Undead Origins

Voadam

Legend
2099 Wasteland
5e
Undead: ?
Skeleton: ?
Zombie: ?
Shadow: ?
Vampire: ?
Vampire Spawn: A humanoid slain [by a knight of the living dead's bite attack] and then buried in the ground rises the following night as a vampire spawn under the knight’s control.
Creatures slain by [by a knight of the living dead's Life Stealer legendary action] ability are transformed into vampire spawn when the sun next sets.
Specter: Undead Exemplar Create Specter power.
Undead Exemplar: ?
Knight of the Living Dead, Deadly Vampiric Warrior, Undead Warrior, Despicable Undead: When one of the Knights of the Living Dead is destroyed the eldest Undead Exemplar is dipped into the Lake of Cleansing in a potent ritual that transforms them into a deadly vampiric warrior.
Ghost Shot, Undead Lawman: The secret twin brother of President Theodore Roosevelt made his legend as a lawman [in the] Wild West after a secluded childhood far from the public eye. He was practically a myth before his early death but came back in a fashion, animated by a pact with Native American shamans and compelled to right wrongs wherever he could find them.
Walking Dead: ?
Undead Companion: ?
Intelligent Undead: ?
Contemptible Undead: ?
Undead Servant: ?

Create Specter. The undead exemplar targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the undead exemplar’s control. The undead exemplar can have no more than seven specters under its control at one time.
 

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Voadam

Legend
5th Edition Role Playing A Lion in the Ropes
5e
Orinsu: If the orinsu animates the earthly remains of its former host, it is treated as undead.
The orinsu are common creatures in Aihrde as the long and bitter Winter Dark and the brutal 20 year Winter Dark War left countless dead, whose bodies were never properly laid to rest. And though these all are not subject to becoming the orinsu, enough of them were cursed or placed under some banishment to keep their souls bound to the world where their fallen bodies lay in rot.
Many poor souls lost their lives in suffering and pain in the pits of the prison’s dungeon. So great the suffering in the pits that some stayed, even beyond death, in tortured agony, searching for peace.
Upon discovering the dungeon, they filled the entrance with dirt and timber and promptly forgot about it. In doing so, they inadvertently created the orinsu which now haunt the whole area.
Within the dungeon, however, buried in circular pits, were six men condemned to die. Forgotten by the legionaries and never found by the villagers, the dead failed to find the peace that comes with burial or cremation. So their souls, racked with the uncertainty of their own deaths, became lost, doomed to haunt the regions underneath the ground and above it.
The orinsu are men whose souls were never given proper burial.
Eventually, however, an acolyte tore loose some of the stones of the dungeon wall, discovering the forgotten rooms. The Curate decided that the new rooms could serve as a burial catacomb for fallen clergy. (In 1051 md the Conclave of Bishops in Avignon ruled that all clergy must be buried, not in the common cemetery, but rather within the walls of the religious house wherein they served). This act of consecrating the burial chamber created the orinsu. Left to die in the deep cold pits, unburied and forgotten, the souls of the men hovered in a purgatory between life and death. The spells of the clergy laying their own to rest wrenched the souls back to the world of the living. Lost and in the pain of terror, the unknowing orinsu began to haunt the church and villages, hunting for something, though they knew not what.
The Orinsu have indeed risen from the crypts.
Unklar's Breath: ?
Zombie: When desiring to affect the living world, orinsu manifest themselves by animating objects. The bodiless spirits worm their ways inside a statue, a figure in a painting, or their former bodies (treat as zombie, lesser zombie, or skeleton).
Lesser Zombie: When desiring to affect the living world, orinsu manifest themselves by animating objects. The bodiless spirits worm their ways inside a statue, a figure in a painting, or their former bodies (treat as zombie, lesser zombie, or skeleton).
Skeleton: When desiring to affect the living world, orinsu manifest themselves by animating objects. The bodiless spirits worm their ways inside a statue, a figure in a painting, or their former bodies (treat as zombie, lesser zombie, or skeleton).
 

