Undead Origins


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Voadam

Legend
The Tomb of Black Sand
5e
Black Sand: The core of the tomb/ritual is the Void Pillar [18], from which all things flow. The Candlemaker [17] is an avatar of the void and runs the operation. Corpses are dug up in [4] and processed in [15]. The bones become black sand in [16] and the smoke from this process is collected as a critical reagent in the final spell of ascention.
Essentially a slurry of necromantic potential, entirely comprised of angry, charred and finely powdered bone fragments. The sand is undead but neutral.
Black sand is made here. Bones are cracked and thrown into metal barrels in the furnaces. The barrels crush the bones, then seal, and the pulverized bone powder is transformed into black sand.
Minerva, Banshee: Vincent grew the tomb, as he and Minerva planned their wedding. Being non-traditional, it incorporated Vincent's becoming a lich, and transformation of Minerva into a banshee.
Minerva's brothers, having searched for weeks, burst into the tomb as she pledged, of her own free will and true love, to guard Vincent's phylactery forever. They watched in horror as she placed her own soul into a giant blue topaz, and attempted to "save" her, but Vincent cursed them with lycanthropy and they fled, howling into the night.
Vincent Bine, Lich: Years ago, the necromancer Vincent Bine discovered an ancient ritual of the blackest magic for growing a lair, becoming a lich, then a demilich and transcending beyond the stars. To enact this lengthy and complicated process, he required a place of mass death with abundant bones.
After years of research, aided by his assistant Thomas, he identified the forests outside Brighton as a potential location. A couple years ago they arrived to investigate directly. They roomed at the Red Squirrel, where Vincent met Minerva, a serving girl with an amazing voice. Her family welcomed Vincent and Thomas with open arms and Minerva’s three, expert woodsmen, brothers helped with their "botanical studies" in the forest.
Over time, Vincent and Minerva fell into true and actual love. Then, a number of things happened nigh simultaneously: Minerva's parents died. Thomas identified a location for the tomb. Minerva's brothers began to suspect that Vincent had dark secrets. Vincent and Minerva "ran away" to be "together forever". Vincent grew the tomb, as he and Minerva planned their wedding. Being non-traditional, it incorporated Vincent's becoming a lich, and transformation of Minerva into a banshee.
The Tomb of Black Sand itself is an ongoing ritual of great and dark power, that transforms the user into a lich, then a demilich. Vincent is currently working on the second step. Almost everything in the tomb is oriented towards this ritual.
The core of the tomb/ritual is the Void Pillar [18], from which all things flow. The Candlemaker [17] is an avatar of the void and runs the operation. Corpses are dug up in [4] and processed in [15]. The bones become black sand in [16] and the smoke from this process is collected as a critical reagent in the final spell of ascention.
Lich: Years ago, the necromancer Vincent Bine discovered an ancient ritual of the blackest magic for growing a lair, becoming a lich, then a demilich and transcending beyond the stars. To enact this lengthy and complicated process, he required a place of mass death with abundant bones.
The ritual requires a massive number of corpses to grow the tomb and as a reagent for the final spell. Possible locations include: a major battlefield, ancient catacombs, plague lands, the lands of a genocidal despot or any other mass grave.
The Tomb of Black Sand itself is an ongoing ritual of great and dark power, that transforms the user into a lich, then a demilich. Vincent is currently working on the second step. Almost everything in the tomb is oriented towards this ritual.
The core of the tomb/ritual is the Void Pillar [18], from which all things flow. The Candlemaker [17] is an avatar of the void and runs the operation. Corpses are dug up in [4] and processed in [15]. The bones become black sand in [16] and the smoke from this process is collected as a critical reagent in the final spell of ascention.
