Undead Origins


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Voadam

Legend
Ultimate Bestiary: The Dreaded Accursed
5e
Spirit, Ghost of Nord Past: ?
Spirit, Ghost, Ghost of Nord Present: ?
Undead, The Dead: The unstable necrotic energy inherent in a wraith’s very existence seeps into the environment around it and grows in intensity, if allowed to remain. Unconsecrated dead spontaneously rise, holy magic dims, and a sense of dread and despair pervades wherever they settle, leaching the positive emotions out of any living things nearby.
Corporeal Undead: ?
Mindless Undead: ?
Undead Thrall: ?
Undead Scarab: ?
Free-Willed Undead: ?
Wandering Undead: ?
Undead Dragon: ?
Undead Spirit: ?
Most Powerful Undead: ?
Undead Ally: ?
Common Undead: ?
Lesser Undead: ?
Spirit of the Dead: ?
Burning Dead: Surrounded by the dead. Thought we could hold them off with fire. Now surrounded by burning dead and no oil for the lamps. -last entry in the logbook of Whitehall garrison.
Spirit: The unstable necrotic energy inherent in a wraith’s very existence seeps into the environment around it and grows in intensity, if allowed to remain. Unconsecrated dead spontaneously rise, holy magic dims, and a sense of dread and despair pervades wherever they settle, leaching the positive emotions out of any living things nearby. Those living within a wraith’s influence will feel lethargic, remembering past happiness dimly, and with great effort, as if it happened only in a distant story. Those who die in such an area (through unrelated means, driven to suicide, or simply weakening and fading away) are likely to rise as spirits themselves; specters under the wraith’s control, or ghosts fueled by their own deep unhappiness.
Restless Spirit: ?
Ghost: Where does the soul travel after death? To the depths of damnation? To sit by the side of the gods and feast eternally? This may be so for the truly wicked, or the exemplary heroes; the majority of mortals must however, at least for a time it would seem, wander. Most ghosts are simply the echoes of these wandering souls, drifting through the world, seldom visible, until…what? Some claim that such a ghost will pass on only when all who knew of it in life have died, others say that it must find its way through the twisting snarls of the ethereal to find its way to the afterlife. Dwarves say that when all the mountains have been ground to dust, all dwarven souls shall pass on to paradise together. Whatever the truth, the ghosts do not tell, if ever they knew it themselves.
Those who died with unfinished business, were struck down in a terrible passion, or whose deaths were accompanied by a particularly resonant emotion (anger, betrayal, fear, or pain being the most common); any of these may break the natural order of things. Such traumatic instances leave an imprint on the material plane, a portion of the deceased soul’s personality with all but the most prevalent emotions at the time of death dampened. The rest of the soul passes on but, tethered by the lingering fragment, is unable to rest.
Formed of soul essence and sheer force of will, ghosts have the ability to overpower the soul of a living creature and exist within their body.
The wight returns for fear of death,
The lich for lore thereof,
The rev’nant to revenge itself,
The ghost, alone, for love.
Specters differ from ghosts in that the latter are true spirits of the dead, imprints of once-living souls and reflective, at least in part, of those individuals.
Will-o'-wisps are formed where beings die miserably in areas suffused with magic, which interferes with the spirit passing on or becoming a ghost.
The unstable necrotic energy inherent in a wraith’s very existence seeps into the environment around it and grows in intensity, if allowed to remain. Unconsecrated dead spontaneously rise, holy magic dims, and a sense of dread and despair pervades wherever they settle, leaching the positive emotions out of any living things nearby. Those living within a wraith’s influence will feel lethargic, remembering past happiness dimly, and with great effort, as if it happened only in a distant story. Those who die in such an area (through unrelated means, driven to suicide, or simply weakening and fading away) are likely to rise as spirits themselves; specters under the wraith’s control, or ghosts fueled by their own deep unhappiness.
If a player character dies with unfinished business, and the GM and player agree, the character may return as a ghost.
Tormented Shade: ?
Riled Ghost: ?
Ghost of an Old Man Whose One Regret Was Never Confessing Their Love to a Childhood Sweetheart: ?
Benign Ghost: ?
Malign Ghost: ?
Violent Irrational Ghost: ?
Particularly Willful Ghost: ?
Friendliest Ghost: ?
Rational Ghost: ?
Ghost Phantom Servant: Some ghosts are able to split away parts of their spirit to act independently, though still under the ghost’s control. These fragments, known as phantom servants, should really be thought of a way for the ghost to spread its influence and accomplish multiple tasks simultaneously, rather than beings in their own right.
Arteus, Ghost: ?
Ghost Horrific Countenance: ?
Ghost Phantom Hound: ?
Spectral Form Animal: Animals, on the whole, lack the awareness necessary to remain in spectral form after death, though there is nothing to prevent them doing so otherwise.
Spectral Hound: Spectral hounds are well-established, and there is reason to believe that at least some of them are the genuine impressions of once-living creatures (as opposed to the extensions of a lingering humanoid spirit given canine form), perhaps driven by those same loyal instincts which will compel a still-living dog to pine at his dead master’s grave until the day they themselves perish.
Spectral Cat: Spectral cats, on the other hand, are practically unheard of. It is thought that, as even the meanest street-cat comports itself with such a sense of royal self-importance, no cat feels there is anything in the mortal realm worth remaining for.
Ghost Possessive Consciousness: ?
Ghost Phantom Steed: ?
Ghost Lingering Waif, Soul of One Who Died From Neglect or Abandonment: The souls of those who died from neglect or abandonment.
A waif 's tether to the world of the living typically revolves around its guardians, whether it be avenging itself upon its abusers, or seeking to reunite with absent parents.
Ghost Dreadful Spirit: ?
Ghost Tortured Soul: Necromancers typically favor corporeal undead, trusting to the brawn of a zombie, or the obedience of a skeleton, to do their bidding. However, sometimes the spirits of the dead are enthralled, either as servants, bridges to the ethereal, or as sources of power to tap for ongoing rituals. The chains of these tortured souls bind them to service, preventing them from possessing living beings, but enabling them to ensnare the spirits of their enemies.
Ghost Relentless Haunt: ?
Dorothea, Ghost, Spirit: ?
Runfolo Gastarne, Ghost: ?
Ghost, Echo of a Wandering Soul: ?
Ghost, True Spirit of the Dead, Imprint of a Once-Living Soul, Incorporeal Creature, Classic Undead: ?
