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Undead Origins

Prepared 2: A Dozen One Shot Adventures for 5th Edition
5e
Dread Specter: Unless physically subdued, the scholar is drawn into the breach in the first round, where he begins to dig. Void energy from the breach kills him at the beginning of the second round, and he is transformed into a dread specter and ally of the dragon.
The Oathbreaker, Mummy, Oozing Undead, Reanimated Warrior: The entryway to the tomb of a long forgotten evil has surfaced in the center of the lake. The tomb contains the buried remains of a hero who broke a sworn oath to her god. She and her accomplices were buried alive by the god's followers many years ago. Though her bones and flesh turned to dust long ago, her black heart persisted—growing in power and malevolence through the years. Eventually the heart coalesced a new oozing body to inhabit, and in the process conjured strange storms and corrupted the small lake.
The tomb belongs to a priest of Svarog, who fell to greed and murder. The priest along with several acolytes were buried alive in the tomb.
Dead Thing: ?
Gray Thirster: The betrayer was not buried alone. Her servants and accomplices were buried alive with her. They died horribly of thirst, laying in the stony darkness, able to hear the lapping water of the lake just out of reach.
Ghast: The betrayer was not buried alone. Her servants and accomplices were buried alive with her. They died horribly of thirst, laying in the stony darkness, able to hear the lapping water of the lake just out of reach.
Undead: ?
Standard Wraith: ?
Darakhul Ghoul, Foul Darakhul, Darakhul Pilot, Darakhul Sorcerer: ?
Standard Wight: ?
Fext Captain: ?
Drowned Maiden: A few of the unhappy victims sacrificed in this strange place remain trapped here; the pools in this chamber serve as the resting place for these bitter spirits.
Dwarf-Shaped Wraith: ?
Specter: Having freshly killed any fleeing ogres, the wraiths spend the first round of combat raising the fallen beasts as specters.
 

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Primeval Thule 5e Campaign Setting
5e
Frost Corpse: Those killed by a polar eidolon rise the next day as frost corpses unless their bodies are kept warm for 24 hours.
Corpse: ?
Undead, Undead Creature: The century’s leaders are torn over whether to replace fallen comrades with living recruits, or to raise the fallen myrmidons as wights or other undead.
Must one die to become undead? Can one become both living and dead simultaneously?
Darkwind Citadel: Former home of a necromancer named Khalav the Black, this citadel was destroyed last year by an expanding wave of necrotic energy—energy that animated every victim in the massive fortress and every corpse within 50 miles as undead.
The world of Shadow is likewise closely bound to Thule, and is innately magical in a dark and deadly way. By all reports, the shadow-Earth is a cold and gloomy realm, sparsely peopled; life itself is slowly leeched away from those who linger too long. Necromantic energy infuses this reality—things do not stay dead for long in this otherworld, and Thulean mages who wish to meddle with the nature of life and death sometimes draw upon this dark power.
Intelligent Undead: ?
Undead Minion: ?
Undead Elf: ?
Undead Underling: ?
Undead Overlord: ?
Incorporeal Undead: ?
Undead Rakshasa: This castle is the lair of a rakshasa necromancer, Juram, who believes that the rakshasas’ numbers are too few to allow any to travel to the afterlife—not when Juram can add them to his legion of undead rakshasas. If a rakshasa dies anywhere within the Striped Empire—or sometimes beyond—Juram will be there to collect the body and begin his dark rituals.
Undead Draconic Horror: ?
Ghedrar the Necromancer, The Necromancer King of Ikath, The Sunset Lord: Ghedrar was in the process of becoming a lich when the Atlanteans invaded, and his transformation was interrupted.
Powerful Free-Willed Undead: ?
Animated Undead: ?
Undead Guardian: The Tower itself is a valuable prize; the PCs may want to claim it as their own lair in Quodeth. Its magical properties and defenses are not easily puzzled out, however—it will take characters with arcane talents months to figure out how the Tower’s magic can be used to create illusions and animate objects or undead guardians, during which time the PCs may discover new secrets of the Tower of Black Flames.
Undead Defender: ?
Vashana: Kal Keor married Vashana, and they had a son, Kal Menna. When the boy was only thirteen, the prince of Thran struck back. He hired foul sorcerers to afflict Vashana with a curse of undeath; Kal was forced to destroy Vashana to save himself and his son.
Restless Dead: ?
Animated Bones of the Dead: ?
Hungry Dead: Some terrible curse fell over the town long ago, driving its people out into the surrounding jungle. There they devolved into mindless undead ghouls or zombies, hungry for human flesh.
Worse yet, some dire curse lies over the silent streets of Droum. Here the dead do not rest as they should, and packs of fearsome ghouls roam the desolate quarters of the dying city.
Bloodthirsty Monster: The climate is growing too cold to sustain the city here; Droum is weakening, and the barbarian tribes of the nearby lands are growing stronger. But these troubles pale in comparison to the mysterious curse that causes the dead to rise as bloodthirsty monsters.
Living Dead: ?
Death Knight: ?
Ghost: The place was once home to a local lord who held sway over surrounding lands by brawn and sword until a traveling peddler brought with him the malady known as the Creeping Plague—so named because it reduces its victims to crawling and finally to creeping slowly on all fours. The disease claimed the lives of the lord and all his household and army. Their ghosts now drift malevolently through the tower and its dungeon levels, clad in crumbling armor and wielding rusting weapons; their hatred for the living goads them to slay all who intrude into the keep. They all became ghosts, legends whisper, because of a great pulsing gem the lord unearthed in his adventuring days, so strong in its life-force that it keeps the dead from resting and heals the living, even the most sorely-wounded.
Atlantean Ghost: ?
Kal Keor the Terrible, Ghost: ?
Ghoul: An abandoned town on the island of Ry Mar in the middle of the Kalayan Sea, Caetirym is overrun by hordes of ghouls or zombies that rise from their crypts on moonless nights. According to tales, Caetirym was once a prosperous town of Atlantean merchants and mages who fell victim to some dire curse hundreds of years ago. The curse transformed these unfortunate folk into the monsters that shamble through the ruins today.
Mindless Undead Ghoul: Some terrible curse fell over the town long ago, driving its people out into the surrounding jungle. There they devolved into mindless undead ghouls or zombies, hungry for human flesh.
Fearsome Ghoul: Worse yet, some dire curse lies over the silent streets of Droum. Here the dead do not rest as they should, and packs of fearsome ghouls roam the desolate quarters of the dying city.
Monster: An abandoned town on the island of Ry Mar in the middle of the Kalayan Sea, Caetirym is overrun by hordes of ghouls or zombies that rise from their crypts on moonless nights. According to tales, Caetirym was once a prosperous town of Atlantean merchants and mages who fell victim to some dire curse hundreds of years ago. The curse transformed these unfortunate folk into the monsters that shamble through the ruins today.
Zuur, King of Ghouls, The Ghoul King, Ghoul of Great Size and Intelligence Armed with Magical Powers, Unliving Master, Creature: ?
Ghedrar: Ghedrar was in the process of becoming a lich when the Atlanteans invaded, and his transformation was interrupted.
Lich: ?
Hralia, Lich: ?
Zemar Phaw, Prince of Conjurors, Lich, Dread Wizard: ?
Mummy Warrior: ?
Shadow: ?
Damaged Minotaur Skeleton, Animated Skeleton of a Minotaur: ?
Damaged Minotaur Skeleton, True Guardian, Dangerous Skeleton: ?
Decrepit Skeleton, Skeletal Warrior: ?
Skeleton: Dragon's Teeth magic item.
Ancient Minotaur Skeleton, Gigantic Skeleton, Large Skeleton, Ancient Guardian, Undead Servant: The large skeletons are ancient guardians of the caverns, and Yhurgya has discovered that they are the work of the evil king entombed in area 7.
Skeleton, Human Skeleton: Dragon's Teeth magic item.
Monstrous Skeleton: Dragon's Teeth magic item.
Minotaur Skeleton: Dragon's Teeth magic item.
Troll Skeleton: Dragon's Teeth magic item.
Specter, Glowing Ghostly Presence, Incorporeal Undead: ?
Invisible Specter: ?
Vampire: ?
Khoredir, Vampire: ?
Wakira Chunash, Vampire: ?
Vampire Spawn: ?
Wight: The century’s leaders are torn over whether to replace fallen comrades with living recruits, or to raise the fallen myrmidons as wights or other undead.
Wraith: ?
Zombie: Some terrible curse fell over the town long ago, driving its people out into the surrounding jungle. There they devolved into mindless undead ghouls or zombies, hungry for human flesh.
Protigath: This village has the misfortune of being nearby a stand of unusual forest mushrooms that emit a spore that transforms those who breathe it into zombies in a matter of days.