Demilich: Vincent, seeking to leave these mortal realms, became a lich and now works ceaselessly, using rare treasures and forbidden knowledge, to become a demilich and transcend to the planes beyond.
Years ago, the necromancer Vincent Bine discovered an ancient ritual of the blackest magic for growing a lair, becoming a lich, then a demilich and transcending beyond the stars. To enact this lengthy and complicated process, he required a place of mass death with abundant bones.
The ritual requires a massive number of corpses to grow the tomb and as a reagent for the final spell. Possible locations include: a major battlefield, ancient catacombs, plague lands, the lands of a genocidal despot or any other mass grave.
The Tomb of Black Sand itself is an ongoing ritual of great and dark power, that transforms the user into a lich, then a demilich. Vincent is currently working on the second step. Almost everything in the tomb is oriented towards this ritual.
The core of the tomb/ritual is the Void Pillar [18], from which all things flow. The Candlemaker [17] is an avatar of the void and runs the operation. Corpses are dug up in [4] and processed in [15]. The bones become black sand in [16] and the smoke from this process is collected as a critical reagent in the final spell of ascention.
The spell caster needs 77 "willing" sacrifices to unlock the last spell. As each is drained, runes appear above their bodies [4] and on the pillars [6]. When 77 are drained, the pillar’s code must be cracked revealing the true words of the final spell.
Black sand is made here. Bones are cracked and thrown into metal barrels in the furnaces. The barrels crush the bones, then seal, and the pulverized bone powder is transformed into black sand. Smoke from the process is sucked into a reservoir in the ceiling to serve as a critical reagent in the final steps of Vincent's ritual.
Sacrifice Flow
1. Potential sacrifices arrive at the tomb and drink from the pool [6].
2. They find an avail[a]ble niche in [4], strip and throw their belongings into the pit (except their item of shame)
3. Go to the Chapel [7] to wait for one week
4. St. Anya tries to remind them of their value, giving them three chances to break the spell WIS SAVE DC15 by showing them three acts of self-care the moon has seen them do. However, she may not do this for those who have knowingly perpetuated significant crimes against others (e.g., murderers).
5. After 7 days the Candlemaker collects them
6. They are "baptized" in the Moon Pool [6]
7. Then shrouded, and placed in a niche [4]
8. They become comatose and are left to "give up" on their life
9. When a sacrifice gives up completely, their body becomes ethereal and runes appear in [4] & [6].
10. Each sacrifice's item of shame is collected and displayed in the Trophy Suite [12]. The victim must have it to escape.
Sand Thresher: ?
Sand Bull: Skulls [in the Tomb of Black Sand]: Detect as evil. If they touch [black] sand, they form an appropriate skeleton (e.g., bull skulls make bulls).
Skulls [in the Tomb of Black Sand]: grow skeletons if they touch black sand.
Sand Skeleton: Skulls [in the Tomb of Black Sand]: Detect as evil. If they touch [black] sand, they form an appropriate skeleton (e.g., bull skulls make bulls).
Skulls [in the Tomb of Black Sand]: grow skeletons if they touch black sand.
Sand Warhorse: Skulls [in the Tomb of Black Sand]: Detect as evil. If they touch [black] sand, they form an appropriate skeleton (e.g., bull skulls make bulls).
Skulls [in the Tomb of Black Sand]: grow skeletons if they touch black sand.
Sand Wolf: Skulls [in the Tomb of Black Sand]: Detect as evil. If they touch [black] sand, they form an appropriate skeleton (e.g., bull skulls make bulls).
Skulls [in the Tomb of Black Sand]: grow skeletons if they touch black sand.
Thomas, Poltergeist: Vincent's assistant Thomas discovered the location for the Tomb losing himself in the process.
Undead: ?
Sand Messenger: ?
Burning Skeleton: ?
Candlemaker, Robed Skeleton, Avatar of the Void: ?
Ghost: ?
Ghostly Whisper: ?
 
