Undead Origins

Voadam

Legend
Arkadia - The Greek Setting for 5e
5e
Nyssian Pharaoh, Black Pharaoh, Lich: The Black Pharaohs are liches from faraway Nys, the ancient desert kingdom of the dead across the sea. Initiated into the highest mysteries of their age-old religion, they are the most insidious and powerful cultists of the Worm, the undead titan slain by Crixys who lives on in the bowels of the Nyssian temples beneath the desert. For centuries its broken husk has whispered to the drow of the desert, teaching them forbidden secrets of life and death in exchange for their eternal service.
The Cult of the Worm works in secret in Crixos, spreading the plague of undeath, each victim feeding the ravenous shade of the titan. Tales are told of golden sarcophagi bearing the bodies of pharaohs smuggled across the sea in the holds of Crixian ships, their crew secret servants of the Cult. Nyssian exiles of Hekamh claim the pharaohs leave their phylacteries behind, canopic jars containing their hearts suspended in the ichor of the Worm, an alchemical secret only they understand. Thus the anchor of their immortality remains in Nys, safe in underground temple pyramids, where they will be reborn if slain doing the Cult's work in Arkadia.
The Worm is dead, slain by Crixys in their fierce battle beneath the world. Though only its dry husk remains, it whispers still, worshiped in Nys as a dead god. It promises power, eternal life, for those who would serve it. Nyssian drow long ago struck this bargain, trading their mortality for something more. Their priests place their organs in canopic jars of stone, filled with the coagulated ichor of the Worm, neither dead nor living, but suspended in between.
Shade: The fallen denied Crixys' burial rites often return to Arkadia as shades, especially around the sacred city.
Some shades, denied proper funeral rites, return as apparitions, haunting spectres whose unrest calls them back.
Blighted Mummy Bind Shade power.
Apparition: ?
Haunting Spectre: ?
Shambling Husk: Feeding on the lifeforce of land and creature, the Worm drank deep. Now an insatiable blight spreads across a dead sea to Arkadia, a festering plague upon its shores. And as the land decays, the dead rise; a symptom, perhaps, of the Worm’s occult design. Fae are twisted by its curse, and mortals fall sick, only to return as shambling husks or silent shades, robbed of their mortal rest.
Silent Shade: Feeding on the lifeforce of land and creature, the Worm drank deep. Now an insatiable blight spreads across a dead sea to Arkadia, a festering plague upon its shores. And as the land decays, the dead rise; a symptom, perhaps, of the Worm’s occult design. Fae are twisted by its curse, and mortals fall sick, only to return as shambling husks or silent shades, robbed of their mortal rest.
The Worm, Undead Titan: ?
Ravenous Shade: ?
Blighted Mummy: The Cult creates powerful mummified undead servants through a secret embalmic process.
Plague Zombie: If a victim dies while afflicted with [Nyssian plague], they become a plague zombie after 1d4 hours.
A humanoid slain by a [blighted mummy's life drain] attack rises 24 hours later as a plague zombie under the mummy's control, unless the humanoid is restored to life or its body is destroyed.
Victims of the plague rise as undead, unbound shambling corpses driven by the singular desire to spread the plague's corruption.
Feeding on the lifeforce of land and creature, the Worm drank deep. Now an insatiable blight spreads across a dead sea to Arkadia, a festering plague upon its shores. And as the land decays, the dead rise; a symptom, perhaps, of the Worm’s occult design. Fae are twisted by its curse, and mortals fall sick, only to return as shambling husks or silent shades, robbed of their mortal rest.
The Plague is a disease borne from the withered, dead land of Nys. Some believe it to be a curse placed with the Worm’s dying breath. Others say his dark blood poisoned the very earth to its bones, killing Nys before seeping across the sea. The blight corrupts all it touches. Those who are afflicted with the pestilence suffer fever and weakness. Their necrotic flesh begins to rot, and festering sores open across their body as they decay. Those that succumb to the plague soon rise as undead, twisted shambling remnants of what they once were.
Undead, The Dead: ?
Powerful Undead: ?
Undead Servant: ?
Mummified Undead Servant: ?
Wandering Undead Victim of the Plague: ?
Undead Unbound Shambling Corpse: ?
Powerful Necromancer-Lich: ?
The Dead King: ?
Ancient Wraith: ?
Rapidly Decomposing Zombie: The Dead King's Shambling Servant Warlock Patron power.
Zombie: ?
Mummy: The Dead King's Wrappings of the King Warlock Patron power.

Bind Shade. The Mummy 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 shade in the space of its corpse or in the nearest unoccupied space. The shade is under the mummy's control. The mummy can have no more than one shade under its control at a time.

Shambling Servant
When you reach 6th level, your patron shows you how to raise undead servants of your own. As a bonus action, you can raise a rapidly decomposing zombie under your control from the corpse of a Medium or Small humanoid within 10 feet of you. In combat, the zombie's turn comes immediately after yours. The zombie collapses within 1 minute or if it moves more than 60 feet from you, and follows your mental commands to the best of its ability. The zombie’s hit point maximum is increased by your warlock level, and its weapon attack and damage rolls are increased by your proficiency bonus. Additionally, when you take the Attack action, you can forgo one of your attacks to allow this zombie to make one attack as its reaction.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Wrappings of the King
Starting at 14th level you learn forbidden secrets of preserving the dead. As an action you can transform a zombie under your control within 10 feet of you into a mummy under your control. The mummy decomposes within 1 hour or if it moves more than 60 feet from you, and follows your verbal orders to the best of its ability. The mummy’s hit point maximum is increased by your warlock level, and its weapon attack and damage rolls are increased by your proficiency bonus. Additionally, when you take the Attack action, you can forgo one of your attacks to allow this mummy to make one attack as its reaction.
 
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Voadam

Legend
Arcanis 5E Campaign Setting
5e
Undead, Soulless Dead: These are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic, some unholy curse, or the blessing of Neroth, the God of Death.
Undead Val'Mordane: Val'Mordane bloodline Neroth's Embrace rank 5 power.
Undead Aspect of Neroth: Aspect of Neroth Neroth's Gift power.
Undead Deathbringer of Neroth: Deathbringer of Neroth Neroth's Gift power.
Shade, Bodiless Soul: Shades are restless souls who refuse or are unable to return to Beltine’s Caldron until some business or deed remains unfinished.
When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.
Very Dangerous Shade: Should a dwarf die when he is not in possession of a soul shard, or if a soul shard containing their soul is destroyed, they are either lost to oblivion or, in rare cases, become a very dangerous shade.
Mindless Undead: ?
Revenant: Call Revenant spell.
Intelligent Undead: Intelligent undead are created by using the soul of the person as the catalyst that powers the transformation.
Mindless Undead: ?
Undead Spawned from Watery Grave: ?
Sea-Spawned Undead: ?
Incorporeal Undead: When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures.
Corporeal Undead: ?
Undead Ancestor: ?
Sentient Undead: ?
Ethereal Undead: When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.
Restless Soul: ?
Unquiet Spirit: ?
Walking Corpse: ?
Ghost: When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures.
When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.
Aspect of Cadic Shadow: Aspect of Cadic My Shadow Obeys power.
Shadow, Regular Shadow: ?
Skeletal Warhorse: ?
Skeleton: ?
Specter: When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures.
When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.
Vampire: ?
Wraith: When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures.
When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.
Zombie, Common Zombie: ?