DRAGON’S TEETH
Centuries ago, Ghedrar the Necromancer conquered most of what is now Dhar Mesh and the western reaches of the Inner Sea. When he was finally defeated four hundred years later, his armies were destroyed, but there was no proof of his destruction. There are those who believe the Necromancer still lives, having extended his life by centuries through his magic. These cults bide their time and wait for the moment when the dead will rise to reclaim the world.
Wondrous item, rare or very rare (greater dragon’s teeth)
These rune-carved ivory fangs are each about the size of a human thumb, and are usually found in a pouch containing 1d6+8 teeth. When cast from the pouch onto bare earth or sand as an action, each tooth grows into a human skeleton. The skeleton obeys your mental commands as if animated by an animate dead spell. You can command a number of dragon’s teeth skeletons equal to your Charisma modifier (minimum 1), and can cast as many as five teeth in the same action. However, any attempt to create more skeletons than your Charisma modifier causes all such created skeletons to become autonomous and attack the nearest non-skeletal creature until few enough remain that you can regain control.
Skeletons created by the dragon’s teeth crumble into bone shards after 24 hours; each skeleton has a 50% chance of leaving behind 1 dragon’s tooth when it collapses back into the dust. Your GM has the statistics for skeletons. Each full moon, the pouch has a 50% chance of generating a new tooth, to a maximum of 14 teeth.
Greater Dragon’s Teeth. Very rarely, a pouch might also contain 1d6+4 greater fangs in addition to the 1d6+8 lesser teeth, and functions like the lesser dragon’s teeth with the following additions. When a greater fang is cast onto the ground, it becomes a monstrous skeleton, like that of a minotaur or troll. You can choose to cast lesser teeth, greater fangs, or a mix of both, from the pouch. When a monstrous skeleton is destroyed, it has a 50% chance of leaving behind 1 greater fang when it collapses back into the dust. Each full moon, the pouch regains one lesser tooth and has a 50% chance of generating a new greater fang, to a maximum of 14 lesser teeth and 10 greater fangs.
 


Professor Humbert Drumsley: 5e Adventure Codex
5e
Crumbling Skeleton: Bone Golem Animate Dead power.
Spice Zombie: ?
Swarm of Undead Insects: ?
Ghost, Humbert: You don’t get to be as old as Humbert without escaping (or coming back from) a few near-death experiences. Over the years, Humbert has crafted more than a few devices, backup plans, and triggers should something happen to his corporeal form.
Humbert is animated as a ghost and moves back into the old tower.
Humbert: You don’t get to be as old as Humbert without escaping (or coming back from) a few near-death experiences. Over the years, Humbert has crafted more than a few devices, backup plans, and triggers should something happen to his corporeal form.
Humbert is accidentally turned into an undead creature.
Undead, Undead Creature: ?
Bone Golem, Undead Monstrosity: ?
Animated Bird Skeleton: ?

Animate Dead (Recharge 6). The bone golem casts the animate dead spell and creates two crumbling skeleton from an available pile of bones. It can have a maximum of 8 crumbling skeletons under its control at any one time.
 

Pugmire Core Rulebook
5e
Bone Bugs: Small, silver insects often infest bones scattered in the wilderness. Through strange magic, the bugs animate the skeletons and use them to attack any-one who disturbs their homes. The skeletons very rarely assemble or move like they did in life. For example, a skull might be where a leg should go or a ribcage might assemble as some kind of hideous wing. The skeletons also reconfigure themselves during combat into new, even stranger forms.
Leechtongue: Travelers tell of dogs possessed by the Unseen licking their paws on the side of the road.
Tormented Spirit: The spirits of the dead sometimes linger in the forgotten places of the world. It may be the ghost of an ancient dog hero, driven insane by its years of solitude. It may be a talking skull that babbles in unknown tongues. It may even be a long-lost servant of Man that has lost its way. For whatever reason, tormented spirits lurk in strange places, and can terrify and injure dogs that disturb their slumber.
Zombie, Walking Dead: Occasionally, the spirits of the dead can reclaim their original bodies. Also, minor demons of the Unseen can take over corpses and use them for their own purposes. Occasionally, some strange magic left behind by Man gets into the dead and animates them for bizarre and alien purposes.
Nefarious Necromancer Animate Dead power.
Tormented Spirit Ghost of an Ancient Dog Hero: ?
Tormented Spirit Talking Skull: ?
Monstrosity: ?
Zombie Cat: ?
Undead: ?
Undead Enemy: ?

Animate Dead: Once per combat, the necromancer reanimates the bodies of a number of dead characters equal to her Charisma bonus.
 