Ghoul, Average Ghoul: Though ghouls are undoubtedly undead, they are not the raised forms of corpses. Instead, they might be more accurately described as an entirely different form of life. It has been suggested that ghouls originate from another plane entirely, one where such life is common, and they have been drawn to ours through the cracks between worlds by the promise of food. Regardless of their origins, upon arrival, they spread quickly and can overrun an area in little time, if an infestation is not checked.
Ghouls reproduce by implanting a larva into a host body. While rotting corpses are preferred, ghouls are not fussy about the exact nature of the host, and some have even been known to make use of their paralyzing abilities to keep a living victim sedate in their lair (such forethought on the ghoul’s part is, thankfully, rare). The larval ghoul absorbs their nutrients passively, at first, but soon develops jaws and begins feeding in earnest. The feasting ghoul matures quickly and so, when a lot of easy prey becomes available at the same time (for instance, after a battle), the ghoul population can explode almost overnight.
A common myth is that a creature who indulges in cannibalism will, over time, become a ghoul themself. While mostly apocryphal, it is possible that a creature consuming the flesh of its own kind, where a ghoul has also fed, could ingest an amount of the ghoul’s saliva (and, thus, their mutagenic properties) in a sufficient enough amount to trigger a physiological change over time.
Ghouls gather in the low places, where the foulest humors pool. In their stinking lairs, they vomit up their spawn to hatch in corpses or in living folk; it matters not so long as they be unmoving. The spawn burrow deep and, loathsome foetuses they are, devour as they grow until, surfeited, they burst from these wombs of flesh to breed anew.
Feasting Ghoul: Though ghouls are undoubtedly undead, they are not the raised forms of corpses. Instead, they might be more accurately described as an entirely different form of life. It has been suggested that ghouls originate from another plane entirely, one where such life is common, and they have been drawn to ours through the cracks between worlds by the promise of food. Regardless of their origins, upon arrival, they spread quickly and can overrun an area in little time, if an infestation is not checked.
Ghouls reproduce by implanting a larva into a host body. While rotting corpses are preferred, ghouls are not fussy about the exact nature of the host, and some have even been known to make use of their paralyzing abilities to keep a living victim sedate in their lair (such forethought on the ghoul’s part is, thankfully, rare). The larval ghoul absorbs their nutrients passively, at first, but soon develops jaws and begins feeding in earnest. The feasting ghoul matures quickly and so, when a lot of easy prey becomes available at the same time (for instance, after a battle), the ghoul population can explode almost overnight.
Ghoul, Hunched Shape: ?
Rare Ghoul That is Active During the Day: ?
Larval Ghoul: Given a modest food source, a ghoul can be relatively benign, content to eat until the supply is exhausted before moving on to search for more. Being undead, they do not digest their meals in the usual sense, but the fermenting flesh aids in the development of larval ghouls.
Ghast: Ghouls have a marked preference for humanoid flesh, explaining their overall humanoid forms, but some differ from the norm, having gestated within significantly larger corpses, or those with unusual features, such as wings. After many generations of intelligent hosts, ghoul behavior can become more complex (these more cunning ghouls are sometimes distinguished as ‘ghasts’), and some achieve near-human levels of intelligence.
Some ghasts are the result of cannibalistic humanoids coming into contact with mutagenetic ghoul saliva, while others are the result of generations of ghouls devouring intelligent prey.
Ghasts do not grow, age, or die of old age. They reach adulthood as living creatures, before becoming ghasts, or emerge fully formed from a larval state.
Some ghasts are the result of cannibalistic humanoids coming into contact with mutagenetic ghoul saliva, while others are the result of generations of ghouls devouring intelligent prey.
Ghast, More Cunning Ghoul, More Intelligent Ghoul: ?
Wandering Ghoul: ?
Intelligent Ghoul: ?
Recently-Fed Ghast: ?
More Intelligent Form of Ghoul: ?
Stunted Ghoul: Generations of poor feeding can lead to weedy and stunted ghouls; less of a physical threat, perhaps, but often starving and desperate.
Ghoul Gnawer: ?
Ghoul Garghoul, Winged Garghoul: ?
Ghoul Eyeless Stalker, Blind Ghoul: Blind ghouls are relatively common in deep cave networks, where constant darkness and rapid proliferation quickly make eyes useless.
Dread Ghoul: ?
Bilemaw Ghoul: ?
Nighthulk: While nighthulks can arise spontaneously where ghouls feast on the flesh of oxen, apes, or other muscular beasts, they are most common where a more intelligent ghoul, or ghast, guides their development to aid their own dominance.
Ghoul Sophisticate: ?
Lesser Ghoul: ?
Ghoul Ravenous Creeper: ?
Bitter Ghast: ?
Ferocious Ghast: ?
Ghoul Infectious Ravener: ?
Ghoul Noxious Devourer: ?
Ghast Warlord: ?
Ghast Warlord, Particularly Intelligent Ghast: ?
Ghoul, Hunched Figure: ?
Ghoul King, Figure, Beast: ?
Ghoul, Classic Undead: ?
Lich: Eternal life. It is a lofty goal, one sought by many. Few, however, possess the ability to achieve it, and fewer still are willing, desperate, or mad enough to pay the price. Those few who do may, through various roads, attain lichdom.
Liches are, invariably, powerful magic users who, through foul craft, have prevented their souls from passing to the afterlife by use of phylacteries. Most liches were learned and studious in life, coming upon the necessary rituals through decades of study and experimentation, but this is not the only path. Other liches may have been influential cultists, wielding the power of evil gods or even demon lords. Though it is more common for such people to be consumed, or at least controlled, by their master in death, some are able to strike bargains or twist their allotted power to lichdom.
The rituals themselves vary in detail, much as the different practitioners of magic differ in the details of their craft. Most commonly, the would-be lich spends years on preparatory rites, gradually embalming their own body in a similar manner to mummification, while also regularly performing rituals (or continually performing one enormous ritual of many stages - reports differ), binding a portion of their soul to the mortal realm within a phylactery, an object used as a vessel to store and protect the soul fragment. The preparations culminate in the imbibing of a magical poison while also sacrificing a living soul. It is believed that the lich’s partial soul and that of the sacrifice, passing on at the same moment, allows the portion the lich has tethered to remain unnoticed by the higher powers.
The nature of the sacrifice seems almost a matter of personal taste. For some, it is a simple means to an end, using whatever being can be procured most expediently. Others view the sacrifice as an integral part of the ritual, forever tying the two souls together, and will only bestow this dubious honor on a person of importance, whether it be a faithful servant, or a hated rival.
