Undead Origins

Voadam

Legend
5th Edition -- C5 Falls the Divide
5e
Shadow: The priest has survived, if in a form that he did not desire. He has assumed the form of a shadow of his own hate and he lingers in the room, lusting for revenge.
Monstrous Skeleton: The rangers piled 68 bodies here. The soldiers were not given a proper burial, and the power of the temple has cursed these fallen men; if disturbed they begin to rise as a monstrous skeleton comprised of a great mound of interconnected, mismatched bones.
 

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Voadam

Legend
5th Edition -- C6 Ends Meet
5e
Ghost of Willep Olthorp: Olthorp died mad and in pain with few to cast blessings upon him. When it came time to judge him his broken spirit could not find its way to the Arc of Time and Heth did not judge him one way or the other. Trapped in the material world, his spirit lingers, haunting the mill.
Besnik, Vampire Spawn: ?
Vampire: ?
Meta, Vampire: In time, Meta wasted away until there was nothing left but the mean exhaustion of grief. Thus, it was that a vampire found her. Slaying her guardians, he took her in his arms and drained the goodness, leaving only a shell of evil and spite, rage and guilt. Meta met her end and fled into the wilds, passing from the story.
Geoffrey, Vampire Lesser: In time, Meta wasted away until there was nothing left but the mean exhaustion of grief. Thus, it was that a vampire found her. Slaying her guardians, he took her in his arms and drained the goodness, leaving only a shell of evil and spite, rage and guilt. Meta met her end and fled into the wilds, passing from the story.
Soon after, Geoffrey learned of Meta’s fate, and his vengeance knew no bounds. He hunted the vampire as he hunted the fey, finding its minions and slaying them until at last he unearthed its tomb. They fought, and Geoffrey slew the beast but not before he became infected with the creature’s very disease.
So it was that little Petal’s parents became vampires and came to haunt the land far and wide. One, mad with loss, the other, mad with hate.
Anselina, Vampire Spawn: ?
Skeleton: This room was originally set aside for the lord and lady’s fallen retainers. Their bones were laid here on several biers; there are 12 of them in all. Upon his command, Geoffrey can raise them all from the dead.
Wight: ?
Mummy: ?
 

Voadam

Legend
5th Edition: Druid's Lament
5e
Evil Oculus of Ice and Fire: ?
Skeletal Warrior: In this room is a skeletal warrior created centuries ago by the priests that lived here. The clerics have long since died, yet the warrior still remains. Its soul was trapped in the crown found in room 3.
Shade: ?
Shadow: ?
Viahla, Spectre: ?
Shelkerow: ?
 