Call Revenant
5th-level necromancy
Secret Spell: Faithful of Neroth
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a pair of 50 gp silver bracers which are put on the body’s wrists and are not consumed by the casting of the spell.)
Duration: Instantaneous
You touch the body of a creature who was murdered within the last 10 hours and utter an oath of vengeance, empowering the soul’s discarded intellect and infusing it with your lord’s power.
You raise the touched creature as a revenant intent on seeking down and killing the person who caused their death. If your target was aware of the attack and saw the face or know the name of their killer, they will use their innate abilities to hunt them down. Otherwise they will look to you for guidance.
The revenant’s respite from death is short-lived. It has a number of days equal to your level to find and kill its murderer. Once the time has elapsed, or when the revenant wills it, the revenant instantly decays and turns to dust. The revenant’s equipment, clothing, and the bracers used as the material component of this spell remain.

My Shadow Obeys
Starting at 17th level you may, as an action, animate your own shadow. Your shadow uses the same statistics as a regular shadow with the following exceptions: it cannot create new shadows; its hit points are equal to your maximum hit points; and it adds your Charisma bonus to its Armor Class, attack, and damage rolls.
This shadow is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any commands that you issue to it (no action required by you as you and your shadow possess a telepathic link with a range of 100 feet). If you don’t issue any commands, your shadow moves to defends you from hostile creatures but otherwise takes no actions
Your shadow remains in existence for 1 minute. Once you use this feature, you cannot use it again until you complete a short rest.

Neroth’s Embrace (Rank 5): The greatest blessing of Neroth does not come lightly, and few receive them with such open arms as the val’Mordane. The journey into unlife carries with it great power and strength, shedding the fears and frailties of the human form in exchange for life everlasting. Though only those closest to Neroth’s teachings truly comprehend this.
When you gain this bloodline power you become undead. You gain all the racial traits listed in the “Undead Heroes” side bar as well as the following traits:
Forever Bound To Flesh: Your intellect will never be separated from your mortal vessel. When you reach 0 hit points you become incapacitated instead of unconscious but are still required to make death saving throws, although you do so with advantage. If you fail three death saving throws, you are destroyed. The energy that animated your corporeal form dissipates and your intellect begins to fray at the edges. Revivify and similar magic that restores the living to life has no effect on you.
If you are destroyed, you can be restored by the animate dead spell or similar magic, as long as it is cast within 1 day of your destruction. To restore you to undeath with a spell requires an additional material component, a black onyx worth 300gp, which is consumed.
If you are not restored within 1 day of your destruction, your intellect disperses completely and you cease to exist. This duration may be extended with spells such as gentle repose which anchors your intellect to your body for the spells duration.

Neroth’s Gift
At 17th level you become undead. You gain all the racial traits listed in the Undead Heroes side bar as well as the following traits:
Forever Bound to Flesh: Your intellect will never be separated from your mortal vessel. When you reach 0 hit points you become incapacitated instead of unconscious and make death saving throws as normal. If you fail three death saving throws, you are destroyed. The energy that animates your corporeal form dissipates and your intellect begins to fray at the edges. Revivify and similar magic that restores the living to life has no effect on you.
If you are destroyed, you can be restored by the animate dead spell or similar magic, as long as it is cast within 1 minute of your destruction. To restore you to undeath in this way requires an additional material component, a black onyx worth 300gp, which is consumed.
If you are not restored after 1 minute, your intellect disperses completely, and you cease to exist.

Neroth’s Gift
Upon reaching 20th level you receive the Gift of Neroth, you gain all the racial traits listed in the “Undead Heroes” side bar as well as the following traits:
Forever Bound to Flesh: Your intellect cannot be separated from your mortal vessel. When you reach 0 hit points you become incapacitated instead of unconscious and you make death saving throws as normal. If you fail three death saving throws, you are destroyed. The energy that animates your corporeal form dissipates and your intellect begins to fray at the edges. Revivify and similar magic that restores the living to life has no effect on you.
If you are destroyed, you can be restored by the animate dead spell or similar magic, as long as it is cast within 1 minute of your destruction. To restore you to undeath in this way requires an additional material component, a black onyx worth 300gp, which is consumed.
If you are not restored after 1 minute, your intellect disperses completely, and you cease to exist.
Necrotic Exhaustion: If you use a class feature, racial trait or magic item that would normally cause you to gain a level of exhaustion, you must temporarily bleed off some of the energy animating your corporeal vessel. Instead of gaining a level of exhaustion, your hit point maximum is reduced by 10. This reduction cannot be removed by any means except completing a long rest.
 
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Voadam

Legend
Arcanis 5e Primer
5e
Intelligent Undead: Intelligent undead are beings of pure intellect, as their souls are destroyed as the catalyst that raises the dead back to a semblance of life.
Undead Warhorse: ?
Undead: ?
Undead Deathbringer of Neroth: Deathbringer of Neroth Neroth's Gift power.
Revenant: Call Revenant spell.

Call Revenant
5th-level necromancy
Secret Spell: Faithful of Neroth
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a pair of 50gp silver bracers put on the body’s wrists and are not consumed by the casting of the spell.)
Duration: Instantaneous
You touch a freshly murdered body and utter an oath of vengeance, empowering the being’s discarded intellect and infusing it with your lord’s power.
When cast upon the body of an intelligent creature murdered within the last 10 hours, you raise them as a revenant intent on seeking out and killing the person who caused their death. If the once-living creature was aware of the attack and either saw their attacker’s face or knows their name, the revenant will hunt them down. Otherwise, the revenant will look to you for guidance.
The revenant has a number of days equal to your caster level to find and kill their murderer. Once the time has elapsed the revenant will instantly decay, leaving only a pile of rotted meat, some clothing and the bracers used to cast the spell. In some cases, such as when the revenant’s murderer dies before the revenant can exact justice, the revenant can choose to end this spell before the duration elapses.

Neroth’s Gift
Upon reaching 20th level you receive the holiest blessing of Neroth.
• You become undead, gaining resistance to necrotic damage and vulnerability to radiant damage.
• You no longer need to eat, sleep, or breathe.
• You become immune to poison damage and the poisoned condition.
• You gain advantage on all saving throws against being turned or spells and effects which impart the frightened condition.
 