Arcana of the Ancients
5e
Cypherwight: The remains have lately stirred to animation, empowered not by necromancy, but by incorporation of cyphers thanks to Umeli’s inspiration.
“Down below, beneath the necropolis, at the heart of the petrified forest, aiding the Singing Monolith. She seeks the power of the Ancients. Her magic, fused with the cyphers of the Ancients, animated wights from the remains in the necropolis. These cypherwights seek to further the ends of the Singing Monolith, but we have contained them. Still, they grow stronger and more numerous all the time.”
“Slay Umeli of the Nine Hands. She wears an amulet that animates the cypherwights. Crush it. Bring back the wizard’s head, and Safeguard is sure to grant you a great reward.”
Cypherwights have much in common with regular wights, including an attack that drains life. All of them also have a cypher fused into their flesh, sometimes replacing an eye, other times protruding from their chests, the back of their heads, crawling or flying along behind them, or even acting like a weird halo. This incorporation is the work of Umeli bending the power of the Singing Monolith to her will.
If goblin sleepwalkers abducted any Caracara Fair attendees who won cyphers during a goblin attack, these figures represent half of them (the others are in room 13). Each has been forcefully fitted with a cypher by Umeli, using a combination of magic and aid of the devices in these rooms. She is working on making more cypherwights, but ones with knowledge of the current world rather than a world several hundred years out of date like those randomly animated in the necropolis have.
Amulet of Cypherwights: An amulet of finger bones clutched around a small device hangs around Umeli’s neck. This amulet is what keeps animating new cypherwights. If destroyed (AC 14, 20 hit points), all active cypherwights fall back into their original remains, leaving a cypher behind in the dust.
Undead: ?
Creature Composed of Inorganic or Nonliving Matter: ?
Undead Cyborg: ?
Illarian, Ghost, Fractured Ghost, Ghostly King, Restless Spirit, Faint Outline of a Man: When Illarian—a long-forgotten wizard-king of great power—was buried, his servants interred his body in a grand tomb built to his specifications. There he remained . . . for a few weeks. Soon thereafter, his enemies killed the servants, raided the tomb, and stole his body. They were afraid, records indicate, that he would return from the dead. They gave his remains to a gang of wererats, paying the creatures well to secret the remains away in a dark, inaccessible place only they would know of, and only they could reach. Surprisingly, the wererats did as they promised. They knew of an all-but unreachable chamber with smooth blue walls of unknown provenance, deep below the earth.
And there Illarian remained . . . for untold centuries. The ghost of the wizard-king found this existence intolerable, but ventured through a strange doorway in an ancient machine to find a completely different location beyond positioned within the night sky itself. Part of him longed for his old life and position, but part of him wanted to go into the stars. This conflict drove him a bit mad, fracturing his personality into two ghosts.
Illarian, Ghost, Fractured Ghost, Ghostly King, Restless Spirit, Faint Outline of a Man, Mad Ghost Fragment: When Illarian—a long-forgotten wizard-king of great power—was buried, his servants interred his body in a grand tomb built to his specifications. There he remained . . . for a few weeks. Soon thereafter, his enemies killed the servants, raided the tomb, and stole his body. They were afraid, records indicate, that he would return from the dead. They gave his remains to a gang of wererats, paying the creatures well to secret the remains away in a dark, inaccessible place only they would know of, and only they could reach. Surprisingly, the wererats did as they promised. They knew of an all-but unreachable chamber with smooth blue walls of unknown provenance, deep below the earth.
And there Illarian remained . . . for untold centuries. The ghost of the wizard-king found this existence intolerable, but ventured through a strange doorway in an ancient machine to find a completely different location beyond positioned within the night sky itself. Part of him longed for his old life and position, but part of him wanted to go into the stars. This conflict drove him a bit mad, fracturing his personality into two ghosts.
Illarian, Wraith, Fractured Ghost, Ghostly King, Restless Spirit, Faint Outline of a Man: When Illarian—a long-forgotten wizard-king of great power—was buried, his servants interred his body in a grand tomb built to his specifications. There he remained . . . for a few weeks. Soon thereafter, his enemies killed the servants, raided the tomb, and stole his body. They were afraid, records indicate, that he would return from the dead. They gave his remains to a gang of wererats, paying the creatures well to secret the remains away in a dark, inaccessible place only they would know of, and only they could reach. Surprisingly, the wererats did as they promised. They knew of an all-but unreachable chamber with smooth blue walls of unknown provenance, deep below the earth.
And there Illarian remained . . . for untold centuries. The ghost of the wizard-king found this existence intolerable, but ventured through a strange doorway in an ancient machine to find a completely different location beyond positioned within the night sky itself. Part of him longed for his old life and position, but part of him wanted to go into the stars. This conflict drove him a bit mad, fracturing his personality into two ghosts.
Illarian, Wraith, Fractured Ghost, Ghostly King, Restless Spirit, Faint Outline of a Man, Mad Ghost Fragment: When Illarian—a long-forgotten wizard-king of great power—was buried, his servants interred his body in a grand tomb built to his specifications. There he remained . . . for a few weeks. Soon thereafter, his enemies killed the servants, raided the tomb, and stole his body. They were afraid, records indicate, that he would return from the dead. They gave his remains to a gang of wererats, paying the creatures well to secret the remains away in a dark, inaccessible place only they would know of, and only they could reach. Surprisingly, the wererats did as they promised. They knew of an all-but unreachable chamber with smooth blue walls of unknown provenance, deep below the earth.
And there Illarian remained . . . for untold centuries. The ghost of the wizard-king found this existence intolerable, but ventured through a strange doorway in an ancient machine to find a completely different location beyond positioned within the night sky itself. Part of him longed for his old life and position, but part of him wanted to go into the stars. This conflict drove him a bit mad, fracturing his personality into two ghosts.
Normal Ghost: ?
Ghoul: ?
Lich: ?
Powerful Monster: ?
Mummy: ?
Revenant: ?
Skeletal Madman: ?
Skeleton, Skeletal Figure: ?
Vampire: ?
Animated Remains: ?
Active Cypherwight: ?
Cypherwight, Humanoid Figure: If goblin sleepwalkers abducted any Caracara Fair attendees who won cyphers during a goblin attack, these figures represent half of them (the others are in room 13). Each has been forcefully fitted with a cypher by Umeli, using a combination of magic and aid of the devices in these rooms. She is working on making more cypherwights, but ones with knowledge of the current world rather than a world several hundred years out of date like those randomly animated in the necropolis have.
Newly-Risen Cypherwight: ?
Wight, Regular Wight: ?
Gesnik, Elven-Faced Will-o'-Wisp: This creature is a will-o’-wisp, the remnants of the soul of Aldrazor’s brother, Gesnik, who was tortured and killed in a magical ritual instead of being turned into a drider.
Zombie: ?
 