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Voadam

Legend
The Tower of Jhedophar
5e
Barrow Wight: A humanoid slain by [a barrow wight's slam] attack rises 1d4 rounds later as a barrow wight under the control of the wight that killed it unless the humanoid is restored to life or its body is destroyed.
Bloody Bones: The animated remains of many unlucky adventurers scour much of the labyrinth in search of food.
Any creature slain within the labyrinth [of Jhedophar] rises as a bloody bones in 1d6 rounds. If a spellcaster begins to cast raise dead or resurrection on a slain creature before the 1d6 rounds pass and the spell is successfully completed, the creature does not become undead.
Crypt Thing: ?
Demiurge: ?
Lord Tork, Skeleton Warrior, Poor Hero, Long-Ago Hero, Guardian: The vigilant Jhedophar was prepared for the aging hero, however, and slew Lord Tork, binding his soul to a circlet of gold. Jhedophar now controls the poor hero’s bones from his scrying chamber, forcing the long-ago hero to serve as a guardian to the wizard’s lair.
Jhedophar, Lich, Standard Lich, Great Traveller of the Planes, Frequent Visitor of the City of Brass, Mighty Lich, Master of All Things Undead, Powerful-Looking Man: At some point, however, something changed in Jhedophar, turning his heart to evil. Some say it was the power of the mandrake staff, while others claim it was contact with a dark force he discovered while walking the planes of creation.
For whatever reason, 800 years ago, or so the legend says, Jhedophar wrought a great ritual within the summoning chamber of his tower and made contact with a being of pure evil whose will and mind were greater than his own. There, Jhedophar was granted immortality in undeath by the might of this unspeakable power. Jhedophar signed and sealed the pact with the blood of his very own apprentices.
All of this changed when Jhedophar dreamed of a beautiful temptress offering him immortality. He pored over his many eldritch tomes and finally sought out eternal life in undeath when he felt age creep into his bones.
Mohrg: The mohrgs are made up of the bodies of greedy adventurers who sought to wrest the mandrake staff from Jhedophar but were destroyed and turned into mohrgs after hours of torture.
Shadow Rat: ?
Barrow Wight, Animated Remains: The animated remains of many unlucky adventurers scour much of the labyrinth in search of food.
Barrow Wight, Lord Tork's Liegeman, Guardian: ?
Bloody Bones, Animated Remains: ?
Nazoj the Demiurge, Undead Minion, Protector, Ghost-Like Image of a Being Twisted By Evil: ?
E'elaim the Crypt Thing, Undead Minion, Protector: ?
Shadow Rat, Dire Shadow Rat: ?
Ghoul Minotaur, Animated Remains: The animated remains of many unlucky adventurers scour much of the labyrinth in search of food.
Standard Lich: ?
Mummy: ?
Shadow: ?
Spawned Shadow: ?
Normal Skeleton: ?
Skeleton Warrior: The transformation into a skeleton warrior traps the person’s soul in a golden circlet.
Spectre, Animated Remains: The animated remains of many unlucky adventurers scour much of the labyrinth in search of food.
Wraith: ?
Wraith, Animated Remains: The animated remains of many unlucky adventurers scour much of the labyrinth in search of food.
Spellgorged Zombie, Undead Servant: In life, Jhedophar was no fan of necromantic magic. However, since becoming a lich, Jhedophar has become a master of all things undead, even raising the bodies of his former apprentices as a new form of undead servant, the spellgorged zombie.
The altar of Beluiri is a foul and truly evil set piece to this otherwise lavish chamber. Jhedophar sacrificed each of his apprentices upon this altar and turned them into spellgorged zombiesB.
Zombie: Any humanoid creature slain by the mohrg rises as a zombie at the beginning of the mohrg’s next turn.
 