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Voadam

Legend
Arcanis 5E - The Blessed Lands Codex Geographica vol. I
5e
Headless Raider: As the Imperium of Man was beset by the Sword of the Heavens and his Nierite army of the Cleansing Flame, not everyone rallied to the Imperator’s cause. A group of Yhing hir, members of some of the val’Haupt’s vassal families, used the chaos that ensued to raid undefended towns and rob the host of refugees fleeing the capital of all their worldly possessions, as well as exact some much needed revenge.
Led by Urcatto, a merciless former centurion of a cavalry auxilia, the raiders numbered fifty veteran horsemen who spent years training and fighting together. When their home villages were threatened by Leonydes val’Virdan and his forces, his troops were forbidden from engaging the Nierite army and instead were ordered to provide protection to the families of the Imperial Court who were fleeing to the west. This so enraged Urcatto that he disobeyed orders and fled across the Blessed Lands, skirting around the invaders until reaching his homeland, only to find his family slaughtered and his village burnt to the ground. Gathering the few survivors that escaped the carnage, Urcatto and his raiders began a long campaign of vengeance on both the Nierite forces and the fleeing imperial refugees, enriching themselves in the process.
For years, even after the fall of the Imperium, Urcatto and his raiders preyed upon everyone from Nierite warriors to merchant caravans, mocking the Sword of the Heavens and his inability to protect those traveling through Blessed Lands in the hopes of luring the newly installed imperator out from his throne room and into battle. These constant pinpricks against Leonydes finally roused his ire and he engaged Urcatto with only his personal bodyguards, but rather than doom the Nierite leader, Urcatto ruefully discovered that the Sword of the Heavens was unstoppable on the battlefield. Within hours, his raiders were defeated and soon faced the flaming justice of the Paragon of Nier. Urcatto and his five remaining lieutenants were forced to watch the execution of his followers, until finally Leonydes himself beheaded the last of the raiders and buried their heads in the dry earth of the Blessed Lands, leaving their bodies out to rot.
Unbeknownst to the Nierites, a small group of Urcatto’s people remained in hiding while the battle took place. One of these was a village shaman who took the bodies of the six decapitated raiders and performed profane and unclean rites upon them. He called upon the dark spirits of the cursed land to infuse the bodies of Urcatto and his men so that they could continue seeking vengeance against the Nierites. For eight days and nights the shaman invoked his foul rites until on the ninth evening, the light of the green moon shone down upon the bodies and Urcatto and his men rose, their chilling laugh made all the more unreal given that they were headless.
Urcatto, Headless Raider: As the Imperium of Man was beset by the Sword of the Heavens and his Nierite army of the Cleansing Flame, not everyone rallied to the Imperator’s cause. A group of Yhing hir, members of some of the val’Haupt’s vassal families, used the chaos that ensued to raid undefended towns and rob the host of refugees fleeing the capital of all their worldly possessions, as well as exact some much needed revenge.
Led by Urcatto, a merciless former centurion of a cavalry auxilia, the raiders numbered fifty veteran horsemen who spent years training and fighting together. When their home villages were threatened by Leonydes val’Virdan and his forces, his troops were forbidden from engaging the Nierite army and instead were ordered to provide protection to the families of the Imperial Court who were fleeing to the west. This so enraged Urcatto that he disobeyed orders and fled across the Blessed Lands, skirting around the invaders until reaching his homeland, only to find his family slaughtered and his village burnt to the ground. Gathering the few survivors that escaped the carnage, Urcatto and his raiders began a long campaign of vengeance on both the Nierite forces and the fleeing imperial refugees, enriching themselves in the process.
For years, even after the fall of the Imperium, Urcatto and his raiders preyed upon everyone from Nierite warriors to merchant caravans, mocking the Sword of the Heavens and his inability to protect those traveling through Blessed Lands in the hopes of luring the newly installed imperator out from his throne room and into battle. These constant pinpricks against Leonydes finally roused his ire and he engaged Urcatto with only his personal bodyguards, but rather than doom the Nierite leader, Urcatto ruefully discovered that the Sword of the Heavens was unstoppable on the battlefield. Within hours, his raiders were defeated and soon faced the flaming justice of the Paragon of Nier. Urcatto and his five remaining lieutenants were forced to watch the execution of his followers, until finally Leonydes himself beheaded the last of the raiders and buried their heads in the dry earth of the Blessed Lands, leaving their bodies out to rot.
Unbeknownst to the Nierites, a small group of Urcatto’s people remained in hiding while the battle took place. One of these was a village shaman who took the bodies of the six decapitated raiders and performed profane and unclean rites upon them. He called upon the dark spirits of the cursed land to infuse the bodies of Urcatto and his men so that they could continue seeking vengeance against the Nierites. For eight days and nights the shaman invoked his foul rites until on the ninth evening, the light of the green moon shone down upon the bodies and Urcatto and his men rose, their chilling laugh made all the more unreal given that they were headless.
Flaming Steed: ?
Spirit Swarm: A Headless Raider binds all of its victim’s souls to it, creating a swarm of spirits which rend anyone who comes close.
[A]ny creature reduced to 0 hit points with the rider’s spectral claws suffer disadvantage on all death saving throws, if the creature dies they are drawn into the raider’s spirit swarm and dead forever.
Since that time, ages ago, the Headless Raiders ride out of the Blessed Lands upon their undead steeds whenever the green light of Viridis shines down upon them. The souls of all those who fell to their blades are dragged behind them, tethered to their unnatural mounts, and forced to fight on their behalf.
Undead: Also known as the Twin Towers, this enormous structure’s centerpiece are its two turrets, one dedicated to Beltine and the other to Her husband, Neroth, which stand in the eastern portion of the Blessed Lands. With the exception of the Lost Citadel of Nier, no other fortification is as feared or avoided as these two. Legend has it that generation upon generation of adherents and zealots of those deities were bound to the towers upon their deaths, acting as eternal guardians. Even more terrifying is that the countless enemies captured during the centuries that the Imperium held sway were sacrificed to Neroth or Beltine, with either their desiccated bodies or spirits doomed to defend their former foes for eternity.
Bloated Undead: ?
Malicious Undead: ?
Undead Steed: ?
Ghost: Of Leonydes, even after almost five decades, only wild and unsubstantiated rumors are all that remain. Many claim he died at the hand of the same forces that decimated his army. A few whisper that he is still alive, a prisoner within the lost Citadel of Nier, there to be tortured for eternity at the hands of his many victims, ghosts that will not rest until their thirst for vengeance is satiated.
Aquatic Ghoul: ?
Ghoul: ?
Skeleton: Black Wind weather event.
Specter: Counted among the most haunted places in the First City, this ancient manor house must have once belonged to a wealthy member of the aristocracy or merchant class given its location and impressive construction. The spire towers on the two foremost corners gives a clue that the manse was built, or at least the towers raised, during the middle dynastic period of the Imperium, where such spires were in architectural vogue.
The irresistible lure of riches still unclaimed within this place tugs at the greed of many an adventurer and scholar, looking to bring to light artifacts from another age, purely for research and posterity, of course. What they found within were terrible spectral horrors that attacked when they ventured beyond the once opulent foyer.
Every expedition into the old house has met with ever more increasing hostility until a Beltinian priestess of some notoriety made her way into the place. After fending off an initial attack that forced her to run blindly through the house and eventually through a rotted wall, the priestess discovered that this was once the meeting place of a secret society of Beltinians. By communing with one of the less hostile spirits, she discovered that this group would find those that wished to end their existence due to an unhappy life, a blemish upon their or their family’s honor, or for some other unbearable reason. Suicide to escape one’s lot in life being a loathsome sin in the eyes of the God’s, these tortured souls were damned if they did and damned if they didn’t.
This society gave them another way out. They would be given release from this life through a sanctified ritual that would not displease the Gods. In exchange, their souls would forever more be tethered to this place, tasked with defending it and the members of this esoteric order, unless commanded to move beyond these walls at the command of the order’s leader.
There was one last bit of information imparted upon the priestess that made her depart hastily. This house had been a spirit trap for so long that any who die here will find that their soul cannot move on to face the Judgment of Nier and then on to the afterlife, but instead become one of the legion of specters confined herein.
Spectral Fire Wraith: ?
Wraith: ?
Zombie: Black Wind weather event.