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Quests of Doom Volume 1 (5e)
5e
Bone Guardian: ?
Skeletal Red Dragon: ?
Stone Giant Zombie: ?
Bloodtooth, The Great Bloodtooth, The Mighty Bloodtooth, Very Large Crocodile With Glowing Red Eyes: ?
Undead, Undead Creature: These are the quarters of Chandylbor, the apprentice cloud giant necromancer. His room is not nearly as spacious as his master’s but, like Bregucar, he spends much of his time in the animation area preparing new undead.
Animated Undead: ?
Undead Giant: ?
Undead Threat: ?
Undead Dragon: ?
Undead Enemy: ?
Undead Minion: ?
Non-Corporeal Undead, Noncorporeal Undead: As a further insult, Set turned many of Mi’Tang’s most loyal disciples into non-corporeal undead.
Undead Form of Black Pudding: ?
Flameskull: ?
Dark Figure: ?
Ghost: ?
Rall, Ghoul: Rall was richly rewarded for his treachery; Suey slit his throat and practiced his power by raising Rall as a ghoul and then locking him inside the cooper’s house and workshop.
Jo'Mena, Ghoul, Pitiful Ghoul: Jo’Mena was a spoiled chieftain’s son of the Bu’ulamin tribe. His mother was a half-hag. Jo’Mena had a penchant for taking things that were not his. He thought fit to sneak into the ruin and find the secret entrance to the Underguild’s infamous sewers. That was 10 years ago. Finding the fountain above the sewer entrance, he flipped the switch and descended the staircase, entering the room of swirling archways. Entering the swirling yellow archway, he found himself face to face with Go’Loke, who offered him a game of chance: the pile of treasure he had collected from 180 years of dead adventurers wagered against Jo’Mena’s soul. Of course Jo’Mena bet his soul and lost, being transformed almost instantly into the pitiful ghoul that he is today.
Eshtartha, Lich: Unfortunately, sealed inside this sarcophagus is Eshtartha, a lich and former advisor and lover of C’nosretep. He wanted her to join him in eternity as a vampire, but she defied him and instead transformed herself into a lich to increase her power as a spellcaster.
Eshtartha was imprisoned so quickly that she never had time to fully develop her power as a lich. Because of this, her spells top out at 6th level and she can’t take legendary actions.
Mummy: ?
Asari, Mummy Lord: With Arden’s destruction, his following waned. Yet the preserved relics—elements of his divine being—prevented Arden’s foes from overcoming his temples. What the relics could not prevent was the treachery of Asari, a high priest of Arden at the temple where the globe was stored. Asari grew jealous and bitter over his loss of personal power, which followed the destruction of his deity. With his spell powers failing and followers dwindling, he entertained the overtures of the frog-god Tsathogga, who promised to restore Asari’s earthly power. As his final act of betrayal, Asari stole the globe of Arden from the temple’s inner sanctuary and fled before the other priests detected his treachery. He delivered the globe to the demon-priests who took the relic and hid it in a foreign and unpopulated land—a remote island, legends say—in a structure designed to hide the globe from Arden and his followers. Rumors suggest that the demon-priests of Tsathogga, a god of water and darkness, fashioned the complex’s entrance to mock Arden, a god of air and light. Legends also caution that Asari, the fallen priest, received great rewards from the gods of evil: renewed earthly power and the gift of unlife.
The priest is Asari, the fallen high priest of Arden who long ago stole the globe of Arden and delivered it to the priests of Tsathogga. Tsathogga rewarded Asari’s treachery with eternal life as a mummy lord, making him a consort to Dendorandra, the dark daughter.
Shadow: ?
Skeletal Red Dragon, Skeletal Dragon, Skeletal Form of a Dragon, Great Skeletal Beast: ?
Skeletal Red Dragon Improved Version, Skeletal Dragon Improved Version: Each has been modified by the necromancer giant to possess a breath weapon of razor-sharp bone shards with which to decimate foes.
Humongus Skeletal Arms, Large Skeletal Arms: Skeletal Arm Trap trap.
Pummeling Arm: Skeletal Arm Trap trap
Grappling Arm: Skeletal Arm Trap trap
Skeletal Snake, Animated Snake: Skeletal Snake Trap trap.
Horrid Form: ?
Two-Headed Three-Armed Skeletal Creature With Eyes That Burn With an Unholy Black-Blue Light: ?
Great Bony Wyrm: ?
Specter: [A]s an action, [the wraith] can reanimate a creature slain within 1 minute, within 10 ft. as a specter.
Summoned Specter, Undead Spirit: ?
Hungry Spirit: ?
C'nosretep, The Champion of Set, The Iron Fist of Set, Vampire: ?
Vampire, Standard Vampire: ?
Vampire Spawn: The Fountain of Blood.
Vampire Minion: ?
Giant Vampiric Constrictor Snake: ?
Vampiric Rogue: ?
Vampiric Opponent: ?
Vampiric Crocodile: ?
Jandillar the Safecracker, Vampire Spawn: ?
Memze the Lame, Vampire Spawn: ?
F'huge Kneebreaker, Vampire Spawn, Vampiric Ogre, Hulking Brute: ?
Hethel, The Acolyte of Thanatos, Vampire Spawn, Hate-Filled Servant of Ykthool, Servant of the Fountains of Blood: ?
Syther Cross, Vampire: ?
Manco Money-Tongue, Halfling Vampire Spawn: ?
Free-Willed Vampire: ?
Weak Vampire: ?
Hotchka, Medusa Vampire: This area chamber is the lair of Hotchka, a medusa whom Sangre transformed to the unliving nearly a hundred years ago.
Cainbry, Vampire Spawn: ?
Phryc the Unloved, Vampire Spawn: ?
Vampiric Ooze: This is vampiric ooze, an undead form of black pudding formed by evil rituals that involve pouring a vampire’s blood poured into the creature.
Horror: ?
Ykthool, Standard Vampire With Spellcasting Ability, Vampire Priest: ?
Guild Vampire: ?
Sangre, The Hand of Death, Vampire, Vampiric Guildmaster: ?
Wight: ?
Wraith: It is guarded by 4 wraiths—former monks killed by C’nosretep.
The Cie Tzu, Wraith: Once the burial place of all members of the House of the Monkey, this chamber now houses the Cie Tzu, a former master now become a wraith. This room has been influenced by powerful evil forces, and Cie Tzu enjoys the benefits of a permanent protection from good spell.
Giant Zombie: The cloud giants banded together to work an act of black magic and blasphemous ritual. First, they scoured the jagged mountains for the hidden burying grounds of their giant kin and great wyrms, prying the yellowed bones of dead titans from the earth and carting them back to their high peaks. The Stormbreakers called upon a long-forgotten ritual to tear the top from a mountain, transforming it into a floating island adrift on the winds. The collected bones were then used to build a mighty citadel on the broken peak, formed into a gleaming structure the giant necromancers dubbed “the Ossuary.” This magical holdfast would serve as their engine of vengeance against the encroaching wave of mankind.
The Stormbreakers stocked the floating keep with the supplies their campaign required: rotting corpses of giants and dragons plundered from the secret cemeteries; reagents and concoctions of darkest magic; and as many of their blasphemous kin as the Ossuary would hold. They then departed from the mountains, drifting down over the lands of mankind with hatred in their eyes.
The first villages had no inkling of the doom that awaited them. As the residents went about their business, the sun was suddenly blocked out by the floating Ossuary. The villagers watched in horror as giant zombies, the animated remains of the bodies unearthed in the graveyards, were dropped down upon their settlement, where they destroyed buildings and murdered the inhabitants.
The two robed giants are Bregucar and his apprentice, Chandylbor, cloud giant necromancers and scholars of the funeral arts. It is their duty to produce the giant zombie “bombs.” They are preparing another specimen now.
Animated Remains: ?
Stone Giant Zombie, Walking Rotted Corpse of a Dead Giant, Massive Zombie: ?
Animated Dead: ?
Fire Giant Zombie, Animated Fire Giant: Before animation, the fire giant corpse was cut open and its body was stuffed with containers of alchemist’s fire. The intent is to create a zombie that explodes into flames upon impact, spreading fire as it shambles through a settlement. By using a fire giant corpse, the necromancers hope to prolong its “lifespan” and increase the destruction it causes.
Zombie That Explodes Into Flames Upon Impact: ?
Zombie: The zombies were sent by the goblin shaman. Creating the zombies was a lot of effort for the shaman, and he must rest for several weeks afterward.
Rotting Corpse of a Giant: ?

Failing to speak the word “gulgrotha” (the Giant word for boneyard) before entering the archway causes a pair of humungous skeletal arms to emerge from the surrounding walls of the corridor and attack the intruder.
Skeletal Arm Trap: Can be detected with a successful DC 20 Int (Investigation) check, and disarmed with thief’s tools and a successful DC 20 Dex check. If triggered, two Large skeletal arms emerge from the walls and attack each round. One arm grapples and the other arm pummels; the pummeling arm always targets a creature that is grappled by the other arm, if possible. Both arms are AC 8, and they have 50 hit points each. They are immune to piercing damage but vulnerable to bludgeoning damage. They automatically fail saving throws.
Pummeling Arm: +5 to hit (reach 20 ft.; one creature). Hit: 2d10 + 5 bludgeoning damage. A creature grappled by the grappling arm is hit automatically by this attack.
Grappling Arm: +6 Str check vs. target’s Str (Athletics) or Dex (Acrobatics) check (reach 20 ft.; one creature). Success: target is grappled.

Failing to speak the word “tromuldah” (the Giant word for decay) before entering the archway causes the skeletal snake to animate and strike at intruders.
Skeletal Snake Trap: Can be detected with a successful DC 20 Int (Investigation) and disarmed with thief’s tools a successful DC 20 Dex check. If triggered, a skeletal snake animates and attacks. The animated snake is AC 11 and has 60 hit points. It is vulnerable to bludgeoning damage and automatically fails saving throws.
Skeletal Snake Bite: +8 to hit (reach 20 ft.; one creature). Hit: 1d10 + 8 piercing damage and the target must make a successful DC 14 Con saving throw or take 2d6 poison damage.

The Fountain of Blood
This 6-foot-wide stone bowl filled with blood dominating the back wall of the chamber emanates a powerful magical aura. The bowl detects as evil and magical. If characters use detect magic, they learn that it radiates strong conjuration and necromancy magic. Searching the bowl reveals an ancient script. A DC 15 Int (History) check (or comprehend languages) translates the following words.
“Through the blood of ancients the passage revealed, darkened path of nightmares wield.”
Entering the fountain instantly teleports individuals to Area 15. All individuals passing through the fountain must make a successful DC 14 Con saving throw or be transformed instantly into a vampire spawn!
Paladins or clerics of lawful good alignment who pass through the pool of blood without first casting bless on the fountain or on themselves suffer a –2 penalty to all attack rolls, saving throws, and ability checks for the duration of their stay within the Sewers of the Underguild.
 