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Voadam

Legend
The Traveler's Guide to Skyfall
5e
Undead: Without delving too far into the insanity (though we really must talk about it at some time, because it is a ridiculous story in every sense) the Necromancer’s guild has for nearly the entire life of the city been charged with the protection of Skyfall from the dangers of the Lightless Depths. In return, they are given the bodies of all dead Skyfallians, which of course they animate to man their undead army.
Undead Servant: ?
Ghast: ?
Mummy: ?
Shadow, Ephemeral Scout: ?
Skeleton Shock Trooper: ?
Specter, Ephemeral Scout: ?
Zombie: ?
 
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Voadam

Legend
The Twilight Dream
5e
Draugr: A draugr is created from the soul of a violent or hateful humanoid who did not receive a proper burial and was then raised by necromantic magic.
Undead, Undead Creature: ?
Merciless Undead Monster: Dwelling in environments of intense violence or cruelty transforms a banshee. Their humanoid form chips away to reveal the tortured soul within, until they emerge as merciless undead monsters.
Undead Victim of a Great Plague: ?
Spore Servant: Fungal spores drift through the air; the spores can kill, and the fallen rise again as undead servants of the Scourge, a species of sentient evil fungi.
Spore Servant, Undead Servant: ?
Undead Soldier: ?
Undead Crocodile: ?
Undead Test Subject: ?
Undead Pirate: ?
Undead Crew: ?
Orddu the Shadow Witch, Malevolent Shade, Semi-Transparent Shadow Duplicate: Orddu stands in the twilight between life and death. Her liminal nature has allowed her to split her soul between her living body and a semi-transparent shadow duplicate.
Mordred, Death Knight: A group of necromancers has raised Mordred as a death knight intent on retaking his rightful domain with an army of bog zombies.
Ghost of a Fallen Knight: ?
Ghost of a Fianna Warrior: ?
Ghostly Angelic Spirit: ?
Ghost: When the fallen dies, its body rapidly decays into bubbling black tar, dropping its heart crystal in its space. The crystal is about the size of a human heart, made of sickly transparent green stone inlaid with veins of pulsing Miasma. A faint light shines within. Placing the stone inside a Cauldron of Rebirth and casting the spell resurrection on it will free the creature’s soul, destroying the heart crystal, and returning the creature to life if it has been dead for less than 1 year. A creature that was dead for longer than 1 year emerges from the cauldron as a ghost with the appearance, personality, alignment, skills, and memories it had in life. The ghost cannot travel more than 300ft from the Sanctum where it was created. The ghost can pass on to the afterlife anytime it wishes.
Tuathan Ghost: ?
Ghostly Crew: ?
Aiofe McCloud, Ghost: Upon death, the shadow eagle’s body rapidly decays into bubbling black tar, leaving behind Aoife’s heart crystal in its space. The crystal is sickly green and pulsing with veins of Miasma, but a faint blue light shines through. See the fallen stat block for more information about this ability. Aoife has been dead for over one hundred years and thus cannot be returned to life by the resurrection spell. She will become a ghost instead.
Ghoul: ?
Lich: ?
Tuathan Lich: ?
Canta the Physician, The Necromancer, Lich of Incredible Age, Dracaryn Man, Gentleman: ?
Shadow: ?
Yorick Fulgrave, Human Skeleton, Undead Businessman: ?
Skeletal Horse: ?
Skeleton of a Slain Knight: ?
Skeleton: Any humanoid creature that dies within or upon the Naglfar rises from the dead as a skeleton after 24 hours if it is still dead.
Naglfar's Raise Dead power.
Skeleton, Minion: ?
Humanoid Skeleton: ?
Talking Skeleton: ?
Spectral Wolf, Spirit of a Wolf: ?
Specter of a Noblewoman: ?
Spirit of a Dead Man: ?
Brunor Bloodcoat, Dracaryn Vampire, Vampire Lord, Dour Man: ?
Vampire: ?
Vampire Spawn: ?
Mes Gedra, Skull: ?
Wight: ?
Wraith: ?
Zombie: The Necromancer’s mission is to research the Miasma and develop new biological weapons for the Court, such as mutated chimeras and plagues that turn victims into zombies.
Once the characters have secured the artifact, they must find a way to escape the tower alive and get back home. The undead are endless soldiers drawn from the countless battles fought at the Amber Ward over the centuries. Any urisk killed in battle will join the horde as zombies drawn to the characters’ inner light.
The Necromancer lair action.
The Necromancer regional effect.
Bog Zombie: ?
Knight Zombie: ?
Mastiff Zombie: ?
Irgoll, The Prophet of Sorrow, Fomorian Zombie, Undead Monster: The Night King turned Irgoll into an undead monster and set him loose in the Radiant Bastion.
Crystal Zombie: Creatures petrified within the Radiant Bastion become afflicted with the crystal curse. A cursed creature will turn into a crystal zombie after 24 hours unless the grimoire is destroyed or the curse is removed.
Bandit Captain Zombie: ?
Scout Zombie: If any of the scouts die, they rise from the dead after 1 hour as scout zombies under The Necromancer’s control for the remaining duration, after which they crumble to dust.
Manticore Zombie, Horrible Monstrosity: ?
Chimera Zombie, Horrible Monstrosity: ?

