gallon of water. To make matters worse, the skeleton’s spirit now occupies the area as a phantom, making it difficult for adventurers to get through the intersection.
Poltergeist: The gallery was once owned by a subterranean warlord, a master of many orc tribes who was inordinately fond of his own face. A sculptor and amateur magic-user had the misfortune to have fallen into his hands on his first delve and was pressed into service as his “court sculptor”. In time, he lost his mind and killed the warlord, dying seconds afterward by the hand of an orc archer. The orcs plundered their former master’s underground lair and left, and so were not present for his rise as a poltergeist.
Rat Shadow: ?
Rawbones: Standing in the middle of the collapsed castle is a 20-foot-tall metal spike radiating cool silver light. The spike looks like it was cast down from the heavens to strike the center of the castle and punched all the way through to its stone foundation. Symbols of the god of justice are branded into the sliver. The silver needle is clawed and slashed, and dark blots are burned across its surface.
Three innocents held in shackles in the dungeon didn’t survive the explosion that leveled the castle. They died underground, choking on the rock debris filling the tunnels around them. The three are now rawbones who clawed their way through the rocks. They slashed at the silver lance to exact their revenge, but went unsatisfied.
Red Jester: Fifty years ago, King Jepson IV demanded a joke, one so funny it would leave him laughing for days. But when his court jester couldn’t deliver the perfect punchline, the king had him executed and his body tossed in the rubbish pile as a warning to future funnymen. But the jester took his job seriously and rose from the dead a night later. His corpse staggered from the kingdom, asking everyone he met for a joke that would allow him to return and please his king. He’s still looking.
Shadow Lesser: ?
Skeleton Black: ?
Skeleton Warrior: The skeleton warrior is a lich-like undead that was once a powerful fighter of at least 8th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet.
Skulleton: Skulletons are undead creatures believed to have been created by a lich or demilich, for the creature greatly resembles the latter in that it is nothing more than a pile of dust, a skull, and a collection of bones. The gemstones inset in its eye sockets and in place of its teeth are not gemstones at all, but painted glass (worthless).
The skulleton is thought to have been created to detour would-be tomb plunders in to thinking they had desecrated the lair of a demilich.
Soul Reaper: ?
Spectral Troll: ?
Undead Raven Swarm: The Blood Mashes
The ground seems to bleed in the marsh fields. The ground seeps blood from a cursed war that took place eons ago. Ghosts and spirits haunt the bloody fields, each forever seeking an end to their cursed existence. Fresh corpses and ancient relics of battle churn up through the soft earth, only to be slowly swallowed again.
Ravens that drink from the bloody marsh die and sink into its depths. By midnight, these unfortunate birds rise again as an undead raven swarm that flies off into the night to wreak havoc.
When killed, a murder crow explodes into a murder of undead ravens.
Swarm Shadow Rat: ?
Died Piper: ?
Wight Barrow: Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed.
The hill is 30 feet in diameter. It contains a barrow tomb holding the cremated remains of a neolithic king and his four wives, who were buried alive. Unlike the happily cremated king, the four wives have not rested peacefully. Their horrified spirits reanimated their corpses, turning them into barrow wights.
Wight Blood: ?
Wolf Ghoul: ?
Dire Ghoul Wolf: ?
Wolf Shadow: ?
Zombie Brine: Brine zombies are the remnants of a ship’s crew that has perished at sea.
The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.
So it was, a month ago, that the Kingfish left the port with a load of ironwood and a bit of sabotage. It went down about 10 miles off shore and its crew has been walking along the bottom ever since to enact their revenge on the prince and his precious city.
If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently.
Zombie Corpsespun: Corpsespun zombies are the victims of a corpsespinner, whose poison animates the dead as an automaton sheathed in webs. The victim’s insides are replaced by thousands of tiny spiders crawling over its body and into and out of its ears, eyes, and mouth. These spiders take over and devour the insides of the creature, but keep it moving with a semblance of its former self.
Creatures killed by a corpsespinner rise in 1 hour as corpsespun zombies.
Zombie Juju: Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a juju zombie.
Zombie Spellgorged: A spellgorged zombie is a zombie crafted from the corpse of a Magic-User or Cleric to serve as a ring of spell storing.
Undead: Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.
When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.
Four days ago, a lone trapper carried home a number of fur bearing critters, including a hoar fox that, he later discovered, was not yet dead. When the creature awoke in the cabin, it unleashed multiple cones of frost, icing the door shut and covering much of the interior with frost. The trapper was killed, and for the last three days has served as the hoar fox’s only sustenance.
Besides the half-eaten body of the trapper (could it rise as an undead due to its shocking death?) the cabin contains a store of foodstuffs.
Ghost: Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost.
Ghoul: Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost.
Faithful of Orcus travel from afar to worship at this shrine. For many, it is the next and last step in their testament of devotion to the undead lord. The faithful sacrifice themselves by twos. Two unclothed and weaponless individuals lie down in the stone grave as the ghost-faced orcs seal them in with the stone lid. The sacrifices fight to the death inside the grave. The victor remains in the grave until death, surviving until his last moments on by consuming the flesh and drinking blood of his victim. Once the victor perishes, he returns as a ghoul, which the ghost-face orcs release into the world.
Lacedon: When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Ghast: Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost.
Lich: ?
Mummy: ?
Shadow: ?
Greater Shadow: ?
Skeleton: Bone cobblers take the skeletal remains of those they kill and combine them with other bones in their lair. From these bones they sculpt and form weird humanoid or half-humanoid skeletal statues. Once per day, a bone cobbler can animate up to 5 skeletal statues within 30 feet. These creatures fight as skeletons, though their forms and structures do not necessarily resemble anything remotely humanoid.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently.