Voadam

Legend
5th Edition Horror
5e
Begrudged Soul: Though little is known about begrudged souls, many rumors abound of their origin. Some say they are ghosts of powerful and influential people that refused to fade into obscurity. Others say that they form from a coagulation of lesser ghosts when the stars are right.
Boneseeker: ?
Corpse Reaver: Wizards and warlocks are often trucking with forces beyond their power, and the corpse reaver is one such unfortunate byproduct. Crafted by debased cabal of necromancers, the first corpse reaver was an attempt at creating a loyal undead champion; a tireless servitor that could serve as a stalwart tomb guardian, a relentless hunter, or even provide the muscle necessary to guard frail spellcasters. The cabal succeeded in crafting an impressive creature capable of great feats of savagery. The failure came in the creature’s ability to follow directions. A glimmer of chaos remained within the “mind” of the first corpse reaver, and it quietly waited and plotted, eventually murdering every member of the cabal under the auspice of a misunderstood order. Eventually, the undead champion received a dark inspiration, and began to seek out other necromancers, tempting them with the dark secrets of the construction of other corpse reavers, each time adding to its dark army of potent undead warriors.
Lesser Lich: This pitiable creature was unfortunate enough to find only half of the necessary rituals and instructions for becoming a lich.
Barrow Skeleton: A barrow skeleton is created through a special ritual meant to create a tomb guardian, and is more capable than most servile undead.
Burning Skeleton: Created from the bones of murder victims, burning skeletons are consumed by an unending blue flame that reflects their hopeless rage.
Burning Minotaur Skeleton: ?
Plagued Skeleton: These disgusting skeletons are either created supernaturally through the mass deaths by cause of plague, or purposefully by a necromancer that wishes to spread disease.
Bone Muck disease.
Plagued Warhorse Skeleton's Hooves attack.
Plagued Warhorse Skeleton: ?
Zombie Marshall: The zombie marshall manifests from especially strong sentient creatures. Though much of their personality is lost in the transformation, their strength of will creates in them a leader for the otherwise uncoordinated zombie hordes.
While the zombie marshall can be created by necromancers from the corpses of heroes and scions of the world, they can also manifest spontaneously when such scions suffer an unholy end at the hands of dark forces.
Zombie Beacon magic item.
Doombringer Undying: The doombringer is either a nihilist that would see the world undone, or a tyrant bent on using death and terror to rule as much as they can grasp. Whether through promises to dark powers, or some personal ability, the doombringer can tap into thanatotic powers that help them to see their plans to vile fruition.
The doombringer is effectively undead through their connection to the forces of entropy.
Graveborn: In fact, that they are generated from the remains of all the other races, they retain some glimpses and memories of a warm-blooded life.
Wretched: Some undead are created by chance; dark energies conspire with fate to wrest unfortunate souls into a dreary unlife. Yet some undead are crafted by mortal hands. These unfortunates are usually imperfect beasts, sewn together and given the spark of life by either focused magics or strange science. The result of these unholy efforts are known as wretched.
Risen Dead: ?
Walking Dead: ?
Shambling Undead: Deathly Form spell.
Walking Corpse: Risen Sickness disease.
Haunt: A haunt is a ghostly resonance that can affect a creature that triggers it. Such haunts are very likely to occur in places of death and psychic distress, such as torture chambers, mass graveyards, and battlefields.
Haunt Spectral Knife: A young couple once attempted to travel to a neighboring town to consult a sage regarding the bride’s sudden illness. The highwaymen sought to take the money that the couple had for the sage’s fee. The highwaymen killed the couple and took the money, and were never brought to justice. The husband’s survival knife drew the blood of one of the thugs, and still haunts the site.
Haunt Chilling Darkness: A house servant was once brought to this room and brutally murdered for attempting to steal wine.
Haunt The Painting: ?
Restless Undead: Some war zones can create restless undead in mass numbers, while charnel houses may create a portal into a realm of death and dread.

Undead: Some undead are created by chance; dark energies conspire with fate to wrest unfortunate souls into a dreary unlife. Yet some undead are crafted by mortal hands.
Ghost:
Ghoul: ?
Ghast: ?
Lich: ?
Shadow: Shadowed Typhus disease.
Vampire: ?
Vampire Lord: ?
Vampire Spawn: ?
Wight: ?
Zombie: Zombie Beacon magic item.
Zombie Powder magic item.
Corpse Oak's Wandering Body power.

Deathly Form
3rd-level transmutation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: self
Components: V, S, M (cured bone)
Duration: Concentration, up to 1 hour
You transform yourself into a shambling undead.
When this spell is cast, your type changes to undead, and you no longer have to eat, sleep, or breathe. Any exhaustion levels you have gained are removed but resume once this spell has lapsed. Additionally, you are immune to poison damage and the poisoned condition.
At Higher Levels. When you cast this spell using a slot of 4th level or higher, you can augment your new form with new abilities. If you use a 4th level slot, you become immune to the frightened condition. If you use a 5th level slot, you also become immune to the charmed condition and gain resistance to necrotic damage. If you use a 6th level slot, you also gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. If you use a 7th level slot or higher, you no longer have to concentrate on the spell, and it lasts up to an hour or until dispelled. All benefits are cumulative as you cast the spell at higher levels.

Zombie Beacon
Wondrous item, legendary (requires attunement)
This strange monolith is small enough to be moved by cart and horse. Those who come across it feel a strange draw to own the monolith. If someone claims the monolith, they can attune to it by keeping it near them for 3 days. On the sunset of the third day, all dead creatures within 100 miles rise as zombies and begin to move towards the monolith.
Curse. If attuned for more than 1 day, you must make a DC 20 Constitution saving throw at the end of that day, and each month thereafter. On a failure, you become a zombie marshall, and the beacon is destroyed. The beacon cannot be unattuned or separated from you unless you are subject to a remove curse. The beacon can be destroyed otherwise by impaling a zombie marshall against it and reciting a holy scripture.