A phylactery commonly takes the form of a large locket or small chest, though any container will serve the purpose if properly prepared along with the lich’s preparation of its own body. At the very least, the phylactery must contain some of the lich’s blood, though small scrolls of binding and warding (sometimes written in said blood) are common as well. This preparation makes a phylactery more durable than appearances might suggest, and it takes powerful magic to truly destroy one.
I look back now on the path down which I may have embarked, and I feel sickened. Some of you reading this, I know, will have idly wondered at the idea of lichdom, as I did. But stop to think of the cost. Not the cost to oneself, for I know many who would be willing to pay any price for knowledge, myself included. No, a lich does not come into being simply through force of will and manipulation of the higher magics; each lich sits upon a throne of death. Not only must they kill in order to attain lichdom, but they must do so regularly to maintain it.
It is of those who attain lichdom through their own study that we know the most. By their very nature, such individuals are those of a diligent, scholarly bent, and their rituals often contain a written component, to say nothing of personal writings and research. Hard facts are still scant, though, for they are also a suspicious breed, and fearful of pretenders.
A character may choose to pursue the lich class once they meet the prerequisites.
Prerequisites: 5th level in any class with the spellcasting class feature, and a spell list that includes 9th level spells (this does not include subclasses that use another class’s spell list), completed ritual to create a phylactery.
When you become a Lich at 1st level, you create a phylactery: any Medium, or smaller, object assembled from multiple parts, such as an amulet, a music box, or a hand mirror.
The wight returns for fear of death,
The lich for lore thereof,
The rev’nant to revenge itself,
The ghost, alone, for love.
Master Lich: ?
Lich, Corpse: ?
Lich, Powerful Magic User Who Through Foul Craft Have Prevented Their Soul From Passing to the Afterlife Through Use of Their Phylactery: ?
Lich, Insane Undead: ?
Most Confident Lich: ?
Most Foolhardy Lich: ?
Older Lich: ?
Clever Ruthless Lich: ?
Demilich: As a lich's body deteriorates, its remains bristle with unchecked magical potency. As this process ravages the lich's body, it gradually turns into what is known as a demilich.
Lesser Demilich: The template can be applied to any lich.
Once only the lich's torso, head, and arms remain, it is known as a lesser demilich.
Greater Demilich: The template can be applied to any lich.
A greater demilich's body is all but annihilated and only the skull remains, flaring with magical currents.
Transcendant Demilich: The template can be applied to any lich.
The lich's body has been consumed by its magic and turned into an inferno of pure magical force, shaped into a deathly visage of hatred, and commanded by the soul still trapped within its phylactery.
Apocryphal Lich: ?
Apocryphal Lich Neophyte: ?
Apocryphal Lich Initiate: ?
The Eternal Queen, Lich: ?
Apocryphal Lich Adept: ?
Apocryphal Lich Magus: ?
Apocryphal Lich Master: ?
Teb Tzaano, Lich: I had been so sure. Decades of study, years of preparation, months of work, and I had been sure. The phylactery was ready, the potion brewed, and I was sure.
A lifetime condensed into one moment.
That moment, when the concoction first touched my lips, the sweetness of the belladonna, the muskiness of the venom, and the copper of the still-warm blood, for the first time in the process, I felt doubt.
Then came the pain. That terrible, rending pain. I fell to my knees. I wept like a child.
I gasped, and sobbed, and collapsed upon the chest of my sacrifice, whimpering as the substance did its work. Her faltering, fading breaths soothed me, like a mother’s embrace.
Blight Lich: Rarer still are blight liches, who manage to pervert the magic of nature itself into fuelling their unlife. The multifaceted deities of nature seem united in their hatred for undeath, and it takes a singularly powerful individual to so confound them.
The patron of a profane lich might require their sacrifice be a loved one, as a test of faith, while blight liches might ensure their sacrifice’s blood is drunk by the thirsting roots of a twisted tree.
Records of the blight liches are near to nonexistent. The druidic rituals, of which their magic appears to be a corruption, are kept hidden from outsiders, as a rule, and their twisting by the undead is a subject of particular shame and secrecy.
Blight Lich Neophyte: ?
Blight Lich Initiate: ?
Blight Lich Adept: ?
Blight Lich Magus: ?
Blight Lich Master: ?
Profane Lich: The patron of a profane lich might require their sacrifice be a loved one, as a test of faith, while blight liches might ensure their sacrifice’s blood is drunk by the thirsting roots of a twisted tree.
Of the profane liches, some little is known, from that which we can piece together about the darker practices of death cults. Notably, they must prove themselves of such unique worth in life that they are granted complete freedom as an agent after death, rather than remaining answerable to their patron. To this end, a would-be lich will commit heinous atrocities in the name of their deity. History runs red with the deeds of such individuals, and the presumably low rate of success does little to deter these attempts. Such liches, it would seem, often ascend accompanied by a mass sacrifice of their disciples; a number of these unfortunates’ souls are gifted to the deity as part of the bargain, and some are returned as mindless thralls to the newly-formed lich.
Profane Lich Neophyte: ?
Profane Lich Initiate: ?
The First, Lich: ?
Profane Lich Adept: ?
Profane Lich Magus: ?
Profane Lich Master: ?
The Maid of Sorrows, Particularly Troublesome Lich, Maniacal Lich: ?
Lich, Classic Undead: ?
Mummy, Undead Mummy: Preparation of the dead, even involved and intricate preparation, is fairly common practice. The lengths the creators of mummies go to are unusual, but fairly widespread, though the fruits of their labor are only truly successful and long-lasting in very dry environments conducive to their preservation; primarily deserts and arid mountains. Priests and underlings work for months to leech all moisture from the body, remove and preserve separately the important organs, cleanse the dried corpse with sacred oils and resins, and finally inter the mummy in its tomb. The intent is to ensure the deceased has a worthy vessel to inhabit in the next life, but many of the rituals are, knowingly or unknowingly, perverted to instead create monstrosities.
Undead mummies are created when the lengthy embalming and burial rites practised by mummy-creating cultures are subtly altered. In some cases, agents from demonic cults have a hand in warping individual rites, in others, the sacred instructional texts have unknown infernal origins which had been assumed divine. A few, however, undertake the dark rituals knowingly; cultures of demon-worshippers, and those who believe the souls of the dead must suffer in order to be cleansed. Whatever the reasons for the corruption of the process, the deceased’s spirit is condemned to a plane of torment and suffering, instead of passing on to the next world with all the grandeur it deserves.