Each round, in place of moving or striking, an undead ooze can expel 1d6 skeletons from its mass. Skeletons can act in the round they are expelled. Slain skeletons are engulfed by the undead ooze and can be reanimated and expelled again in 1 hour.
Spectre: Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost.
Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion blesses the corpse before such time.
Vampire: ?
Wight: ?
Wraith: Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost.
Dread Wraith: ?
Zombie: A creature slain by a cerebral stalker’s bite attack has its brain ripped out and consumed. The empty husk becomes a zombie in 1d4 rounds.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Once per day, a grave risen can animate up to 10 HD of corpses within 100 feet as zombies.
The recent dead weren’t stolen; they got up and walked out of the graveyard after a grave risen passed through. The creature animated the recent dead to join its growing retinue of zombies.
Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.
Create Crypt Thing
Spell Level: Cleric and Magic-User, 7th Level
Range: 60 feet
Duration: Instantaneous
This spell allows you to animate a single corpse into a crypt thing. This spell must be cast in the area the creature is to guard or it fails. The corpse must be mostly intact and must be humanoid-shaped and have a skeletal system or structure. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed. A black pearl gem worth at least 300 gp must be placed inside the mouth of the corpse. When the corpse animates, the gem is destroyed.
Minor Artifact: The Axe of Blood
The axe of blood is rather nondescript, being made of dull iron. Only the large, strange rune carved into the side of its double-bladed head gives any immediate indication that the axe may be more than it seems. The rune is one of lesser life stealing, carved on it long ago by a sect of evil sorcerers. This is, in fact, the only remaining copy of that particular rune, thus making the axe a valuable item. Further inspection reveals another strange characteristic: the entire length of the axe’s long haft of darkwood is wrapped in a thick leather thong stained black from years of being soaked in blood and sticky to the touch. When held, the axe feels strangely heavy but well balanced, and it possesses a keenly sharp blade.
Until activated, the axe is just a +1 battleaxe. The wielder must consult legend lore or some other similar source of information to learn the ritual required to feed the axe. Despite the gruesome ritual required to power the axe, the weapon is not chaotic but is instead neutral. Bound inside it is a rather savage earth spirit. The axe draws power from its wielder in order to become a mighty magic weapon. Each day, the wielder of the axe can choose to “feed” the axe, sacrificing some of his blood in a strange ritual. This ritual takes 30 minutes and must be done at dawn.
Using the axe, the wielder opens a wound on his person (dealing 1d6 points of damage) and feeds the axe with his own blood. The wielder sacrifices blood in the form of hit points. For each 1d6 hit points sacrificed, the wielder gains a +1 bonus on attack rolls and weapon damage rolls with the axe (to a maximum of +3). Hit points sacrificed to the axe cannot be healed magically, but heal at the rate of 1 point per day. Similarly, the damage caused by the opening of the wound may not be healed by any means until the sacrificed hit points are regained.
There is a chance that the hit points sacrificed to the axe is lost permanently. If the wielder always skips a day in between powering the axe and always powers the axe with the morning ritual, there is no chance of permanent loss. If, however, the axe is fed on consecutive days, there is a 1% chance plus a 1% cumulative chance per consecutive day the axe is powered that hit points sacrificed to the axe on that day is permanently lost.
If reduced to 0 hit points as a result of feeding the axe, the wielder becomes a bleeding horror.
Skeleton Warrior’s Circlet
The transformation into a skeleton warrior traps the character’s soul in a golden circlet. Anyone possessing one of these circlets may exude control over the skeleton warrior (whose soul is trapped therein).
In order to establish or maintain control, the controller must be within 300 feet of the skeleton warrior and must wear the circlet on his head and spend one full round concentrating on the skeleton warrior. If the controller is interrupted during this time, he must succeed on a saving throw to establish control. If the check fails, the controller can try again. While wearing the circlet, the controller cannot wear any other item on his head. Doing so causes the circlet to cease functioning until the other headgear is removed. (A skeleton warrior can still detect the location of its circlet even if the controller wears something on his head to nullify the circlet’s powers.)
While wearing the circlet and within 300 feet of the skeleton warrior, the controller can see through the skeleton warrior’s eyes and force it to act (attack, search, and so forth). This is called “active” mode. While the skeleton warrior is in active mode, the controller himself cannot take any action other than minimal movement.
Alternately, the controller can place the skeleton warrior in “passive” mode. In this mode, the skeleton warrior stands motionless and inert. The controller cannot see through the skeleton warrior’s eyes but he himself is free to act. If the controller moves more than 300 feet away from the skeleton warrior or if the circlet is removed from the controller’s head, the skeleton warrior automatically enters passive mode.
The controller can switch the skeleton warrior between active and passive mode as a free action. Should the controller ever lose the circlet (through accident, theft, or simply by discarding it), the skeleton warrior instantly stops what it is doing and moves as quickly as possible toward the former controller and attempts to destroy him (or her). If a skeleton warrior ever gains control of the circlet that contains its soul, it places the circlet on its head and “dies”, vanishing in a flash of light. The circlet falls to the ground and crumbles to dust.
All-Seeing Eye of Mojango
The swamp holds many terrors and strangenesses, none more terrible than the All-Seeing Eye of Mojango. The eye is actually a sphere of smooth, black stone (unidentifiable, even by dwarves). It is placed in a tree top and gives off arcs of purple and gold light that have the ability to hypnotize the weak-minded. If touched, the sphere drains 1d4 levels (a saving throw is permitted to reduce this to 1 level). Those that have had levels drained by the sphere have their eyes turn purple and gain the ability to see in darkness for one month.
Many adventurers have come across the Eye, and its location in the swamp seems to change from sighting to sighting. Wherever the Eye appears, its “handmaidens” appear as well, a troupe of 1d4+1 juju zombies, past victims of the object.