Zombie Powder
Wondrous item, uncommon
When spread on a corpse that has been dead for no more than 24 hours, it becomes a docile zombie servant under your control. The zombie exists for a ten-day. If the Zombie comes into contact with fresh human blood at any point, it goes berserk in the same manner as a flesh golem.

Bone Muck. A creature that takes damage from a plague skeleton’s weapon attack must make a DC 12 Constitution saving throw. On a failure, the creatures becomes diseased, and gains the poisoned condition. Every 24 hours that elapse, the infected creature must make a DC 12 Constitution saving throw, ending the disease on a success. On a failure, its maximum hit point total is reduced by 5. If the creature’s hit point maximum reaches 0, it dies. Creatures slain in this way have a 5% chance of rising at the next sunset as another plagued skeleton, and automatically become a plagued skeleton if targeted with the animate dead spell. The reduction to the target’s hit point maximum lasts until the disease is cured.

Risen Sickness
Among all disease, few are as feared as risen sickness.
Fabled to have toppled empires, this sickness creates undead with staggering efficiency, and at the least ensures a culture of fear and paranoia. Even the rumor of risen sickness is enough to rally mobs to stamp it out, and kings have been known to wipe out entire communities as a safety measure, whether it was merited or not.
What is not certain is how the disease starts, but when it does, corpses begin to rise and hunger for flesh. This disease often spreads to long-dead corpses who have no resistance to the disease whatsoever, and swell the ranks of the risen.
Walking corpses are considered zombies, replacing their slam attack with a bite attack that imparts the infection (+3 to hit, 5 ft reach, one target, 1d4+1 piercing damage). These corpses infect their victims with a disease that kills and raises even more walking corpses. An individual exposed to a bite must make a DC 17 Constitution saving throw. Failure means the victim is infected. After every hour of infection, the infected creature loses 2d6 hit points from their maximum. If this maximum reaches zero, the infected creature dies and rises as a zombie within 1 minute of death.
There is no simple cure for this disease outside of magic, though there are special herbs that can remove the infection before death. An infected victim that is cured is also restored to their normal hit point maximum. There are rumors of random individuals that are naturally immune to the disease,

Shadowed Typhus
This magical illness infects a victim’s shadow, causing the victim to slowly become a dark shade. This diseases may be contracted if an infected creature stands in your shadow, or by lurking in the same shadow as an infected creature. Creatures of the outsider and aberration type are immune to the effects of the disease, but may still carry and transmit the disease to others.
Symptoms develop the sunset after contraction. At that time, the victim begins feeling weak, and their shadow appears darker than usual. The victim begins to fear any light and feels pain and anguish if exposed to sunlight (this exposure does not cause any physical harm). The creature must make a DC 15 Constitution check to willingly step into any bright light.
If allowed to linger in the shadows, the disease worsens, and the infected creature begins to look as though they are in the shadows even when in the light. After three days without exposure to any bright light, the creature begins a transformation into shadow that takes place from sunset to dawn after the third day of prolonged darkness. The infected creature becomes a shadow that is able to create other shadows through disease rather than by its strength drain ability (which otherwise remains unchanged).
The only cure for this disease is prolonged exposure to sunlight (1 uninterrupted hour), radiant damage (equal to half of maximum hit points), or a lesser restoration. Spells and abilities that remove curses or diseases will also end this disease.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and the target must make a DC 12 Constitution saving throw. On a failure, the creatures becomes diseased, and gains the poisoned condition. Every 24 hours that elapse, the infected creature must make a DC 12 Constitution saving throw, ending the disease on a success. On a failure, its maximum hit point total is reduced by 5. If the creature’s hit point maximum reaches 0, it dies. Creatures slain in this way have a 5% chance of rising at the next sunset as another plagued skeleton, and automatically become a plagued skeleton if targeted with the animate dead spell. The reduction to the target’s hit point maximum lasts until the disease is cured.