The last stage of the rite of mummification is the interring of the body in its tomb and creating a magical seal. This seal protects the preserved body from any attempts to raise it by forces unintended by the ritual-casters. The seal may be a physical object, such as a tablet designed to break upon the opening of the tomb, or may be a curse triggered by the removal of objects from the tomb, speaking the mummy’s name, or approaching the sarcophagus without the proper ceremony. Whatever the case, as soon as the seal is broken, the mummy is possessed and animates. Often, the spirit which inhabits the body is the original soul, driven mad by what could have been millennia of suffering in a hellish death plane. Other times, the spirit is demonic in nature; that of whichever foul creature consumed the original. In either case, the mummy, now consumed with rage, will seek out those who desecrated its resting place and destroy them.
Part of the mummification process is the removal of several key organs for their separate preservation, often in ornately decorated jars. For the most powerful mummies, these fulfill a similar function to a lich’s phylactery, ensuring the mummy cannot be truly destroyed while the heart remains intact, although they do not require a phylactery’s regular sacrifice of mortal souls to maintain, nor any input or consent from the mummy to create – indeed, many mummies seem positively enraged at their inability to die.
Two main factors inform the details of a mummy’s tomb; the creation of a mummy is a lengthy, expensive process reserved for the very wealthy, and the desire to create a mummy is generally indicative of a culture which places great emphasis on the deceased’s experiences in the afterlife.
Mummy, Thing That Had Been a King Once: ?
Mummy, Monstrosity: ?
Richer Mummy: ?
Lesser Mummy: Richer mummies may be buried with those who served them in life, with their tomb filled with the mummified corpses of their servants, spouses, and favored pets. It is unclear how willing these individuals are to sacrifice themselves to serve another after death, yet they line the dusty halls regardless.
When a mummy animates, it has complete control of the contents of its tomb and, unwilling though they may have been, these lesser mummies will animate to serve it.
Lesser Mummy of a Pet: ?
Lesser Mummy of a Servant: ?
Mummy Soldier: ?
Mummy Praetorian: ?
Mummy Chosen Champion: Some underlings are of such fanatical loyalty that, at the point of their master’s death, they will gladly give their lives in order to continue their service and become a chosen champion. The death of a monarch or nobleman can be followed by a wave of death, as their household guard and soldiers give their lives to fill their tomb with protectors.
Mummy Mummified Murderer: ?
Mummy Royal Assassin: ?
Mummy Executioner Confidant: Criminals who dared to raise a hand to their rightful masters, would-be murderers, are often interred as punishment - having undergone at least the preliminary stages of mummification while still alive – and forced to serve more faithfully after death.
Mummy Acolyte: ?
Mummy Court Priest: ?
Mummy Exalted Hierophant: Court priests commonly owe their position to backstabbing their way into favor and, with their master gone, a quick ritual death and eternal preservation might be a kinder fate than what their rivals would have in store for them.
Mummy Anointed King: ?
Mummy Mummified Baboon: ?
Mummy Tomb Hound: ?
Mummy Swarm of Cursed Snakes: ?
False Mummy: Sometimes, in order to deter and punish would-be grave robbers, swarms of snakes are interred in a package of bandages made to look like a mummified body. These false mummies are still animated by the mummy's curse, and act much in the way mummies normally would, although their movements tend to be more staggered and erratic.
A false mummy can be any humanoid mummy of challenge rating 5 or lower.
Mummy Tarikhodile: ?
Mummy Bast Cat: ?
Mummy Mummified Bull: ?
Mummy Tarikhosphinx: The tarikhosphinx is one of the most powerful tomb guardians, and a rare one, a sphinx in life being no easy thing to overpower, subdue, and embalm. After death, its loyalties lie with the mummy lord whom it guards, rather than the gods.
Mummy Tarikhosphinx, Most Powerful Tomb Guardian: ?
Mummy Lord: ?
Implacable Mummy King: ?
Revenant: Revenants are engines of vengeance, potentially denying themselves their afterlife in order to avenge themselves upon those responsible for their own unjust deaths.
Revenants are birthed by betrayal and fueled by revenge. Unlike the many and varied goals a ghost might need to see completed, or the self-serving ambitions of a wight, a revenant has only one clear and simple goal; the deaths of all those involved in their unjust murder.
Divine powers do not especially affect them, as their resurrection is not due to the meddling of gods, but a result of the greater powers of balance and justice in the cosmos, to which even they must bend. Some personal choice must also be involved, somewhat similar to the creation of a wight, for not every victim of betrayal becomes a revenant.
Death doesn’t have to be the end! The following templates can be applied to an existing player character upon their death, at the GM’s discretion, to turn them into a ghost or revenant.
If a player character is unjustly murdered, they may wish to seek vengeance against those who inflicted this injustice upon them. If the GM and player agree, the character may return as a revenant.
The wight returns for fear of death,
The lich for lore thereof,
The rev’nant to revenge itself,
The ghost, alone, for love.
Revenant, Corpse: ?
Revenant, Engine of Vengeance, Animated Corpse, Dead Body: ?
Particularly Bloodthirsty Revenant: ?
Wight-Like Failed Revenant: For some, those with a selfish streak, or who had a particularly personal relationship with their betrayer, their target’s death alone is not enough – they must be the one to strike the killing blow. Such a revenant might rail against this further injustice strongly enough to break their covenant, and take their anger out on the living in general. These wight-like failed revenants might even begin their vendetta by seeking out and destroying the killers of their original target.
Most Amiable Revenant: ?
Once Noble Revenant: ?
Once Good-Natured Revenant: ?
Adrestio, Revenant: THEMIO: You did startle me, so deathly quiet was your step. You know of Kane, my grave fellow?
ADRESTIO: He shall be a corpse ere long.
THEMIO: You look half a corpse yourself, what know’st thee?
ADRESTIO: This much alone: t’was him who murdered me.
Revenant Seeker: ?
Tenacious Revenant: ?
Revenant Relentless Harrier: ?
Kinrama Shathaan, Revenant: ?
Failed Revenant: ?
Bernil, Revenant: ?
Abner, Revenant: ?
Shadow: Consummate ambush predators, shadows are attracted to goodness, to those whose darkest desires are suppressed most deeply, for the brighter the light, the darker the shadow it creates. By killing a virtuous individual, a shadow is able to separate those parts of their character consigned to the darkness, unleashing them upon the world as a new shadow. Only the most depraved are truly safe from a shadow’s interest, though the more a person gives in to their darker side, the weaker a shadow they will create, and so the less likely they are to be attacked.