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Quests of Doom Volume 2 (5e)
5e
Ghost, Ghostly Form, Ghostly Dragon, Ghost of a Slain Dragon, Ghostly Creature: ?
Gold Dragon Ghost: Greedy dwarves killed the gold dragon.
Silver Dragon Ghost: The silver dragon died under the swords and arrows of orcs.
Bronze Dragon Gost: The bronze dragon died in a cave-in while excavating part of its lair.
Copper Dragon Ghost: The copper dragon was killed by a band of stone giants in a faraway land.
White Dragon Ghost: The white dragon felled by the shafts of elven arrows.
Black Dragon Ghost: The black dragon was killed in its swamp home by lizardfolk.
Green Dragon Ghost: A goblin war band surprised this dragon in its lair and overpowered it. It now hates goblins and wants revenge.
Red Dragon Ghost: The red dragon died under the claws of a blue dragon centuries ago—the same blue dragon living nearby in the mountains.
Blue Dragon Ghost: ?
Shadow Dragon Ghost: There aren’t many shadow dragons in the world, but there are more in the Shadowfell. This one was summoned to the Material Plane by a witch who enslaved it. The shadow dragon served the enchantress for almost a century before finally escaping from her control. Unfortunately, the witch pursued it on a roc. She caught up to the young dragon a month later and slew it out of spite.
Brass Dragon Ghost: The brass ghost dragon was slain by gnomes.
Weak Dragon Ghost: ?
Shadow: The woodsman and his now-dead companion were refugees fleeing the Darkening by traveling down the Fehlween River when they encountered a shadow king (see “New Monsters”). They took to the shore to try to escape the creature, but it killed one of them and is set on slaying the other.
Creatures: The shadow king concentrates its attacks on the woodman, killing him in two rounds unless destroyed or driven off. It then attacks the adventurers, if they intervene.
If the woodman survives the fight, he thanks the party and can provide any information listed under “Gathering Information” above, as well as directions to the various places of interest (see Namjan Forest map). He has no desire to join the party and only wishes to escape. He insists on burying his dead companion, unaware that the body will rise as a shadow in 1d4 hours. Unless gentle repose is cast on the corpse, it crawls from its grave as a newborn shadow, and the woodsman later becomes its first victim. If the woodsman dies from the shadow king’s attack and gentle repose is not cast on the bodies, the two newly-spawned shadows track down the party and attack after dark on the adventurers’ first night inside the forest (treat as an automatic nighttime random encounter).
Most of the two score residents of Stillwater died from shadow’s infection, but a half-dozen emerged from the blight as servant of the Darkening. Six shadows lurk along the gloomy edges of town, striking anyone who enters the village from ambush.
Shadow King: If a non-evil living creature dies from [the strength penalty from a shadow king's claw] effect, a new shadow king rises from its corpse 1d6 hours later.
If a non-evil living creature dies from the strength penalty from [a darkling oak's shadow coil] effect, a new shadow king emerges from the shadow pool 1d6 hours later.
If a non-evil living creature dies from the strength penalty from a shadow pool's devouring shadow effect, a new shadow king emerges from the shadow pool 1d6 hours later.
If a non-evil living creature dies from this [darkling oak's shadow coil] effect, a new shadow king rises from its corpse 1d6 hours later.
If a non-evil living creature dies from this [shadow pool's devouring Shadow] effect, a new shadow king emerges from the shadow pool 1d6 hours later.
Shadow, Flickering Shadow: ?
Shadow Creature: ?
Shadowy Occupant: ?
Large Humanoid Shadow: ?
Athransma the Merciful, Lich, Powerful Lich, Mighty Lich: When age began to wear upon Athransma prepared the proper phylacteries and performed the powerful rituals, transforming into a mighty lich.
Powerful Lich: ?
Undead: ?
 
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Quests of Doom 2
5e
Allip, Undead Creature Composed of Boiling Madness and Dark Screams: ?
Sipe, Allip: One of the more distinguished inmates of the Black Ward was a man called Sipe. He was brought in by the Royal Guard, having been convicted of the despicable crime of impersonating nobility yet judged not guilty by reason of insanity. In his lunacy, he claimed to be the Lord-Governor of Keston himself (a lord-governor prior to the current Lord Cormien). Sipe insisted upon that claim over the many years he was held in the Black Ward, but obviously no one gave him any credence.
Sadly, he actually was the Lord-Governor of Keston. Through various underhanded deeds and political obfuscations, he’d been replaced by a doppelganger. Sipe, in his claims to be the governor, was completely sane and in his right mind…for awhile. The years of imprisonment, the screams and babblings of the insane, the bizarre experiments and mind games performed upon him by the suspicious Osterklieg, and the special torturous “throne” that Osterklieg had fashioned for him finally drove him over the edge and into the waiting arms of madness. When the ward was abandoned, the lord-governor—still confined to his chair—found a way to slit his own wrists, spilling his blue blood onto the common floor.
In his death the lord-governor became an allip, a creature of boiling darkness and mad screams.
Bleeding Horror: The insane spirits of the Black Ward have infested this evil man, bending his wicked will to their own and creating a bleeding horror. The bones are those of former inmates of the ward, gathered here to focus their deranged power.
Foul Undead: ?
Sunken Corpse Covered in and Continuosly Dripping With Thick Red Blood: ?
Demonic Remnant: There might somewhere be other demonic remnants similar to Arumvel, but each of them would have a different story, for the cause of Arumvel’s condition was a unique set of circumstances and events.
Arumvel the Wicked, Demonic Remnant: There might somewhere be other demonic remnants similar to Arumvel, but each of them would have a different story, for the cause of Arumvel’s condition was a unique set of circumstances and events. First, the imprisonment of a powerful demon; second, the fateful curiosity of Arumvel the novice priest, who disobeyed the strictest instructions not to touch the green jar in which the demon had been cached. When Arumvel unintentionally set free the demon, Vuod’s power literally burned parts of Arumvel’s body into ash, although the tortured vessel that had been Arumvel survived, living beyond the time when Vuod the demon abandoned the captured shell and returned to the infinite hells that spawned him.
This room is the Court of Arumvel the Wicked, the pathetic but extremely powerful remnant of Arumvel’s body after it was possessed and then discarded by Vuod the Putrefactor.
For centuries the ashes of Vuod were kept safe by the priests of the Temple, until the unforeseen day when one of the priests, the acolyte Arumvel, became so curious about the forbidden jar on the pedestal in the Temple that he decided it could do no harm to at least touch it. The moment Arumvel reached out his hand and made contact with the demon’s prison, the ashes of Vuod the Putrefactor exploded outward and coated Arumvel’s body, destroying most of his soul and taking complete possession of the too-curious priest. With Arumvel possessed by the demon, the other priests were taken by surprise and either killed or enslaved to Arumvel’s will. A few of the Temple servants managed to leave warnings before they died, but the bloody events of the Temple’s desecration left no survivors. After the carnage, Vuod the Putrefactor escaped from the material plane, leaving Arumvel behind – still alive, but with his body and soul horridly warped. Slowly, the wilderness has encroached into the area where the Elder Temple once held it at bay.
For over two hundred years after the slaughter at the Elder Temple, Arumvel the Wicked remained quiet, resting and regaining his strength. Now, with his assembled minions and the strength of centuries, he has finally turned his eye upon the lands beyond his lair.
Ghoul Monkey: Ghoul monkeys are cunning, undead monkeys that often appear in jungle areas where there is great residue of evil and chaos, such as forgotten temples or altars where dead monkeys might rise in this vile form of undeath.
Cunning Undead Monkey: ?
Undead: ?
Undead Remains: ?
Extremely Powerful Undead Being: ?
Ghast, Normal Ghast: ?
Shank Brother, Ghast: Three ghasts, formerly known as the Shank Brothers, lurk within this black sphere. The Brothers Shank were scum in life—thugs who preyed on any travelers they could ambush in the wilds of Keston and beyond. One winter five decades ago during a fierce blizzard, they became snowed-in and trapped in a trading station high in the Eirtun Pass. As the weeks wore on and supplies ran out, they stalked and slew the families that ran the trading post, feasting on their bodies. With each new victim and each new meal, the brothers found themselves changing, gaining ferocious strength and unnatural health. When the spring thaw came, they came down from the pass with a newfound hunger for human flesh.
Tomb Guardian, Ghostly Figure: ?
Being: ?
Ghost: ?
Lacedon, Aquatic Ghoul: ?
Ghoul, Human Type Ghoul: ?
Creature: ?
Skeleton Fossil: Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon.
Skeleton, Normal Skeleton: ?
Guardian Skeleton: The sarcophagi in this room all contain normal (not animated) skeletons. If the party attempts to loot this tomb, under the very eyes of the Tomb Guardian, the guardian will raise its arms and each of the skeletons in the sarcophagi will rise as extremely powerful undead beings.
Variant Skeleton: ?
Will-o'-Wisp, Highly Dangerous Will-o'-Wisp: ?
Wraith: The king will give up his sword, but if the body is molested enough to remove the chainmail, then the king’s spirit will return to wreak his vengeance as a wraith.
Zombie: ?
Enchanted Zombie, Powerfully Enchanted Zombie: ?
 