Naglfar Lair Action
The Naglfar reanimates up to 3 skeletons or the bandit captain zombie, returning them to undead life. The creatures emerge from any unoccupied spaces on the Naglfar. The skeletons raised by this ability must be part of the Naglfar’s permanent crew.

The Necromancer lair action
The Necromancer targets a creature within 1 mile of the lair that he is aware of that has been dead for less than 1 minute. The creature returns to life as a zombie with half its hit point maximum (rounding down) until initiative count 20 of the following round (6 seconds). Each creature can only be affected by this action once every 24 hours. If the creature returned to life has CR 2 or greater, the Necromancer must wait 1 hour to use this action again.

The Necromancer regional effect
Necromantic energies tug at the spirits of creatures that die near the lair. A creature that dies within 1 mile of the lair will rise from the dead as a zombie after 24 hours unless its corpse is removed from the area, destroyed, or protected by a spell that prevents undeath.
 
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Voadam

Legend
The Ultimate Guide to Alchemy, Crafting & Enchanting (5E)
5e
Undead: ?
Undead With the Incorporeal Movement Feature: ?
Ghast: ?
Ghost: ?
Ghoul: ?
Lich: ?
Minotaur Skeleton: ?
Mummy: ?
Mummy Lord: ?
Ogre Zombie: ?
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Vampire Spawn: ?
Warhorse Skeleton: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: Scythe of Undeath magic weapon.

Scythe of Undeath
Weapon (glaive), rare (requires attunement)
This magic glaive has 5 charges. When you kill a humanoid using the weapon, you can expend 1 charge as a bonus action to cause the humanoid to reanimate as a zombie at the end of your turn. You can only create 1 zombie at a time with this weapon; if you create a new zombie, any others are destroyed.
On each of your turns, you can use a bonus action to mentally command a zombie you made with this weapon if the creature is within 60 feet of you. You decide what action the zombie will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the zombie only defends itself against hostile creatures. Once given an order, the zombie continues to follow it until its task is complete.
The zombie is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the zombie for another 24 hours, you must expend another charge from this weapon again before the current 24 hour period ends.
The scythe regains 1d4 + 1 expended charges daily at dawn. If you expend the scythe’s last charge, roll a d20. On a 1, the scythe crumbles to bone dust and is destroyed.
 

Voadam

Legend
The Vrykolakas
5e
Vrykolakas, Werewolf: A creature killed by [a vrykolakas' bite] attack rises again as a vrykolakas the next night unless it is a holy day.
Vampire: ?
Undead Count Dracula: ?
Vrykolakas, Bloodsucker: ?
Slavic Revenant: ?
Poltergeist: ?
 