Black Wind
The Black Wind appears most commonly in the western end of the Blessed Lands near the foothills of the Aqtau Mountains. It typically takes the form of a purplish cloud that drops viscous precipitation, which is immediately absorbed by any surface it falls upon. Within seconds, any corpse that may be buried in the ground is animated, creating several undead creatures. These undead last for the duration of the storm and have an intense hunger for any living creature they can find. These storms can last anywhere from minutes to hours.
Range: Varied (often 1-mile radius)
Duration: Varied (10 minutes to 6 hours)
Effect: While the storm rages, each minute, 2d6 skeletons or zombies rise out of the ground within 100 feet of any living creature. The undead will target these living creatures until the storm ends, after which they simply collapse. This weather event can easily scale up to give Heroes of any level either a terrifying challenge or act as a simple reminder of the dangers of the Blessed Lands.
 

Voadam

Legend
Bad Apples (Level 3 PCs)
5e
Zombie: If the party attempts to inspect the bandits’ bodies before they’ve appeased Newton Tell’s poltergeist in the cider mill, the late orchard keeper manifests in a rage and raises the corpses as zombies.
Newton Tell, Poltergeist: The mill owner, Newton Tell, is dead, slain by bandits days ago. The bandits considered his orchard to be an ideal hideout, and murdered the poor man while he was picking apples. His spirit rose as a poltergeist, left in anguish at the thought that [Town] will be without its beloved cider for the harvest festival.
 

Voadam

Legend
Bard's Gate for Fifth Edition
5e
Lich, Gremag: Less than two decades after the end of the Age of Kings and the destruction of the long-forgotten Phoromyceaen civilization, the Sorcerer-King of destroyed Tharistra completed his transformation into a lich and relocated his lair into the newly created caverns and faults of the Stoneheart range’s flanks.
Skeleton, Undead Skeleton: As with the ghoul encounter, these animated corpses were freed by a cleric or necromancer of Orcus who has set them loose within the city to watch the chaos.
Animated Corpse: ?
Lich-Queen Trystecce: ?
Vampire: ?
Balcoth the Wraith-Mage: ?
Font Skeleton: Font skeletons are created by the Font of Bones, a corrupted artifact of great power, in the burial halls of Thyr and Muir in the Stoneheart Mountain dungeon. These skeletons are covered in red stains from the blood within the font from which they are spawned. Their eyes glow with a fiendish light. They normally wield longswords and use shields, as these are the weapons of the goddess of paladins and these skeletons exist as mockeries of the followers of that deity.
Plague Ghoul: ?
Ghoul: These fiends were created from the corpses of criminals by a cleric or necromancer of Orcus who has set the beasts loose within the city.
Salipus has since managed to ensnare a few ratfolk who now dwell with him as ghouls in the darkness, snatching living things from the water of the backflow pool, and enticing ratfolks and wererats to their doom.
Ratfolk Ghoul: ?
Bil Noct Nog: The corpse remains inanimate unless his treasures are disturbed, at which point he springs to life, attacking with the sword, and summoning the spirit grizzly to join him in combat.
Corpse: Canopic Urn of the Undead magic item.
Spirit Bear: ?
Lich, Salvager of Death: ?
Mummy Lord, High Lord of Death: ?
Vampire Spawn: These unfortunate beings were created by Felicity.
If Tjorvi is not rescued and is transformed into a vampire by Entrade, then a whole other level of hell erupts for the citizens of Bard’s Gate as Tjorvi goes on a rage-fueled feeding frenzy in the city after turning his own crew into spawn.
Ancient Vampire: ?
Felicity Bigh, Lesser Vampire: In the battle, Alecia and her subordinate vampires fought the heroes to a standstill, and while the party was able to escape, the results were devastating. The group had sustained terrible wounds in the fight, and before they were able to disengage from the horrific battle Felicity herself had perished. Blinded in their loss at Felicity’s death, the party said their heartfelt goodbyes and buried Felicity in a beautiful and quiet meadow. Little did the companions realize that Felicity had been turned, and when Alecia came to her grave that night she brought Felicity out of the ground as her latest spawn and tool of destruction.
Entrade, Lesser Vampire, Vampire Torturer: ?
Subordinate Vampire: ?
Master Vampire: ?
Alecia, Vampire: Alecia, a lesser priestess of Thanatos and spawn of Hethel.
Spawn: ?
Ghost: The shop is in the burned section of the Market District, and occasional “ghostly sounds” emanate from the partially boarded-up shop, leaving any nighttime passers-by with the impression it is haunted. The noise is supposed to be generated by an elaborate system of pipes and wind chimes designed to keep snoops away; however, recently a former victim of Galera’s has come back to torment anyone trying to do business with her.
Shadow: This encounter is with 1d4+1 shadows that haunt a darkened alley or the home where a murder/suicide took place.
There are 1d8+2 shadows in this area, those lesser members who were not transformed into shades, but were instead murdered in the dark fog that enveloped the island after the curse was evoked.
Glimmer Gem magic item.
Swarm of Shadow Rats: Fredo’s room has become home to a nest of shadow rats, being several huge rat-swarms that were transformed by the shadows in area 11.
Fear Guard: ?
The Quiet Woman, Mrs. O'Neal, Ghost, Resident Phantom, Spirit: ?
Myrean Dyrin, Ghost, Angry Spirit: F’arin has an especially despicable fetish when it comes to women of pure elven descent. He cannot resist them, and the more powerful and alluring they are, the more desirous of them he becomes until he maddeningly stalks them as if they were his targets for assassination and finally murders them in a hideous fashion that is very pleasing to his god. In a fit of jealous rage and lust-filled passion he murdered Myrean Dyrin, the famous elven actress, and hid her body quite maliciously within a costume trunk at the Masque and Lute. Her ghost haunts the theater still, looking for a vessel to possess that is strong enough to withstand F’arin D’un and bring peace to her angry spirit.
Loomin The Inn-Wight, Inn Wight: Krants is being haunted by Loomin, an inn wight (variant poltergeist specter with overnight life drain), the spirit of a little boy who died from neglect here many years ago.
Specter Poltergeist: ?
Cadaver: ?
Wight: ?
Bloody Bones: ?
Fetch: ?
Specter: This encounter is with the specter of a cruel old resident of the neighborhood or one of its victims. The original specter is likely the mean old man from up the street, or the creepy cat lady.
Zombie: As with the ghoul encounter, these animated corpses were freed by a cleric or necromancer of Orcus who has set them loose within the city to watch the chaos.
She uses her scroll of animate dead to raise any fallen gnolls as zombies if the need should arise.
Wraith: The wraith is the unkind spirit of a convicted murderer, now out to get revenge upon the sheriffs who caught him in the act of his crime.
Mummy: Canopic Urn of the Undead magic item.
Cimota: ?
Mohrg: ?
Ghast: ?
Ghast Guard: ?
Will-o'-Wisp: ?
Claw-in-Chains: ?
Clopek the Mummy, Mummy: A set of three alabaster canopic jars sit on an ornate bookshelf filled with scrolls and ecclesiastical texts about the worship of the Cat Goddess. One scroll contains the spell create greater undead. If the contents of the canopic jars are poured together on the floor and the scroll uttered, a mummy can be raised from their contents. The mummy is a former priest of the Temple of Bast named Clopek.
Salipus the Ghast, Hungry Ghast: ?
Lesser Vampire: Any vampire spawn that escape final destruction at the hands of the PCs become lesser vampires if Entrade is killed and soon begin hunting the PCs across the city at night to take their vengeance.
Tjorvi Thurgurson, Vampire: If Tjorvi is not rescued and is transformed into a vampire by Entrade, then a whole other level of hell erupts for the citizens of Bard’s Gate as Tjorvi goes on a rage-fueled feeding frenzy in the city after turning his own crew into spawn.