Quests of Doom 3
5e
Bog Mummy: When a corpse preserved by swamp mud is imbued with necrotic energy, it rises as a bog mummy.
Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days unless a lesser restoration is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works).
The hateful bog mummy aspires to create more minions to serve her; therefore she slams her victims to the precipice of death so that they rise as bog mummies under her command.
Drauger, Draugr, Reanimated Remains of a Sailor Who Drowned at Sea in Regions That Are Cursed or Haunted by Evil Spirits: Draugr are the reanimated remains of sailors who drowned at sea in regions that are cursed or haunted by evil spirits.
Shadow Rat Swarm: A shadow rat swarm is simply a massive number of shadow rats that have clustered or banded together for survival or food.
Spectre, Full-Fledged Free-Willed Spectre, Hateful Undead Remnants of a Murdered or Evil Human Whose Anger is So Great That They Cannot Enter the Afterlife, Typical Spectre: Spectres are the hateful undead remnants of murdered or evil humans whose anger is so great that they cannot enter the afterlife.
Spawn are under the command of the spectre that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged, free-willed spectres.
Spectre Spawn, Lesser Spectre: Any humanoids slain by a spectre become spectres themselves in 1d4 rounds.
Any living creature touched by a spectre must make a DC15 Con save. On a failure, the target’s maximum hit points are reduced by an amount equal to the damage that its touch inflicted. The reduction lasts until the target takes a long rest. A target reduced to 0 maximum hit points in this fashion becomes a spectre spawn.
[H]umanoids slain by spectre become lesser spectres in 1d4 rounds, under spectre’s command.
Devourer: Any living creature that comes in direct physical contact with the watery star has its Con score reduced by 1d4 and immediately becomes insane. There is no saving throw to resist these effects. Whenever the watery star reduces an arcane spellcaster’s Con score to 0, the creature’s psyche is pulled into the extradimensional space, while its body rises as a devourer.
El-Aurens: Natural dangers claim their fair share of desert travelers every year. The bodies of most victims are forever lost beneath the dunes, but some emerge from their graves and resume their appointed tasks. These shambling cadavers are known as el-aurens. They are typically found in groups, leading sages to conclude that they once belonged to an expedition force or an exploration group.
Juju Zombie Desert Giant: Juju zombies are the undead remains of creatures slain by necrotic magic such as vampiric touch, blight and finger of death. They are emaciated creatures with gnarled grey skin, possessed by hatred of the living.
Allip, Spirit of a Mortal Cursed With Madness Who Has Taken Their Own Life: Allip are the spirits of mortals cursed with madness who have taken their own lives.
In his deranged state, Tiblu never accepted the servants as his equals. He confined them to their quarters and, in time, each took his or her own life as they sank into despair and eventual insanity. These unfortunate souls now haunt their former homes as undead spirits.
Demiurge, Undead Spirit of an Evil Human Returned From the Grave With a Wrathful Vengeance Against All Living Creatures: The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain. The demiurge is very territorial, usually haunting an area of up to three square miles surrounding its place of death.
Dullahan: Dullahans are soul-reaping creatures created by powerful fiends from the cruelest generals, the most savage warlords and other fearsome military leaders.
Attic Whisperer, Risen Spirit of a Lonely Neglected or Abused Child: An attic whisperer is the risen spirit of a lonely, neglected or abused child. It manifests from the discarded clothing, toys and other detritus from the child’s life. Initially headless, attic whisperers seek out the skulls of small animals as heads. Attic whisperers haunt the places where they perished, and are typically found in old houses, slums, workhouses, orphanages and similar dreary and tragic places. Sometimes such creatures lie dormant for years, but can be reawakened by the coming of new children, whose innocence kindles the sad spirit’s longing for companionship.
Dire Rat Zombie: In the absence of fresh meat, the dire rats that frightened Lakta back into her hiding space underwent the transition from life to undeath becoming 12 dire rat zombies.
Ghul, Jann Who Displeased Their Lord Ahriman and Were Cursed With Undeath: Ghuls are jann who displeased their lord Ahriman and were cursed with undeath.
Poltergeist: A poltergeist is an angry spirit that is unable to leave the site of its death. This may be due to unfinished tasks, great tragedy, or because its resting place has been desecrated — if, for example a home or other structure is unknowingly built atop a grave or similar sacred site.
Nawalapuura, Bog Mummy, Malevolent Bog Mummy, Hateful Bog Mummy, Ghastly Corpse, Undead Monstrosity: Meanwhile, Chasshagra’s lionweres grow frustrated with the villagers’ lack of cooperation and the need to suppress their inherent murderous instincts. No one knew where to find their quarry, or at least that is what they told the lionweres posing as three strangers. The situation reached its boiling point during a particularly tense encounter with an elderly farmer and his grandniece. Conversation devolved into an argument, and the disagreement then escalated into violence. The lionweres slew both family members. As an unintended consequence, the murders loosened the villagers’ tongues. To further improve their surreptitious ruse, the lionweres committed additional murders in their lion form and claimed that they were also game hunters seeking Game Over’s assistance in ridding the village of these man-eating beasts. In addition to creating the desired effects among the villagers, the lionweres’ murderous deeds inadvertently stirred an ancient evil from her slumber. Sensing the presence of residual magic from her long-forgotten tome, the slumbering Nawalapuura rose from the banks of the Pesha River as a bog mummy where she stalked the El-Rauf Farm on the village’s outskirts in search of live bodies to swell the ranks of her minions.
The lionweres’ killings stir King of Beasts’ former owner, Nawalapuura, from her watery grave along the banks of the Pesha River. She rises from the muck as a malevolent bog mummy and infects Mesut Azaz, a local farmhand from the El-Rauf Farm with her evil curse.
The lionweres slay another victim on the grounds of the El-Rouf Farm. The evil deed stirs the corpse of their former master, Nawalapuura, a bog mummy buried along the banks of the Pesha River.
The lionweres’ killings stir King of Beasts’ former owner, Nawalapuura, from her watery grave along the banks of the Pesha River. She rises from the muck as a malevolent bog mummy and infects Mesut Azaz, a local farmhand from the El-Rauf Farm with her evil curse.
Draugr, Draugr Minion: The force of her will and the corruption of her soul were so great that four unfortunate men that drowned countless ages ago also rose from the mire as 4 draugrs.
Undead Rat That Can Assume An Incorporeal Form: ?
Shadow Rat: ?
Shadow Rat Swarm, Undead Vermin: ?
Shadow Rat, Clever Undead Rodent: ?
Yeshua, Spectre, Restless Spirit, Translucent Spectre, Angry Spectre: An argument ensued, and the lionweres morphed into their hybrid form and killed Yeshua and Shadara.
Thozzaggard, Devourer, Undead Monstrosity, Ungodly Abomination, Monstrous Devourer, Undead Abomination, Intelligent Creature, 10-Foot Tall Withered Corpse: This time, the wily sorcerer would not escape the god particle’s grasp. Madness overcame him shortly before the alien substance sucked the last vestiges of life from him and hurled his ravaged soul into the void beyond reality. What later rose where his corpse now lay was an undead monstrosity that longed to spread its curse to every living creature.