The theory goes that shadows came into being as the result of a botched experiment. Some well-meaning soul, through ritual, bargain, or alchemy, attempted to portion off those instincts, desires, and hungers which were most abhorrent to them. Rather than disappearing, as they no doubt hoped, this darker remnant of their soul lingered.
For a shadow, attacking the living is primarily a means of reproduction, for when a shadow kills, another shadow will arise from the victim’s corpse.
Shadows show marked preference to attacking those of greatest virtue, those good-hearted souls who will create the strongest shadows upon their deaths.
Shadow, Consumate Ambush Predator, Unleashed Darkness: ?
Tamed Shadow: ?
Clever Shadow: ?
Strongest Shadow: ?
Silhouette Shadow: If a non-evil humanoid dies from [a silhouette shadow's strength drain] attack, a new silhouette shadow rises from the corpse 1d4 hours later.
Treacherous Shadow: If a non-evil humanoid dies from [a treacherous shadow's strength drain] attack, a new treacherous shadow rises from the corpse 1d4 hours later.
Particularly clever shadows can overwhelm and possess the shadows of living creatures, without their notice.
Treacherous Shadow, Particularly Clever Shadow: ?
Shadow Consuming Darkness: If a non-evil humanoid dies from [a consuming darkness's stength drain] attack, a new consuming darkness rises from the corpse 1d4 hours later.
Skeleton, Skellingbones: Ensorcelled remains, animated beyond their time, stand to attend a new master, caring not whoever it may be, for they are legion, a mass of the mindless.
While a skeleton does not require flesh in order to move, being animated entirely magically, a lack of flesh is not a requirement. Though certainly not the norm, and requiring unorthodox magics, even the recently dead can have their skeletons animated, heaving their soft tissues along with them until they eventually rot and slough away, revealing the walking bones beneath. The tell-tale sign of a skeleton is the dim, glowing light within the eye sockets, betraying the magic which knits the bones together.
Skeletons are, in essence, specialised magical automata. The spells required to create them resemble those used to animate objects more than those that raise the dead. The difference lies in the fact that magically animated skeletons use the residual energies left in the bones to power the spell, putting their creation firmly in the camp of necromancy.
The spells animating the skeleton replace the tendons and muscles needed in order to move, so centuries-old bones have just as much mobility as those still knitted together with gristle. While perhaps more robust than living tissue, the effect is not indestructible and, should the skeleton sustain enough damage, the forces holding the bones together will cease doing so.
Though usually the case for simplicity’s sake, the bones do not strictly need to be from the same individual or species. ‘Bone memory’, while a somewhat muddy and esoteric field of magical theory, suggests that some imprint of reflexes and practised actions remains dormant in the bones after death, meaning the bones of a soldier will be marginally more suited to martial work, for example. This is another reason necromancers typically raise the skeleton of an individual, though the disparate bones of those with similar life experiences will create a cohesive whole as well.
Lastly, skeletons may also spontaneously arise in areas of necromantic energy and, having no master, will instinctively seek to destroy any living creature which comes into their vicinity. These skeletons are likely the ones found in ancient crypts and otherwise-uninhabited locales.
Like skeletons, zombies are corpses animated by magic.
The only essential commonality is that there must be some level of flesh covering the bones in order for the zombie to haul itself around for, while there is magic holding them together to a point, it is limited compared to that which knits together other types of undead, such as skeletons.
Skeleton, Ensorcelled Remains, The Mindless, Specialised Magical Automata: ?
Magically Animated Skeleton: ?
Skeletal Colossus: If the necromancer can imagine it, and coax the magic to animate them in a plausible way, skeletal colossi can be created from an amalgam of different parts. However, such creations are rare; the movements necessary to cause a humanoid form to walk and fight come without thought to the average spellcaster, but working out how to move a pile of mismatched bones without it tripping over its own feet requires an expert’s understanding of the craft.
Skeleton Warrior: ?
Skeleton Soldier: ?
Skeleton Veteran: ?
Skeleton Infantry: ?
Skeleton Pikeneer: ?
Skeleton Pikemaster: ?
Skeleton Archer: ?
Skeleton Marksman: ?
Skeleton Sharpshooter: ?
Skeletal Creature: ?
Skeleton Skeletal Hill Giant: ?
Skeleton Skeletal Minotaur Warrior: ?
Skeleton Skeletal Minotaur Warlord: ?
Skeleton Skeletal Dragon: ?
Skeleton Skeletal Riding Horse: ?
Skeleton Skeletal Dog: ?
Skeleton Skelephant: ?
Skeleton Bone Horror: A somewhat crude necromantic experiment, the bone horror is nonetheless effective, and an efficient use of incomplete remains, if a necromancer is sufficiently skilled to articulate and animate them. Consisting as they do of a multitude of disparate parts, no two bone horrors are exactly alike, though all excel at crude butchery.
Skeleton Bone Horror, Somewhat Crude Necromantic Experiment: ?
Skeleton Skeletal Wartitan: Only a true master of the necromantic arts has the power and vision to create a skeletal wartitan. A refinement of the cruder bone horror, a wartitan is massive enough that its weaponry itself is made of animated bone, reshaping and adapting to suit the situation.
Osseous Amalgam, Colossus, Skeletal Horror: ?
Skeleton, Mindless Undead: ?
Skeleton, Mindless Servant: ?
Skeleton, Undead Pack Animal: ?
Skeleton, Undead Automaton: ?
Specter, Common Specter: One must pity the specter: a writhing miasma of bitterness, confusion, dismay and hate that so unjustly exists, but exist it does. To be severed from the mortal ties of one’s life while still in the midst of living does not bear thought, for dwelling upon such can drive even the most stalwart to madness. The myriad flavors of life, the common things relied upon day after day, create an unseen cocoon of comforting familiarity. But, should this snug refuge be rent asunder, the soul within unceremoniously set adrift, pity that soul, and any who chance to meet it.
Specters differ from ghosts in that the latter are true spirits of the dead, imprints of once-living souls and reflective, at least in part, of those individuals. A specter, by contrast, is formed when a being’s soul is ripped from them while they still live. Without a natural death, there is no chance for the soul to pass on as it should, leaving only a hateful and malignant creature. Stripped of all personhood and character, desperately hungry for the life it can never return to, specters are murderously envious of any who still cling to it.
Specters are formed of unstable soul essence, and that instability is reflected in their appearance.
Almost universally, specters became so unwittingly and unwillingly.
Specters are created when powerful dark magic, or an evil entity, separates an unwilling living soul from their body. This act disrupts the natural order, warping the soul into an unstable and crude approximation of an undead spirit. Wraiths commonly create specters to serve them and demoralize their living enemies. Specters might also be created as byproducts of particularly foul rituals, such as one to summon an extraplanar entity into a living, but empty, ‘vessel’.