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Voadam

Legend
The Wagadu Chronicles The Child & The Oath
5e
Undead: ?
Ancestor: ?
Am'Rou, The Blue-Eyed: Am'rous are the souls of deceased Ikaki heroes that join the Ekine Family becoming Spiritual Ancestors.
Adze, Firefly Vampire: Adzes are souls of heartless Daa'ima that turn even crueller after death and linger to torment humans.
Aigamuxa, The Hungry Devil: Whatever these ancestors did to become such creatures it is not known, but everyone agrees it is terrible.
Aigamuxa, Beast: ?
Lost Ibeji Alone Without Statue: ?
Lost Ibeji With Statute: ?
Lost Ibeji Paired With Sibling: ?
Lost Mara, Lost Skull, Lost Mara Ancestor: When a Lost Mara reaches 10 hit points or less. It uses its turn to perform replicative magic. It shudders and spins at an accelerated speed. A dull grey ring of smoke emits from its centre if the Lost Mara is not killed before its next turn another Lost Mara is spawned.
Lost Mara, Ancestral Spirit: ?
Udo, Rule Master, Udo Ancestor: These ancestors were mortals who enjoyed process and rules, often bureaucrats.
Udo, Ancestor, Ekpo Spirit: ?
Nlo Bieri, Bone Guardian: ?
Nlo Bieri, Tall Masked Ancestor: ?
Chamber Bat: This strange creature is a bat animated by powerful magic that keeps it alive even as its body decays beyond death.
Chamber Bat, Strange Creature, Bat Animated By Powerful Magic: ?
Lesser Akpan Ekpo, Ekpo Chief: ?
Lesser Akpan Ekpo, Ancestor, Very Old Person: ?
Nkubia, Ekpo Berserker: Wild fighters, these are spirits of restless youth, usually men, who died accidentally.
Nkubia, Wild Fighter, Spirit of a Restless Youth Who Died Accidentally: ?
Jom, The Young: A spirit of death that is said to be born when another Spirit cannot properly resurrect after being banished or destroyed.
Jom, Spirit of Death: ?
Jom, Translucent Figure: ?
Iku, Powerful Ancestor, Guardian: Iku, a Dawn Emere witch doctor and guardian of the village Burial Chambers, takes pity on the child and makes a deal with the village chiefs, he will take responsibility for the child so long as the child does not set foot in the village. The oath is brought before the village’s totem and bound with magic.
Iku keeps the child in the village’s burial chambers until his passing. The village, not wanting to deal with the child, closes the entrance to the Chambers and uses the totem’s magic to create an additional magic seal.
Iku returns as an ancestor to uphold his duty to ensure that the child remains in the Chambers.
Iku spent most of his time in burial chambers as its sole protector up until his death. The village paid their respects with one the most elaborate death ceremonies and erected a statue over his grave.
He subsequently became an ancestor that remained in the chambers.
Gerda, Amadi, Vengeful Ancestor: In the previous cycle (Around 200 years ago) a Lionblood woman—Amadi gave birth to a spirit child called Adia.
Village finds out about the child—Amadi is permanently banished.
Amadi passes away, her soul is unable to find peace and she ends up becoming a vengeful ancestor who haunts Daru.
Amadi is an ancestor that once lived as a human in the Lion Chiefs’ time. She gave birth to Adia, a spirit child during a time where the act was punishable. Amadi was abandoned by her partner and left to bear the punishment for the act. Her child was taken from her and she was permanently banished by the village. With the belief that her daughter was dead, Amadi didn’t survive for long in the harsh Daru and died a few days after her punishment came into force. Her soul never found peace and this resulted in her returning into an Ancestor.
Amadi found the dead body of Gerda, Zahrah’s sister and possessed it so that she could head back to the Lions Chiefs village for revenge.
Ancient Akpan Ekpo: ?
Taiwo, Lost Ibeji Ancestor, Being: ?
Lesser Chamber Bat: ?
Oni, Vigilant Akpan Ekpo Ancestor, Older More Frail Ancestor: ?
 


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