The plan initially worked until Thozzaggard arrived and foolishly teleported to the other side. Like Ahmad, the bizarre mineral captivated his imagination and poisoned his mind. In time, the watery star’s extradimensional properties and his own madness got the better of him transforming him into the undead abomination on the other side of the door.
Countless millennia ago, Thozzaggard also found the watery star; however he succumbed to its power and became an undead abomination.
This time, the wily sorcerer would not escape the god particle’s grasp. Madness overcame him shortly before the alien substance sucked the last vestiges of life from him and hurled his ravaged soul into the void beyond reality. What later rose where his corpse now lay was an undead monstrosity that longed to spread its curse to every living creature.
The plan initially worked until Thozzaggard arrived and foolishly teleported to the other side. Like Ahmad, the bizarre mineral captivated his imagination and poisoned his mind. In time, the watery star’s extradimensional properties and his own madness got the better of him transforming him into the undead abomination on the other side of the door.
Ahmad, Devourer: Hopefully, the PCs realize that they must stop Ahmad at all costs and by any means necessary to prevent a devastating cataclysm. This may include subduing him, incapacitating him, grappling him or if all else fails killing him. If the PCs opt for the last option, the watery star consumes Ahmad’s psyche, and his body rises as a devourer 1d4+1 rounds later.
Shambling Cadaver: ?
El-Aurens, Living Dead, Undead Wanderer, Undead Explorer: These intrepid beings devoted themselves to a life of discovery and exploration in the harshest climate possible. Sadly, somewhere along the way, the very sands that they loved claimed their broken bodies as their own. However, their devotion to duty and their quest for knowledge were so strong, that they rose from their dusty graves and resumed their life’s work albeit as members of the living dead.
For the last twelve years, the exploratory society known as the Brotherhood of the Desert has been crisscrossing its way across the Maighib Desert. For the better part of their first decade, they did so in their human form; however for the last few years, they have done so as undead wanderers.
Boran Ahombra, El-Aurens, Living Dead, Undead Wanderer, Undead Explorer: These intrepid beings devoted themselves to a life of discovery and exploration in the harshest climate possible. Sadly, somewhere along the way, the very sands that they loved claimed their broken bodies as their own. However, their devotion to duty and their quest for knowledge were so strong, that they rose from their dusty graves and resumed their life’s work albeit as members of the living dead.
For the last twelve years, the exploratory society known as the Brotherhood of the Desert has been crisscrossing its way across the Maighib Desert. For the better part of their first decade, they did so in their human form; however for the last few years, they have done so as undead wanderers.
Creature: ?
Juju Zombie: Juju zombies are the undead remains of creatures slain by necrotic magic such as vampiric touch, blight and finger of death.
Emaciated Creature With Gnarled Grey Skin Possessed by Hatred of the Living: ?
Fazzellon, Juju Zombie Desert Giant, Incredibly Powerful Giant: After his destruction at Eyegouger’s claws, Fazzellon rose from death as a juju zombie desert giant.
Shana, Allip, Insane Undead: On that fateful day a century ago, Shana came to this remote field to hang herself from the only tree she knew of in the area. The presumably inanimate tree had other plans. Much to Shana’s horror, she soon discovered that the mighty plant was in fact a hangman tree — a carnivorous plant that devours any creature that wanders too close to it. The monstrous plant strangled Shana to death, a fate she intended to inflict upon herself. Unlike the hangman tree’s other unwitting victims, Shana wanted to die that day, and her death caused her spirit to transform into an allip that still haunts the field to this very day.
Allip, Spiteful Creature, Hateful Being, Undead Spirit, Vengeful Monstrosity, Incorporeal Creature, Cunning Creature: ?
Elapay, Demiurge, Angry Spirit, Wrathful Humanoid Spirit With a Sunken Nose Hollow Eye Sockets and Semitransparent Flesh, Spiteful Monster, Malevolent Spirit: During his short life, the enigmatic Elapay gladly laid down his life for others he barely knew in the heat of battle, yet as soon as he stepped off the killing fields, the curmudgeon would not even acknowledge his fellow man’s existence. Elapay fulfilled his lifelong ambition to die in a blaze of glory a few, short days ago, and no one noticed. The surly warrior lived alone and no one claimed his belongings or has even set foot in his tipi. Though Elapay lived out his dream, his angry spirit remains in the only place he felt comfortable — his tipi.
The misanthropic Elapay’s death transformed him into a demiurge. The spiteful monster obsesses over the only things that brought him joy — the thrill of battle and his possessions.
Soul-Reaping Creature: ?
Canotay, Dullahan, Headless Horseman, Vengeful Dullahan: Avarice and cruelty found a home in Canotay’s evil heart, and his brutality gained him many enemies. After three years of bloody savagery, Canotay’s earthly reign of terror came to a gruesome end. A coalition of neighboring communities and Canotay’s own people proved too much for the tyrant to resist. It took a dozen wounds to fell the fearsome warrior and free the village from his tyrannical reign, but Kimitah’s liberation was short-lived.
The Lords of Hell saw fit to once again unleash Canotay upon this world in his new incarnation — as a headless horseman atop a black steed.
Sad Spirit: ?
Lonely Attic Whisperer, Neglected Undead Creature: ?
Dire Rat Zombie, Ravenous Creature: In the absence of fresh meat, the dire rats that frightened Lakta back into her hiding space underwent the transition from life to undeath becoming 12 dire rat zombies.
Ghul, Undead Abomination, Bitter Creature: ?
Angry Spirit: ?
Poltergeist, Undead Spirit, Ghostly Abomination, Restless Apparition, Being: It is haunted by 4 poltergeists that are the undead spirits of those rare individuals that nearly discovered the house’s concealed basement and inner workings.
Ghostly Skeletal Form: ?
Undead Abomination: Chasshagra returned to Chass searching for an ancient magical book given to him centuries earlier by a hermetic Omaruri high priestess named Nawalapuura. While she walked the earth, the benevolent sphinx avoided the wicked cleric whenever possible because of her reputation for worshipping the Omaruri’s dark earth mother, Owomarari. Rumors persisted that she animated corpses into undead abominations and summoned sinister beasts to her aid during her evil rituals.
Undead Minion: ?
Undead: ?
Red Jester, Bizarre Undead, Strange Creature: ?
Incorporeal Undead Creature: ?
Undead Servant: ?
Lesser Undead: ?
Arcuri, Demonic Knight, Deadly Bloodthirsty Death Knight: The warrior-king Del’Mashon, a worshipper of the demon god Tsathogga, devoted himself to acquiring ancient relics to further his god’s power. In his fervor, Del’Mashon ordered holy relics of other temples brought to him, and demanded that all priests and worshippers of “unworthy” gods be slain. Del’Mashon’s three daughters, secret converts to Arden, an ancient god of the sun, led a small number of Arden’s faithful away from their father’s executioners to safety, guiding them out of the city through secret escape routes known only to the royal family. Their plan was to find a group of Arden’s faithful in a temple built deep within a narrow jungle-filled canyon. When Del’Mashon discovered this betrayal, he ordered the fleeing worshippers, including his daughters, put to the sword. Arden’s temple was burned, and riders were dispatched to hunt down and slaughter the escaping worshippers.