Souls wrenched from their bodies while they were still alive.
Those living within a wraith’s influence will feel lethargic, remembering past happiness dimly, and with great effort, as if it happened only in a distant story. Those who die in such an area (through unrelated means, driven to suicide, or simply weakening and fading away) are likely to rise as spirits themselves; specters under the wraith’s control, or ghosts fueled by their own deep unhappiness.
There can be no negotiating or reasoning with a wraith. They see themselves as commanders in a war against life itself. The only living being acceptable is one which submits itself, willing to turn against its fellows in order to survive, and even these shall have their souls ripped out to serve the wraith as specters at the smallest hint of displeasure.
Specter, Figure of Swirling Mist: ?
Specter, Writhing Miasma of Bitterness Confusion Dismay and Hate, Roughly Humanoid Shape Made up of Crackling Dancing Energy: ?
Traversing Specter: The baleful void’s Life Drain and Create Specter abilities can both create specters under the wraith's control.
If a creature is slain by [a baleful void's life drain] attack, its spirit rises on the next turn as a traversing specter in the space of its corpse, or in the nearest unoccupied space.
Baleful Void's Create Specter power.
Deadly Specter: The seething oblivion’s Life Drain and Create Specter abilities can both create specters under the seething oblivion’s control.
If a creature is slain by [a seething oblivion's life drain] attack, its spirit rises on the next turn as a deadly specter in the space of its corpse, or in the nearest unoccupied space.
Seething Oblivion's Create Specter power.
Specter Spectral Horror: ?
Specter Spectral Raven: The spectral raven is an enigma, as it is seemingly not the soul of a once-mortal creature. Its cry induces supernatural terror but, perhaps worse, the very presence of the raven is enough to drive living creatures to paroxysms of grief and apathy from which they may never recover. Scholars speculate that the phenomenon is formed of stray astral essence corrupted by the same magical disturbances which form more common specters, or else a collective of rent souls somewhat akin to a wraith.
Specter Spectral Raven, Enigma: ?
Specter Spectral Dragon: The sundered soul of a dragon is a horribly powerful force of chaos and woe, raised and set loose only by the most powerful undead, or the most insane necromancers.
Specter, Figure, Wrong Thing: ?
Walking Corpse: ?
Vampire, Fully-Fledged Independent Vampire, Full Vampire: In common parlance, one can be transformed into a vampire; this is incorrect, though the difference is subtle. A person is killed by a vampire, and their vampiric essence enters the now dead body. While the dead person’s memories and remnants of personality may be accessible, a vampire is not the person transformed – a vampire is a vampire, wearing their corpse.
A stake of sharpened wood through the chest will incapacitate a vampire, it is true (as, it must be said, it would incapacitate most creatures), but the practice of planting a yew tree above an evil-doer’s grave will do little to dissuade the dead from rising in any form (though, given the swiftness of a vampire’s revival, a slow-growing tree seems singularly unsuited to that task).
Both the lycanthrope and vampire class can only be accessed by those who have been bitten and infected; these are intended as alternatives to the character being taken over as an NPC under the GM’s control.
The vampire spawn can turn into a full vampire, if allowed to draw blood from its master.
Mihaelia Rhamonos, Vampire: ?
Vampire, Being Neither Living Nor Dead: ?
Lesser Vampire: ?
Lesser Vampire, Bloodsucker: ?
Bloodsucker: ?
Powerful Vampire: ?
Good Vampire: ?
Hungry Vampire: ?
Truly Ancient Vampire: ?
Elder Vampire: ?
Secure Vampire: ?
Young Vampire: ?
Vampire, Natural Ambusher: ?
Free-Willed Vampire Spawn: A humanoid slain this way [by a fledgling vampire's bite], and then buried in the ground, rises the following night as a free-willed vampire spawn.
Vampire Fledgling: ?
Vampire Fledgling, Lesser Vampire: ?
Vampire Dampyr: The origins of the dampyr remain something of a mystery. Possessing lessened versions of a vampire’s strengths, along with fewer of their weaknesses (most markedly, they are unharmed by sunlight), they are clearly a fusion of mortal and undead, and it is theorized that they are born of women bitten while pregnant, though they are rare enough that proper studies have yet to take place.
Vampire Dampyr, Fusion of Mortal and Undead: ?
Vampire Nightstalker: ?
Vampire Packrunner: ?
Higher Vampire: ?
Vampire Noble: ?
Vampire Noble, Most Powerful Undead: ?
Ilandrei, Vampire: “I remember it clearly, of course,” she relates. “Mortals do not remember their births, so it is difficult to relate the feeling of it. It hurt at first, the bite, but as the blood began to drain from me, it felt… I hesitate to say pleasurable, but there was a sense of acceptance, of inevitability. That I was being fed upon was simply a fact of my life. I was only dimly aware of him stopping to bite his hand and offer it to me but, when he did, the desire to feed was overwhelming. That was pleasurable. It was the taste of life itself.
Ancient Vampire: ?
Vampire Spawn: A humanoid slain this way [by a vampire nightstalker's bite attack], and then buried in the ground, rises the following night as a vampire spawn under the nightstalker’s control.
A humanoid slain this way [by a vampire packrunner's bite attack], and then buried in the ground, rises the following night as a vampire spawn under the packrunner’s control.
A humanoid slain this way [by a vampire noble's bite attack], and then buried in the ground, rises the following night as a vampire spawn under the noble’s control.
A humanoid slain this way [by an ancient vampire's bite attack], and then buried in the ground, rises the following night as a vampire spawn under the ancient’s control.
Any living humanoid can be turned into a vampire spawn by a full vampire's bite.
A humanoid slain this way [by a vampire's vampire bite attack], and then buried in the ground, rises the following night as a vampire spawn under the vampire's control.
Vampire, Undead Horror: ?
Vampire, Classic Undead: ?
Wight: The wight returns for fear of death,
The lich for lore thereof,
The rev’nant to revenge itself,
The ghost, alone, for love.
Divine powers do not especially affect them [revenants], as their resurrection is not due to the meddling of gods, but a result of the greater powers of balance and justice in the cosmos, to which even they must bend. Some personal choice must also be involved, somewhat similar to the creation of a wight, for not every victim of betrayal becomes a revenant.
“Wight,” whispered Thaddeus. “Free-willed undead with a bitter hatred of the living. Usually drag themselves back on account of some selfish obsession.”