Voadam

Legend
A Night in Seyvoth Manor (DnD 5E)
5e
Lady Seyvoth, Ghost: Around the side of the house, just at the edge of the cliff overlooking the ocean, is the Seyvoth family graveyard. Here is where Lady Seyvoth waits for someone to return to her that which she lost.
“I’m sorry for being like this. It’s just that I lost something ... something very dear to me …. If you find it, I would very much appreciate its return.”
This elegant chamber is where Lady Seyvoth was viciously murdered by Count Seyvoth. Her body still remains, virtually untouched since the day she died decades ago.
The skeleton is that of Lady Seyvoth, who was killed in her sleep by Count Seyvoth when he turned and became a vampire.
Henry, The Reanimated Creature, Flesh Golem: REANIMATING THE CREATURE
In order to reanimate the creature, a PC must take a brain from the storage cabinets, place it in the body, seal the brain cavity, and flip the lever to charge the body.
1) PICKING THE RIGHT BRAIN
All the brains from the cabinet fi t the body, but they are all from unstable, violent patients except one: that of “H. Clerval”.
There is no visible way to detect which brain is unstable and which is not; all the brains, at least on the outside, appear identical. “H. Clerval” is the only name that is not listed as a former patient in the medical journal lying on the workbench, and as such the brain has not been corrupted with urges of homicidal mania.
2) PLACE THE BRAIN
The brain can be successfully placed inside the body by someone proficient in the Wisdom (Medicine) skill and succeeding in a DC 12 Wisdom (Medicine) check. If the check fails by more than 5, the brain is seriously damaged during the procedure and can no longer be placed inside the body.
3) THROW THE LEVER
If the “H. Clerval” brain is placed in the body and reanimated, the creature – who refers to himself as “Henry” – will rise and speak perfect Common.
If the wrong brain is placed in the body and reanimated, the creature will rise but will be immediately unstable and violent, attacking the party without hesitation.
Undead: ?
Undead Spirit: ?
Deirdre Seyvoth, Elf Vampire Handmaiden: Deirdre Seyvoth: Was once engaged to Gavin, the musician whose ghost haunts the Grand Ballroom. When Maltus became a vampire, having a member of his immediate family mingle with a less-than-noble street musician was unthinkable, so he killed Gavin and turned Deirdre into one of his vampire handmaidens.
This bedroom was once shared between two of the Seyvoth sisters, Deirdre and Melanie. Once Count Seyvoth turned them into his personal vampire handmaidens in undeath, they did not inhabit this room for long before moving upstairs to stand alongside the Count.
Melanie Seyvoth, Elf Vampire Handmaiden: Arguably the most attractive of the sisters, she too was turned by Maltus and is now one of his handmaidens that stands next to the Count and her sister Deirdre upstairs.
This bedroom was once shared between two of the Seyvoth sisters, Deirdre and Melanie. Once Count Seyvoth turned them into his personal vampire handmaidens in undeath, they did not inhabit this room for long before moving upstairs to stand alongside the Count.
Count Maltus Seyvoth, Elf Vampire Lord, Master Vampire: ?
Zombie Thrall: The seven bodies are members of the multiple search parties from Ravenshire sent here to investigate. They are all long dead and appear to have been drained of all their blood. During the encounter, Count Seyvoth can command one or more of these bodies to rise up as a zombie thrall and attack the party.
Count Maltus Seyvoth lair action.
Crysta Seyvoth, Ghost, Ghostly Child: The child is Crysta Seyvoth, daughter of Count Maltus Seyvoth and Lady Seyvoth, who was killed by her father while sleeping in that very same bed. She remains here upset at losing her friend, a stuffed doll she affectionately named “Billy”.
Jenni Seyvoth, Ghost, Spirit: The girl is the spirit of Jenni Seyvoth, one of the Seyvoth sisters. She committed suicide by diving off the cliffs on the northern edge of the estate and into the sea. Her body was never recovered.
The most emotionally troubled of the sisters, considered by many to be the least attractive of the sisters and ostracized as a result. After a long, difficult struggle with loneliness and depression she leapt over the edge of the cliff into the ocean below. Her body was never found.
Maximillian, Max, Ghost: The ghost is the manor’s former butler named Maximillian, or “Max” for short, who continues to do his duty even in death.
Gavin, Ghost, Ghostly Musician: The piano player is Gavin, the manor’s musician and former lover of Deirdre Seyvoth. He has been trying to rehearse a special musical piece he had written for the party but has misplaced the sheet music. The party is very important to him because the woman he loves will be there, so he would do anything to have the sheet music so he can properly play the song.
Ghostly Spirit: ?
Group of Protective Spirits: ?
Ghost Evil Spirit: ?
Swarm of Protective Ghosts: ?
Jessi Hawthorne, Vampire Handmaiden: If they do not reach them in time, the daughters will have been turned into creatures of the night: Lyssa will have become a werewolf, while Jessi becomes one of Count Seyvoth’s loyal handmaidens.
Zombie: ?
Restless Dead: ?
Wailing Spirit: ?