Arden’s faithful suffered many casualties on the arduous journey, leading many to despair and question their faith. But even through their hardships, the sun god directed his faithful to safety through dreams and visions. Following these dreams, Arden’s faithful discovered a series of jungle-filled canyons that eventually led to a door fused with an iron-streaked rock wall. The door opened into a forgotten vault dedicated to Arden. The priests hid, nourished through create food and water spells that created fruits and vegetables and fresh water, and uplifted with ancient texts praising their god. For a while the worshippers thought themselves safe, but it wasn’t long before the thunderous rumblings of horses reverberated through the canyon walls. The riders had found the faithful.
The faithful were put to a final test as the riders galloped closer. Many fell to their knees weeping, while others prayed for Arden’s mercy. Arden heard their cries, and hid the door behind illusions. The riders thundered past, riding down the long canyon in search of prey that cowered nearby.
Arcuri, the eldest daughter of Del’Mashon, could not believe the riders would be allowed to pass without some sort of vengeance being exacted. Her anger splintered the faithful, causing many to turn away from the woman whose heart was so overflowing with anger. Some say Tsathogga took advantage of her ire, promising her power to destroy her enemies — if she sacrificed those in the vault with her. Arcuri fought the malevolent urgings, but her desire to destroy the riders led to her doom. When the rumbling of the riders returning shook the canyon walls, she gave in to the whispered voices urging her to evil. Giving in to the offered temptations, Arcuri allowed Tsathogga’s dark forces to infuse her with demonic power. She was her father’s daughter after all.
Ghast: ?
Ghost: ?
Ghost of a Penitent Miser, Remorseful Spirit, Resident Spirit: ?
Ceruth, Ghost, Outraged Ghost, Spirit: The zither player is named Ceruth, a beggar that solicited donations by playing his zither during Iljanna’s decline. After death, the bitter musician refused to depart and became a ghost cursed to forever haunt the dollhouse.
Kuulagu, Ghost, Angry Spirit, Vengeful Ghost: A week before Cama Obuto’s lieutenants slew him, the cagey general murdered one of his male students in the boys’ dormitory. His victim, Kuulagu, realized that something was amiss with the academy and told Cama that he was going to leave and tell others. With no one else around, Cama flew into a rage and strangled Kuulagu. Yet even death could not quell the young man’s determination. Unable to find eternal peace, his spirit endured.
The transformation to undeath turned the otherwise good-natured Kuulagu into a vengeful ghost with one mission — to rid the world of Cama Obuto forever.
If asked about its death, the ghost admits that Cama Obuto killed him in the dormitory because he threatened to expose him as a fraud.
Ghoul: ?
Nika Tal'Shazar, Mummy Priestess of Hel Cleric 9: The coffin to the right is the resting place of Nika tal’ Shazar, a mummy priestess of Hel whose mummified body has been altered by the sulfur springs.
Normal Mummy: ?
Crystal Biltumur, Revenant, Frightful Monstrosity, Undead Abomination, Undead Horror, Hateful Undead Creature, Corpse of an Attractive Young Woman With Long Brown Hair and Lifeless Black Eyes, Menace: When young lovers are forever separated, one turns to a dark power for vengeance, and the other rises from the netherworld as a frightful monstrosity.
Sukh stammered for the right words, but Crystal spoke first. He heard nothing of what she said except for one word — pregnant. The thought of his unmarried daughter giving birth to an illegitimate child was bad enough, let alone a half-orc monstrosity. Sukh lost his mind. In an irrational fit of rage, he drew his blade and plunged it into his daughter’s abdomen in a subconscious effort to remove what he perceived to be the scandalous byproduct of an unholy union.
Rivers of blood poured from Crystal’s body as she collapsed, whispered “I love him,” and died.
Meanwhile, Sukh waited for news of Crystal’s murder to reach Ubuka. When it did and the eyewitnesses reported Stolen Tongue at the murder scene and made no mention of him, Sukh immediately blamed the orcs for Crystal’s murder and demanded Ubuka retaliate. He hastily buried his daughter’s body to conceal any evidence that might implicate him, but the dead girl refused to rest in peace. That night, hatred stirred her and her unborn child from eternal slumber, and she rose from the grave as a revenant.
Last evening, the town’s mayor, Sukh Biltumur, murdered his daughter, Crystal, and blamed the crime on his daughter’s clandestine lover, Stolen Tongue, the chieftain of a neighboring tribe of orcs. To conceal any evidence of the crime, Sukh hastily buried her body a few hours later in the outlying cemetery.
Love is a powerful emotion. The desire to spend an entire lifetime with one person can sometimes be so great that it transcends death. Crystal defied her father’s wishes to spend every available moment with her beloved Stolen Tongue. Even the grave’s cold embrace could not douse the fire of true passion. Yet, love wrongly denied has a will all its own. After her hasty burial, Crystal’s unrequited soul defied the power of death and assumed a new existence as an undead horror bent on fulfilling her lifelong desire to be with the only love of her life — Stolen Tongue — regardless of the price.
Skeleton: ?
Skeleton, Standard Undead Automaton, Undead Minion: ?
Specter: Cama Obuto buried his countless victims in this mass grave concealed beneath a few inches of loose stones and hardened earth. Still, an inspection of the floor reveals a stray bone or the crown of a small, humanoid skull protruding through the surface. Most of the corpses rest in peace, but a ragtag handful of undead refuses to depart this world so easily.
Cama Obuto, Spectral Wight, Wicked Resident, Malevolent Spirit, Wicked Apparition, Vile Malingering Spirit, Evil Entity, Spirit, Malevolent Presence, Malingering Spirit, Being, Disembodied Spirit, Rare and Peculiar Sort of Undead, Insubstantial Form, Wicked Undead, Menace, Ghost: They found the hidden entrance to his house of horrors and caught Cama with a young orc girl in a dank chamber where dozens or perhaps even hundreds of tiny skeletons lay strewn about the floor. The blubbering child serial killer groveled and begged for mercy, but the six mortified soldiers slew their perverted ruler with unbridled ferocity. To rid the earth of Cama’s legacy, the citizens razed his stronghold and abandoned the settlement in its entirety. But Cama’s malevolent spirit lingered and waited.
Stories claim that Cama Obuto murdered children for his own sadistic amusement. His crimes were so heinous that his own soldiers killed him to punish him for his brutal acts, and the citizens abandoned the community shortly thereafter.
Twelve years into his reign, his most loyal and trusted advisors finally uncovered the ghastly truth: Cama Obuto, the innovator and the reformer, was truly the cruelest and most-sadistic monster imaginable. In a secret house of horrors beneath his quarters, Zabladai’s ruler concealed his barbarous handiwork. There, his lieutenants caught the serial murderer in the midst of torturing a young orc girl. Horrified by the disgusting sight, they slew him where he stood. But nothing they did could erase the stain of evil that plagued Zabladai. Though violence and brutality are endemic among orcs, Cama’s crimes were too great and sickening for even them to stomach.
Restless Spirit: ?
Spirit: ?
Sad Spirit: ?
Wight, Undead Horror: The stains of evil are difficult to remove, especially in the case of Cama Obuto. Having been in his presence, one of the fallen orcs rose from the dead as a wight.
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Human Zombie: Kor guards his cave with 6 human zombies made from the corpses of several villagers that attempted to attack the bugbears a few months ago.
Zombie: ?
 
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Into the Woods

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