Canopic Urn of the Undead
Wondrous item, very rare (requires attunement)
Crafted by placing both a humanoid corpse’s dissected heart and the cremated ashes of the body within the urn, and then treating the remains with a dark alchemical mixture, the necromancer fashions a portable undead servant. When the urn is opened and a command word spoken, the corpse’s body rises up out of the urn to serve whoever possesses the vessel. The corpse is considered a mummy, but the urn’s owner is immune to the conjured mummy’s dreadful glare power.
The mummy serves until it or its clay urn is destroyed. If the mummy is destroyed, the necromancer may craft a new mummy for the empty urn. If the urn is destroyed while the mummy is active, the mummy becomes uncontrolled.

Glimmer Gem
Wondrous item, legendary
The glimmer gem is the cursed magical jewel that caused the entire Grey Deacons Thieves’ Guild to vanish from Bard’s Gate. This rare jacinth was first crafted by a wizard for use in his magic jar spell, yet when the fatal crack appeared, it caused the spell to go awry. The stone now draws the body and soul into it, projecting the soul to the astral plane. The body appears as a small sparkling speck within the gem and is reflected as a shade or shadow creature of its former self. Prior to its theft by Rowling Jenks, the glimmer gem was in the possession of the Grand Vizier of Efreet, who used its powers to manipulate shadow, teaching him the method to enslave other spellcasters and steal their magical energies. The glimmer gem has 40 facets, and each facet is capable of capturing the spirit of another victim and turning them into a shade or shadow.
Any living being that comes within 10ft of the glimmer gem must make a successful DC 20 Fort save or be drawn into the gem. Victims of 4th level and below are instantly transformed into a shadow. Victims of level 4 and above must make a DC 20 Wisdom save. If this save succeeds they are instead transformed into a shade. Those failing the second save become shadows. Beings so transformed are trapped within a 500ft spherical proximity to the glimmer gem. Destroyed shades or shadows reform in 24 hours.
The glimmer gem may only be destroyed by a magic or adamantine weapon, or by means of magic spells such as disintegrate and shatter. It has AC 22 and 20 hp.
If destroyed, any beings trapped within the glimmer gem cease to exist, their spirits simply twinkling out. Beings turned to shade or shadow by the glimmer gem, and those destroyed when the gem is destroyed, may only be raised by means of true resurrection or wish.
 