Clawing their way back from the dead through dark pacts, wights are beings trapped between life and undeath, and truly of neither world.
The unhappy existence of a wight is often the fate of those in morality tales who do not correct their ways of vanity and greed, forced to linger on forever regretful of their past deeds.
A wight rises when a soul consumed with unfulfilled ambition, revenge, or greed calls out as it screams towards the afterlife and is heard by some dark entity. Of course, there are many who feel such emotions upon death, but only the truly wicked or desperate are willing to pay the price asked of them to return to some form of life. For most, this is vanity, ambition, greed, and superiority – these are people who think simple death is beneath them and the world owes them an extension on life. Warlocks who swear their pacts to more sinister forces may be risen as wights if their benefactor deems them to have outstanding tasks. Very rarely do folk plan in advance to become a wight, but those few carry curse tablets upon their person if they suspect their death is at hand; thin sheets of lead carved with a plea to whatever will hear it, promising their soul in exchange for a chance to carry on in wight form.
Some personal choice must also be involved, somewhat similar to the creation of a wight, for not every victim of betrayal becomes a revenant.
Wight, Corporeal Figure: ?
Wight, Free-Willed Undead With a Bitter Hatred of the Living: ?
Wight, Being Trapped Between Life and Undeath: ?
Wight Tracker: ?
Wight Hunter: ?
Wight Slayer of the Living: ?
Wight Warrior: ?
Urzkhan the Heartless, Wight: ?
Wight Champion: ?
Wight Insatiable Executioner: ?
Wight Malignant: ?
Wight Despoiler: ?
Wight Oathsworn Annihilator: ?
Frost Wight: ?
Ox, Wight, Undead Killing Machine: ?
Beldam, Wight, Undead Killing Machine: ?
Coxcomb, Wight, Undead Killing Machine: ?
Most Bitter Wight: ?
Will-o'-Wisp: Will-o'-wisps are formed where beings die miserably in areas suffused with magic, which interferes with the spirit passing on or becoming a ghost. Subtle variations of wisp exist, governed by the overriding emotion experienced by the dying soul, and each seeks to perpetuate that same emotion; fear, anguish, despair, or rage.
Will-o'-wisps linger in the magic-infused places that birthed them, areas upon which death and sadness lay thick and heavy as fog.
Will-o'-Wisp, Faint Light, Dancing Guide, Drifting Point of Light, Faint Beacon, Being of Pure Emotion: ?
Will of the Wisp, Jack of the Lantern, Will-o'-Wisp: Some additional details are likely apocryphal, however, namely that the first will-o’-wisp formed when ‘the wickedest man that e’er there was’ was found to be too evil, even for the devils of the deepest hell, and was cast back to the material with only a glowing ember to light his way in the darkness.
Ghostflame Will-o'-Wisp: Ghostflames form from the souls of those who died in intense fear.
Will-o'-Wisp Wisp of Yearning: They form from souls whose last thoughts were yearning for another.
Will-o'-Wisp Red Wisp: These enormous wisps are formed from souls who died consumed by frustration, fear, and rage.
Will-o'-Wisp Red Wisp, Enormous Wisp: ?
Wraith: The twisted remnants of anguished souls.
The most common variety of wraith forms when an individual who has pledged their soul to some dark pact dies. This may be a conscious choice on the part of the other entities involved, keeping the soul from death to act as an undead servant, or may be a simple by-product of the pact itself, if it is wicked enough that death itself spits back the soul in disgust, or as punishment. The existence of a wraith, while powerful, is clearly a miserable one.
Wraiths can also form in areas permeated by restless spirits. Where enough unhappy souls gather, they may be swept together, feeding off the growing negative energy, until they collapse in on themselves, concentrating their combined misery into a singular
wraith. Similar wraiths can come into existence where multiple people died in a single, traumatic event, with wraiths of entire villages or armies coalescing after plague, slaughter or disaster.
“A dank pit of sorrow into which suffering has been packed tight until it spills over, inky black and hateful. Pressure and time turns peat into coal, and hate into wraiths.”
The obliteration of a failed revenant’s soul is a powerful act by the unknowable and pitiless forces of cosmic balance, forces above even the gods. This process can go awry, with the trauma and bitterness of revenge denied, twisting the shattered remnants to collapse into a wraith. This depends upon the character of the revenant, as well as the nature of its failure; should a particularly bloodthirsty revenant be on the verge of its revenge, only for it to be snatched away at the last moment, those powerful feelings of rage are more likely to disrupt and warp the soul’s destruction.
The Shrouded One, The Master, Wraith: ?
Wraith, Spirit, Incorporeal Undead, Twisted Remnants of an Anguished Soul, Swirling Maelstrom of Shadow, Embodiment of All the Misfortunes in the World, Relentless Spreading Evil: ?
Hateful Wraith: ?
Wraith Baleful Void: ?
Wraith Seething Oblivion: ?
Bright Wraith: Very rarely, if a particularly good individual’s soul went into the creation of a wraith, glimpses of this unparalleled goodness might, over time, build up like the abrasive grains of sand which eventually form a pearl (presumably, much to the consternation of the oyster). Eventually, these glimpses may build enough to force an epiphany, wherein the wraith’s very nature is changed into a powerful force for good. Such ‘bright wraiths’ are semi-legendary, assumed by many to be a flight of fancy, a device invented to comfort children during winter nights, but multiple sources suggest such beings exist, dedicated to putting to rest their darker, and far more numerous, brethren.
Wraith Bright Mote: If a wraith or specter is slain by radiant damage dealt by the bright wraith, it reconstitutes on its next turn as a Bright Mote under the bright wraith's control.
Bright Wraith, Undead Spirit: ?
Wraith, Undead Servant: ?
Zombie, Risen Dead, Common Zombie, Normal Zombie, Regular Zombie, Walking Corpse: A humanoid or beast slain by [a wight tracker's life drain] attack rises 24 hours later as a zombie under the tracker’s control, unless the creature is restored to life or its body is destroyed.
A humanoid or beast slain by [a wight hunter's life drain] attack rises 24 hours later as a zombie under the hunter’s control, unless the creature is restored to life or its body is destroyed.
A humanoid or beast slain by [a slayer of the living's life drain] attack rises 24 hours later as a zombie under the slayer’s control, unless the creature is restored to life or its body is destroyed.