Wandering Body. Though the corpse oak is stationary, it can release its corpses, as many as 3 per turn as a bonus action. Each corpse uses the statistics of a zombie.
 

Voadam

Legend
5th Edition -- Players Guide to Aihrde
5e
Undead: Their burial customs vary, but they generally prefer to burn their dead, leaving no trace of what came after. This custom arose during the Winter Dark, when it was best to consign the corpse to the flame, for to bury them left the body to be plundered, raised as an undead, or eaten by the enemy.
Intelligent Undead: ?
Incorporeal Undead: ?
King Innocent III, Prince Innocent III: ?
Undead Death Knight: ?
Foul Ghost: ?
Ghost of the Dead: ?
Ghost of the Fallen: ?
Lich: ?
Haunted Morass: ?
Evil Spirit: ?
Spirit of the Dead: ?
Goodly Spirit of the Dead: ?
Spirit: ?
 
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Voadam

Legend
5th Edition -- Quick Threats and Side Treks
5e
Shelkerow: ?
Zombie: The contagion was not of natural origin. A necromancer, Baleful One Eye, caused the contagion to spread through Little Rock. In the months since that time, Baleful has been raising the dead in Little Rock and created a horde of zombies.
Death if max HP = 0 [from a wight's attack], and rises 24 hours later as a zombie.
Wight: ?
Mummy: ?
 

Voadam

Legend
5th Edition Roleplaying – Mystical Companions
5e
Undead: In certain situations, such as the special attack of the shadow or other creatures, having an ability reduced to zero can kill a character outright, often causing them to rise as an undead thereafter.
Dark Familiar: The dark familiar is an intelligent, undead, incorporeal familiar. It typically serves evil masters who kill and bestow undeath to the familiars of other casters (or if the CK chooses, any character master that has a living familiar).
Create Dark Familiar spell.
Intelligent Undead Incorporeal Familiar: ?
Shadow: ?

CREATE DARK FAMILIAR
Level 3 Necromancy (Wizard)
CT 1 R: Touch D: Instantaneous
Sv: None SR: No Comp: V, S, M
This spell requires the body of a dead familiar and a 1,000 gp black pearl, both of which are consumed by the casting. Once cast, you create an obedient dark familiar. Further castings create additional dark familiars who follow your commands (assuming you can have multiple familiars). Aside from gaining multiple servants, the primary benefit you gain from additional dark familiars is the increase of your effective level for purposes of rebuking or commanding undead (see below for details).
A dark familiar is treated for all intents and purposes as a familiar, so this spell automatically fails if cast while you currently already have a familiar (unless you have a feat such as Summon Familiar or Improved Familiar that allows you to have multiple familiars, and even then, you’d still need to have the additional familiar slot unfulfilled – see Chapter 1 for details). The dark familiar gains all the abilities that any ordinary familiar you possessed would have, and it progresses in power as you do, though it also has special abilities inherent to dark familiars.
As the dark familiar’s master, you also gain the ability to Channel Divinity as an evil cleric of your arcane spellcaster level (through which you cast the spell). The only purpose for which you can use this Channel Divinity is to rebuke or command undead. For every additional dark familiar you command, your effective level for rebuking or commanding undead increases by three (this is the immediate benefit if this spell was cast as a Death spell). Because of this supernatural ability, necromantic mages with one or more dark familiars are often mistaken for clerics, a ruse such mages often foster, as enemies who believe they’re facing a cleric may employ different tactics than they would if they knew they were facing a mage.
 

Voadam

Legend
5th Edition Role Playing Reaping Bones
5e
Ghoul: ?
Will O' Wisp: ?
Zombie: Regardless, if anyone gets near his hiding place he begins casting animate dead on the fallen mercenaries.
He begins his attack by animating six of the corpses.
Skeleton: As the characters approach, passing through the field of bones, the hydra casts animate dead from the Cave of Nunt below.
When about half the skeletons are dead, he animates [a] second wave of 10. When that wave is driven back he animates a third wave of 10.
 



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