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Voadam

Legend
Barrowmaze Complete 5e
5e
Barrow Abomination: A Barrow Abomination is a physical manifestation of Nergal’s chaos energy and the corruptive power of The Tablet of Chaos.
Barrow Ghast, Greater Ghast: ?
Barrow Mummy: ?
Barrow Wight: Tablet of Chaos relic.
Coffer Corpse: ?
Corpse Candle: If a creature is killed by the corpse candle, either directly or as a result of being led into a trap, the corpse candle rolls a d10. On a result of 10, the creature rises as another corpse candle after 1 minute.
These are the lights of an undead creature called a Corpse Candle (1), attempting to draw the PCs to the corner of the room where it was pummeled and killed by two Greater Barrow Guardians (2).
The door to this room is ajar. The body of a human thief in an advanced state of decay lies face down in the doorway. He was killed by a massive wound from behind. The thief has risen as a vengeful Corpse Candle (1) and now attempts to draw others into the same fate.
Crypt Shade: This undead creature is a roughly human-shaped collection of shadows, dust, rotted burial linens, bone fragments, and other sepulcher debris. Spawned from chaos and lingering hate, crypt shades feed on the fear and pain of their victims.
Crypt Shade Greater: ?
Crypt Knight: Crypt Knights are all that remain of a secret martial order—the Black Legion—devoted to Nergal, God of the Underworld. When The Tablet of Chaos was hidden, the order gathered together and willingly allowed their life energy to be drained by Nergal’s undead. They rose in death as crypt knights devoted to the protection of the Dark God’s great temples and The Tablet of Chaos.
In addition, the close proximity of The Tablet has spawned new forms of undead, including Crypt Knights, former antipaladins of Nergal, and Spectral Dead, ghostly phantoms that endlessly wander the dark corridors of Barrowmaze.
Crypt Thing: Powerful magic-users create crypt things to serve as guardians to their tombs or to protect special treasures.
Dread Knight: It is unknown if they achieved their state through a fall from grace or if they were created by the dark gods.
Undead Warhorse: ?
Ghaist: On a failed save [against a ghaist's Breath of Death attack], the target instantly dies; 30 minutes after being killed by this effect, the victim rises as a ghaist.
Giant Ant Exoskeleton: These undead creatures are the dry animated husks of giant ants.
Huecuva: ?
Lich-Dragon: A lich-dragon is the combination of a Lich and a Black Dragon.
Mummy of Zuul: A mummy of Zuul is a former priest of the chaos deity of the elements.
Neb'Enakhet, Mummified Cat: Neb’Enakhet are sacred, mummified cats placed in the tombs of the social elite.
Phantom: A phantom is a ghostly, residual, reoccurring image. A phantom is merely an image, an echo of life, and possesses no intelligence.
Poltergeist: ?
Skeleton Black, Black Bones: Black skeletons, or black bones, are the skeletal remains of mighty warriors infused with dark magic to make them stronger than a standard skeleton.
Skeleton Exploding Bone, Exploding Bones: ?
Skeleton Fossil: Fossilized skeletons are effectively made of rock and are harder to destroy than regular skeletons. In some instances the fossilization process has been induced deliberately.
Skeleton Sapphire: ?
Skeleton Warrior, Skeletal Warrior: Once a proud fighter of great ability, a skeleton warrior appears as a skeleton draped in the tattered clothes they possessed in life.
A skeletal warrior exists in an undead state because its soul was trapped in a golden circlet.
Son of Gaxx, Daughter of Gaxx: Victims killed by [a Son of Gaxx's] Rot Grubs will rise in 1d4 days as a Son or Daughter of Gaxx.
Tablet of Chaos relic.
Spectral Dead: The spectral dead are the incorporeal spirits of warriors interred in Barrowmaze long ago. They have heard the call to rise that emanates from The Tablet of Chaos, but their physical remains have disintegrated to dust. With no bones to occupy, these vengeful spirits wander Barrowmaze aimlessly, particularly in the areas close to The Tablet.
In addition, the close proximity of The Tablet has spawned new forms of undead, including Crypt Knights, former antipaladins of Nergal, and Spectral Dead, ghostly phantoms that endlessly wander the dark corridors of Barrowmaze.
Zombie Funeral Pyre, Bombie: Funeral pyre zombies, sometimes referred to as “Bombies” by veteran adventurers, are a strange necromantic construct. They appear as normal zombies except for black runes written on their decaying flesh.
An assortment of 11 different zombies have risen here in response to The Tablet of Chaos. They include Ravenous Zombies (3), Funeral Pyre Zombies (4), and JuJu Zombies (4) armed with light crossbows.
Zombie Juju: An assortment of 11 different zombies have risen here in response to The Tablet of Chaos. They include Ravenous Zombies (3), Funeral Pyre Zombies (4), and JuJu Zombies (4) armed with light crossbows.
Zombie Ravenous, Ravenous Dead: An assortment of 11 different zombies have risen here in response to The Tablet of Chaos. They include Ravenous Zombies (3), Funeral Pyre Zombies (4), and JuJu Zombies (4) armed with light crossbows.
Undead, The Dead: Moreover, The Tablet of Chaos, secreted in a vast labyrinthine burial site, has defiled the sanctity of the crypts. The relic has called the dead and commanded them to rise from their graves!
Prior to his presumed death, Nergal ensured his followers interred his most powerful artifact, The Tablet of Chaos, deep in Barrowmaze. Over time The Tablet has called the dead to rise.
To illustrate the power of The Tablet of Chaos, Barrowmaze possesses both “defiled” and “quiet” crypts. Defiled crypts (noted on the map as #210 D1 or #355 D6), represent spaces where undead can be found—The Tablet has called the dead to rise! Quiet crypts (such as #210 Q2 or #223 Q5) are tombs where the dead have not yet risen in response to the unholy relic.
The Acolytes commonly raise their own dead to serve as foot soldiers.
The Tablet of Chaos, an ancient relic created by Nergal himself, continues to exert his power and is the reason why the dead have risen in Barrowmaze.
The Necromancers will then search the bodies, animate several undead, and head north and east.
The bodies of twelve sacrifices litter the altar; Zur and Emnuron will likely cast Animate Dead to bolster their ranks.
If The Keeper has already been destroyed, Ossithrax will likely be more conservative. He cannot be surprised, so he would likely prepare with spells to make himself invisible (etc.) and animate the dead that are strewn about the chamber.
Nergal's Undead: ?
Undead Minion: ?
Terrifying and Deadly Undead: ?
Undead Abomination: ?
Wandering Undead: ?
Terrible Undead Monster: ?
Evil Undead: ?
Undead Northman: ?
Restless Undead: ?
Terrible Undead Creature: ?
Undead Necromantic Construct: ?
Hideous Rotting Undead Creature: ?
Hideous Coffer Corpse: ?
Corpse Candle, Vengeful Corpse Candle: ?
Nileed Enad, Greater Crypt Shade: Anyone who enters will disturb the final resting place of Nileed Enad, a follower of Nergal in life. The Tablet of Chaos has called to him, and he has risen as a terrible undead monster, a Greater Crypt Shade (1) whose evil nature is so strong that cold negative energy flows from it.
Malevolent Greater Crypt Shade: ?
Vengeful Crypt Knight: ?
Lord Varghoulis of Nergal, Dread Knight: ?
Reuts Ool, Ghaist: ?
Ossithrax Pejorative, Lich-Dragon: For centuries, Ossithrax Pejorative, an ancient black dragon, ruled the Barrowmoor swamp and laid waste to the surrounding region. He tunneled below a huge barrow mound and into the Great Temple of Nergal (#375). There he sat upon his vast hoard, and in time, died jealously clutching his gold.
Untold centuries passed, and slowly the chaos energy of The Tablet began calling to him to return to his now skeletal form. Ossithrax awoke as a Lich-Dragon, a monster that is both a lich and an Ancient Black Dragon.
His personality was fused with The Keeper of the Tablet, and now the two exist simultaneously in the remains of the other.
The power of The Tablet has melded the personalities of Ossithrax and The Keeper of the Tablet.
Dhekeon the Disgraced, Skeletal Warrior, Undead Abomination: Many centuries ago, when the clerics of St. Ygg, the God of Righteousness, learned of Barrowmaze and the Pit of Chaos, they created a unique magic item called the Fount of Law. They charged their most devout paladins, including myself, with the task of throwing the Fount into the Pit and closing it forever. Led by Sir Guy de O’Veargne, we fought our way through Nergal’s undead hordes. We were about to complete our great quest—and then I betrayed my fellow knights.
Seduced by the promise of wealth and power, I, Dhekeon, once a noble young paladin of St. Ygg, lured my fellow knights into a trap. I murdered Sir Guy myself with a thrust of my sword. The remaining knights were overrun and put to death. The followers of Nergal then buried me alive within this barrow. I am a traitor and a liar.
Upon my death, St. Ygg refused to embrace me in the afterlife. Instead, the God of Righteousness sent me back and cursed me to walk the realm for eternity as one of the very undead abominations I swore to destroy.
Powerful Daughter of Gaxx: ?
Enhanced Daughter of Gaxx: ?
Hephecates, Spectral Dead: ?
Vermingetrix the Reaver, More Powerful and Sentient Funeral Pyre Zombie: Due to the Tablet of Chaos he has animated into a more powerful and sentient Funeral Pyre Zombie (1).
Glossmira, Thrice-Cursed, Bitch of the Deep, Terrible Banshee: Glossmira was an elven witch said to possess a strange power to control and manipulate the Plane of Water. She was slain for witchcraft and has risen as a terrible Banshee (1).
Terrible Banshee: ?
Venfeful Banshee: A large stone sarcophagus holds the remains of a woman who was slain by her lover for another woman. She has returned as a vengeful Banshee (1).
Banshee: ?
Grizelda the Ghastly Gourmet, Barrow Ghast, Greater Ghast: ?
Ghast, Standard Ghast: ?
Emil Muzz, Barrow Ghast: ?
Krisella, Halfling Powerful Ghast: ?
Arnaxelda, Human Powerful Ghast: ?
Nasty Ghast: ?
Minos, Minotaur Ghast: ?
Sir Guy de O'veargne, Ghost, Spirit: ?
Ghost: ?
Sir Wildrif, Ghost: ?
Ghoul: ?
Green-Skinned Ghoul: ?
Parnel, Ghoul: ?
Ravenous Ghoul: ?
Ascyet Vie Yannarg, Keeper of the Tablet, Lich: Foreseeing the treachery of his sons Orcus and Set, Nergal commanded Yannarg to hide The Tablet within a series of secret vaults, where his sons’ followers could not reach it. Nergal promised him that through The Tablet he would wield great power, and so he, and several other dark priests, were entombed to guard The Tablet for eternity. When Yannarg closed his eyes for the last time, he reopened them as a lich and became The Keeper of the Tablet.
In life, The Keeper was known by the name Ascyet (Az-say-et) Vie Yannarg. Yannarg was a powerful necromancer and cleric of Nergal. Yannarg received The Tablet from Nergal himself and was charged with burying the relic deep in Barrowmaze. Upon his death, The Tablet elevated him to lichdom and he has devoted himself to its protection.
Lich: The Tablet [of Chaos] both consumes the possessor’s life essence and imbues it with negative energy over time. Upon death, The Tablet elevates its possessor to lichdom, thus always ensuring a Keeper of the Tablet.
Mummy, Standard Mummy: ?
The Green Mummy, Unique Barrow Mummy, Mummified Horror: ?
Wretched Mummy: ?
Powerful Mummy of Zuul: ?
High Priest Zvin Lorktho, Powerful Mummy Lord: ?
Sacred Mummified Cat: ?
Shadow: ?
Skeleton, Mundane Skeleton, Normal Skeleton, Regular Skeleton: ?
Skeletal Horse: ?
Tough Sapphire Skeleton: ?
Yellow Glowing Skeleton: ?
Giant Skeletal Dragon: ?
Specter: Tablet of Chaos relic.
Terrible Specter: A terrible Specter (1) has risen here in response to The Tablet of Chaos.
Vengeful Specter: ?
Fecal Nul, Specter: This crypt is haunted by Fecal Nul, who has risen as a Specter (1). An evil man in life, Nul bartered lives as an evil slavetrader.
Vampire: ?
Bloodthirsty Vampire: ?
Staked Vampire: ?
Uthuk Amon Thar, Great and Terrible Vampire: Thar has heard the call of The Tablet and has risen as a great and terrible Vampire (1).
Wight, Normal Wight: Anyone reduced to zero hit points [by the Tomb of the Sacred Blade's glyphs], including hirelings, will immediately rise as a Wight.
A humanoid slain by [a barrow wight's life drain] attack rises 24 hours later as a normal wight under the barrow wight’s control.
Terrifying Barrow Wight: ?
Wight in Platemail: ?
Rendar Serouc, Barrow Wight: ?
Yasuq-Jac, Terrifying Wight: ?
Dreaded Barrow Wight: ?
Fearsome Barrow Wight: ?
Rorteb Meerab, Powerful Barrow Wight: ?
Will-O-Wisp: ?
Wraith: Tablet of Chaos relic.
Bareus of Barrowcrest, Wraith: Bareus, who, sadly, has risen as a Wraith (1) in response to The Tablet of Chaos.
Terrible Wraith: ?
Fearsome Wraith: ?
Roeth Blackshield, Wraith: ?
Able Blackshield, Wraith: ?
Zombie, Normal Zombie, Regular Zombie, Standard Zombie: ?
Shuffling Zombie: ?
Ogre Zombie: ?
Lizardman Dried Husk: ?
Dry Animated Husk: ?
Spirit of the Dead: ?
Spirit: ?
Vengeful Incorporeal Spirit: ?
Incorporeal Spirit: ?
Vengeful Spirit: ?