Count Maltus Seyvoth Lair Action
Four of the bodies lying around the room rise up as zombie thralls (see below), each appearing in an unoccupied space anywhere in the room and acting immediately. The zombies remain for 1 minute, until the Count dies, or until the Count dismisses them as a bonus action or as a use of this lair action.
 


Voadam

Legend
A3 The Old Wood/A4 Chasing Kyzan (5E adventures)
5e
Ghoul: ?
Poltergeist, Specter: ?
Skeleton: ?
Zombie: These four zombies are the victims of Landis and his experiments.
Four more zombies are wandering around here. They are victims of Landis’ experiments. These used to be citizens of the city of Wyld. Ever since the necromancer was finished with them they’ve become lifeless undead who wander the old mansion’s halls day after day.
Lifeless Undead: ?
Warhorse Skeleton: ?
Eldon Wagstaff, Ghost: This is the ghost of Eldon Wagstaff. Eldon was the last instructor before the college closed and moved to the city of Nox. He hasn’t been able to come to terms with the fact [that] the arcane institution is closed.
Banshee: ?
Will-o'-Wisp: ?
Wight: ?
Shadow: ?
Ghast: ?
 


Voadam

Legend
A0 The Rising Knight – Adventures for 5th Edition Rules
5e
Ghoul: ?
Zombie, Dead Goblin: ?
Skeleton: This is the chamber that housed the body of the last high priest of Baleon Nakt and other personages of import. Each nook in this chamber contains a single stone sarcophagi, all of which are open. The process of raising the high priest has been partially successful, however in a manner the temple had not foreseen. Due to Gritznak’s inability to pronounce the words in the incantation properly, all the high priests in the burial chamber have been raised as skeletons, rather than just raising Unguaith Kine as a living, breathing human.
 


Voadam

Legend
A2 Slag Heap -- Adventures for 5th Edition Rules
5e
Skeleton: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself [to] a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun slakes your agony. Know no peace.”
The men laughed at Andual and slew him, casting his body aside. But soon they found the elfin curse bore teeth, for they could not leave the ground upon which they stood, the battlefield of the elves. If they approached the edges of it a great terror overcame them, and they fell back upon themselves, fighting for room. Eventually, the men went mad from fear and raged against each other until they were all dead.
The Horned One, ever appreciative of deceit, despised the men for their treachery and left them to die.
Zombie: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun slakes your agony. Know no peace.”
The men laughed at Andual and slew him, casting his body aside. But soon they found the elfin curse bore teeth, for they could not leave the ground upon which they stood, the battlefield of the elves. If they approached the edges of it a great terror overcame them, and they fell back upon themselves, fighting for room. Eventually, the men went mad from fear and raged against each other until they were all dead.
The Horned One, ever appreciative of deceit, despised the men for their treachery and left them to die.
Ghoul: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun slakes your agony. Know no peace.”
The men laughed at Andual and slew him, casting his body aside. But soon they found the elfin curse bore teeth, for they could not leave the ground upon which they stood, the battlefield of the elves. If they approached the edges of it a great terror overcame them, and they fell back upon themselves, fighting for room. Eventually, the men went mad from fear and raged against each other until they were all dead.
The Horned One, ever appreciative of deceit, despised the men for their treachery and left them to die.
The orcs of Seroneous cared little for the dead. They slew the last of the gnomes and fay who held the vale and ransacked the whole place. Much of it collapsed or was pulled down, leaving the whole place in ruins. They piled all the gnome dead in one room, desecrating them and eating what they could. But their violations did not last long, for three of the gnomes rose from the dead and fell upon the orcs. Ghastly creatures, these ghouls were mad for revenge.
Ghast: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun slakes your agony. Know no peace.”
The men laughed at Andual and slew him, casting his body aside. But soon they found the elfin curse bore teeth, for they could not leave the ground upon which they stood, the battlefield of the elves. If they approached the edges of it a great terror overcame them, and they fell back upon themselves, fighting for room. Eventually, the men went mad from fear and raged against each other until they were all dead.
The Horned One, ever appreciative of deceit, despised the men for their treachery and left them to die.
 

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