The Tablet of Chaos
Sages only speculate as to the origin of The Tablet of Chaos. Some believe The Tablet was created by Nergal himself. Others suggest a supreme being—the all-father of the gods—gave a great tablet of knowledge to the pantheon of law, neutrality, and chaos.
Regardless of the origin, it is known that Nergal possessed the relic for millennia. Upon learning of the coming betrayal of his sons Orcus and Set, he hid The Tablet with his most loyal followers. Nergal instructed them to seek the ancient crypts of Barrowmaze and to bury The Tablet behind many wards and traps. Nergal’s most powerful follower became a lich of great power—known as The Keeper of the Tablet—to safeguard the relic until he returned.
Prime Power:
1. Nergal’s Beckoning: This power is a stronger, more powerful, mass-effect form of the spell Animate Dead.
Nergal’s Beckoning animates the dead and they remain animated until destroyed. Unlike the spell Animate Dead, which limits the total number of undead created, Nergal’s Beckoning produces a mass effect. All remains within 1 mile of The Tablet of Chaos, starting with those closest in proximity and extending outward, are affected. However, the undead created by The Beckoning are not animated immediately. Rather, it is the prolonged and sustained exposure to The Tablet over time that calls the dead to rise.
Major Benign Effects:
1. Wither Life: When this power is used, a beam of dark energy extends from The Tablet and automatically strikes a single target. Roll 1d20. The result is the number of Constitution points, or life essence, drained from the target. If the number exceeds the total constitution of the victim, the target will rise immediately as a (roll 1d4):
Wither Life 1. Son of Gaxx 3. Barrow Wight 2. Wraith 4. Specter
2. Scarab Plague: Once per day, the possessor can cast Insect Plague at 9th level (spell save DC 20).
Minor Benign Effects:
1. Animate Dead: The wielder of The Tablet can cast Animate Dead three times per day at 9th level.
2. Speak with Dead: The possessor of The Tablet can cast Speak with Dead three times per day.
Major Malevolent Effects:
1. Alignment Change: The alignment of the possessor changes immediately to Chaotic Evil.
2. Keeper of the Tablet: The Tablet both consumes the possessor’s life essence and imbues it with negative energy over time. Upon death, The Tablet elevates its possessor to lichdom, thus always ensuring a Keeper of the Tablet.
Minor Malevolent Effects:
1. Pollute Holy Water: All holy water within 50 feet of The Tablet of Chaos is instantly polluted.
2. Decay Vegetation: All vegetation within 30 feet of The Tablet of Chaos withers and dies.
Destroying The Tablet of Chaos
The Tablet is impervious to spells, physical attacks, and most magic items. The Tablet can be destroyed by sundering a powerful lawful-aligned magic item or weapon against it. Examples include the Fount of Law, the Aspergillum of Palantis, Caliburn, the Armature of Palantis, the Spear Predestined, or an item deemed appropriate by the GM.
Alternate Ending: If Dhekeon is present when the PCs reach The Tablet he will exclaim, “My time has come my friends. Blessed St. Ygg has told me what I must do. Farewell.” He will then destroy The Tablet and himself by sundering his mighty Greatsword +3 on the relic. Dhekeon, his sword, and The Tablet will all be consumed in a great explosion of chaos energy. The PCs will then be teleported to #232.
 
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Voadam

Legend
Beastlands Maelstrom Of Undead
5e
Stoberraead: ?
Beaestiich: ?
Terread: ?
Bulringead: ?
Jewliriaobie: ?
Pentiich: ?
Craibraobie: ?
Miniithaobie: ?
Draead: ?
Ambiringobie: ?
Jewliminousich: ?
Smidiaead: ?
Ambiellton: ?
Smiead: ?
Dreelleobie: ?
Pasriaead: ?
Terrellton: ?
Lasampire: ?
Millitoisead: ?
Ruohenixobie: ?
Streead: ?
Bulithaobie: ?
Fasriaead: ?
Centielleobie: ?
Pentieeead: ?
Pasibraead: ?
Streoorellton: ?
Craoorobie: ?
Beatoisead: ?
Streibraich: ?
Beaecroellton: ?
Gleniocich: ?
Rangighich: ?
Draead: ?
Centiriaead: ?
Roiccerraellton: ?
Miniriaampire: ?
Rayighich: ?
Stokeeampire: ?
Fasobie: ?
Raampire: ?
Pasampire: ?
Lasenixead: ?
Braibraobie: ?
Refleeampire: ?
Ambiich: ?
Stokeeich: ?
Streelleampire: ?
Sextidiaampire: ?
Bulelleobie: ?
Dreelleead: ?
Teroobie: ?
Faskeeampire: ?
Pasich: ?
Beaighead: ?
Jewlikeeich: ?
Dexiestiead: ?
Diaich: ?
Tarroorampire: ?
Magiellton: ?
Leacerraampire: ?
Centiich: ?
Stoampire: ?
Glenioorich: ?
Terrampire: ?
Ruohellton: ?
Teroobie: ?
Tarrampire: ?
Crayreobie: ?
Centioorobie: ?
Bulobie: ?
Jewliobie: ?
Pasarampire: ?
Beatoisead: ?
Proobie: ?
Minienixead: ?
Streampire: ?
Dreampire: ?
Leaestiampire: ?
Pentitoisampire: ?
Miniobie: ?
Rayich: ?
Raead: ?
Pasead: ?
Millieeich: ?
Diaestiich: ?
Rakeeobie: ?
Dreberraead: ?
Reflead: ?
Stotoisobie: ?
Centiead: ?
Rangooread: ?
Pentikeeellton: ?
Terrremiead: ?
Proellton: ?
Craellton: ?
Terraterellton: ?
Reflremiellton: ?
Terroorich: ?
Braightellton: ?
Stoelleampire: ?
Rangeeampire: ?
Pastoisellton: ?
Pasead: ?
Prominousead: ?
Dexienixellton: ?
Magiyreellton: ?
Terotoisellton: ?
Magiringich: ?
Sextieeampire: ?
Pasobie: ?
Bulringampire: ?
Gleniestiich: ?
Centiberraellton: ?
Rayenixich: ?
Teroighellton: ?
Proead: ?
Lengierraead: ?
Fasich: ?
Draich: ?
Centiich: ?
Lascrotich: ?
Rangyreampire: ?
Dexioxiich: ?
Stoead: ?
Diaead: ?
Teroestiampire: ?
Roicibraobie: ?
Lengienixampire: ?
Ruohead: ?
Reflaterobie: ?
Lasminousead: ?
Streich: ?
Draellton: ?
Sextitoisampire: ?
Magiorghellton: ?
Rangcerraobie: ?
Lasyreellton: ?
Fasithaampire: ?
Centiightead: ?
Terooxiampire: ?
Beatoisich: ?
Magiyreampire: ?
Roicorghampire: ?
Beayreich: ?
Lengiibraead: ?
Ambioxiobie: ?
Rayich: ?
Proyreellton: ?
Stoerraobie: ?
Laserraobie: ?
Draoxiich: ?
Sextiaterich: ?
Magiampire: ?
Raenixead: ?
Pentierraead: ?
Diaringellton: ?
Terrornaellton: ?
Rangead: ?
Craead: ?
Proead: ?
Magikeeampire: ?
Beaead: ?
Teroich: ?
Smiornaampire: ?
Miniterraellton: ?
Learemiobie: ?
Rangterraobie: ?
Lasenixobie: ?
Pentiobie: ?
Dexiremiobie: ?
Terryreampire: ?
Brariaich: ?
Raellton: ?
Leaithaellton: ?
Ruohightobie: ?
Teroterraich: ?
Dexiringobie: ?
Raornaampire: ?
Sextieeead: ?
Dexiampire: ?
Gleniterraich: ?
Lastoisampire: ?
Lengikeeobie: ?
Pastoisobie: ?
Stooorich: ?
Lasoorich: ?
Centiellton: ?
Ruohelleich: ?
Lengiringead: ?
Ambiobie: ?
Miniithaellton: ?
Rayeeich: ?
Rayelleich: ?
Craampire: ?
Braoorich: ?
Lengiringead: ?
Lasocellton: ?
Craestiich: ?
Dreremiampire: ?
Centiooread: ?
Tarrenixobie: ?
Centiellton: ?
Roicorghampire: ?
Pasaterobie: ?
Braoorich: ?
Milliead: ?
Roicead: ?
Teroaterellton: ?
Streead: ?
Gleniead: ?
Stoich: ?
Leaich: ?
Terrringobie: ?
Reflithaampire: ?
Tarrich: ?
Fasenixich: ?
Dreellton: ?
Proibraead: ?
Draerraead: ?
Stoaterich: ?
Storingead: ?
Ambidiaead: ?
Rayoorampire: ?
Rangellton: ?
Strecerraead: ?
Glenieeich: ?
Roicocead: ?
Strecerraampire: ?
Milliellton: ?
Centiterraich: ?
Smiremiobie: ?
Centiringead: ?
Draooread: ?
Rangremiellton: ?
Diaberraellton: ?
Leayreampire: ?
Ambicrotich: ?
Streornaampire: ?
Tarryreellton: ?
Miniampire: ?
Terread: ?
Miniich: ?
Fasyreampire: ?
Ambitoisobie: ?
Gleniampire: ?
Draibraampire: ?
Craaterich: ?
Craightobie: ?
Teroaterellton: ?
Rayobie: ?
Diaibraampire: ?
Ambiringellton: ?
Draead: ?
Fasellton: ?
Fasellton: ?
Centioxiead: ?
Lengiampire: ?
Gleniampire: ?
Rayminousellton: ?
Raibraobie: ?
Proibraobie: ?
Diaobie: ?
Pasampire: ?
Faselleich: ?
Magiobie: ?
Terokeeellton: ?
Terrerraobie: ?
Pasyreead: ?
Reflellton: ?
Reflriaampire: ?
Proringobie: ?
Proremiampire: ?
Ambienixampire: ?
Beaich: ?
Diaberraich: ?
Lengiobie: ?
Streellton: ?
Lasobie: ?
Dreead: ?
Diaterraobie: ?
Bulobie: ?
Ambioorich: ?
Streighobie: ?
Fasriaead: ?
Proampire: ?
 

Voadam

Legend
Beasts of Legend: Beasts of the East (5e)
5e
Undead: ?
Srin-Po, Ghoul Aristocrat: The srin-po are a class of undead often referred to as ‘ghoul aristocrats’. The association with ghouls is incorrect, as srin-po are actually a unique form of undead, created when particularly affluent members of society are slain in (what they perceive as) a disgraceful manner, and later buried.
Ghoul: ?
Vampire: ?
Undead Nobility: ?
Undead Noble: ?
 

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