A humanoid slain by [a wight warrior's life drain] attack rises 24 hours later as a zombie under the warrior’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a wight champion's life drain] attack rises 24 hours later as a zombie under the champion’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [an insatiable executioner's life drain] attack rises 24 hours later as a zombie under the executioner’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a malignant wight's life drain] attack rises 24 hours later as a zombie under the executioner’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a despoiler wight's life drain] attack rises 24 hours later as a zombie under the despoiler’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [an oathsworn annihilator wight's life drain] attack rises 24 hours later as a zombie under the annihilator’s control, unless the humanoid is restored to life or its body is destroyed.
A creature, other than an undead or construct, slain by [a frost wight's life drain] attack rises 24 hours later as a zombie under the frost wight's control, unless the creature is restored to life or its body is destroyed.
A humanoid, or beast, slain by [a wight's life drain] attack rises 24 hours later as a zombie under your control, unless the creature is restored to life, or its body is destroyed.
Like skeletons, zombies are corpses animated by magic.
The only essential commonality is that there must be some level of flesh covering the bones in order for the zombie to haul itself around for, while there is magic holding them together to a point, it is limited compared to that which knits together other types of undead, such as skeletons.
Though certainly one of the most common forms of undead, zombies are potentially one of the least useful. Truly mindless, they will obey the will of the one who raised them to the best of their abilities but, given the extreme limits on their intelligence, options are limited. For this reason, zombies are generally only deliberately created by apprentice necromancers, or as fodder in the undead hordes of those more powerful. However, their creation is also a common side effect of powerful necromantic rituals bleeding into the surrounding area.
The magic used to raise a zombie reanimates the brain with limited functionality, allowing it to control the body’s motor functions. While they are no stronger than their living counterpart, their inability to feel pain, and therefore the stresses and strains of pushing themselves beyond reasonable limits, allows even the most unremarkable zombie to accomplish feats of strength and endurance on par with a highly-trained warrior.
While animated by magic, and able to shrug off blows which would kill or incapacitate a creature capable of feeling, zombies are still corpses and, as such, still rot.
Zombie, Corpse Animated By Magic: ?
Zombie, Corpse: ?
Plague-Born Zombie: A less common form of zombie, plague-born are the result of a virulent contagion animating the corpses of the infected, rather than necromantic ritual. Having been transformed into zombies at the point of death, they tend to be less advanced in their level of decay than other zombies.
Originating from a necromantic disease rather than being raised, plague-born have no master to serve and will attack any living being they come across.
Given their unique and difficult-to-replicate nature, it is theorised that all plague-born originate from a single source. Whether a botched attempt to raise a common zombie or a vindictive curse, we may never know and, given their frighteningly rapid proliferation, it is likely whoever was responsible is in no position to say.
The disease is transmitted through contact with infected blood. Bites are the most common - and most dangerous - form of exposure, though any form of contact with contaminated blood carries a risk. Those exposed contract a horrible disease which, upon their death, animates their corpse as a zombie. Should a plague-born remain animated for enough time (usually a few weeks to a few months), the disease ferments into a more virulent strain; those infected by one of these ‘plague-hosts’ reanimate with the ability to further spread the disease.
The disease acts quickly; depending on where a victim is bitten, death and subsequent transformation can take place in a matter of minutes, though the uncommonly resilient may last a day or longer. Fever and convulsions are rapidly followed by vomiting blood and an insatiable hunger and, finally, the afflicted slips into oblivion, reanimating within minutes.
Spreading as a contagion from host to host, plague-born zombies are more dangerous the more potential victims surround them.
Zombie Necrosis disease.
Human Zombie: ?
Plague-Born Human Zombie: ?
Human Plague-Host Zombie: ?
Elf Zombie: ?
Plague-Born Elf Zombie: ?
Elf Plague-Host Zombie: ?
Zombie, Walking Corpse: ?
Dwarf Zombie: ?
Plague-Born Dwarf Zombie: ?
Dwarf Plague-Host Zombie: ?
Goblin Zombie: ?
Plague-Born Goblin Zombie: ?
Goblin Plague-Host Zombie: ?
Hobgoblin Zombie: ?
Plague-Born Hobgoblin Zombie: ?
Hobgoblin Plague-Host Zombie: ?
Orc Zombie: ?
Plague-Born Orc Zombie: ?
Orc Plague-Host Zombie: ?
Ogre Zombie: ?
Plague-Born Ogre Zombie: ?
Ogre Plague-Host Zombie: ?
Troll Zombie: ?
Plague-Born Troll Zombie: ?
Troll Plague-Host Zombie: ?
Young Zombie Dragon: It takes uncommonly powerful magic (or a particularly virulent strain of the disease) to resurrect a dragon, so such creatures typically exist under the thrall of a megalomaniacal necromancer who will have gone to great pains to raise one. The rare zombie dragons to arise on their own are heralds of disease, rot and woe.
Adult Zombie Dragon: It takes uncommonly powerful magic (or a particularly virulent strain of the disease) to resurrect a dragon, so such creatures typically exist under the thrall of a megalomaniacal necromancer who will have gone to great pains to raise one. The rare zombie dragons to arise on their own are heralds of disease, rot and woe.
Ancient Zombie Dragon: It takes uncommonly powerful magic (or a particularly virulent strain of the disease) to resurrect a dragon, so such creatures typically exist under the thrall of a megalomaniacal necromancer who will have gone to great pains to raise one. The rare zombie dragons to arise on their own are heralds of disease, rot and woe.
Zombie Dog: ?
Zombie Ox: ?
Zombie Horse: ?
Zombie Bear: ?
Plague-Touched Zombie Rat: ?
Swarm of Plague-Touched Zombie Rats: ?
Plague-Touched Zombie Raven: ?
Swarm of Plague-Touched Zombie Ravens: ?
Swarm of Plague-Touched Zombie Roaches: ?
Zombie Infested by a Plague Swarm: Some zombies are created from corpses that were fed upon by plague-touched animals. Many of the creatures may still inhabit and slowly feed on the body as it rises to undeath.
Tiny Zombie: ?
Zombie Archetype: This template can be applied to any beast, dragon, humanoid, or monstrosity.
Plague-Born Zombie Archetype: Plague-born are created by zombies known as plague-hosts. They are generally more powerful than regular zombies, and capable of infecting creatures with a necromantic disease that slowly kills a victim and raises its corpse as another zombie.
Plague-Host Zombie: ?
Large Zombie: ?
Huge Zombie: ?
Gargantuan Zombie: ?
Zombie, Mindless Undead: ?
Zombie, Mindless Servant: ?
Awakened Dead: Necromancers raise volumes of zombies and skeletons as mindless servants however, sometimes, something goes awry, and the corpse awakens with all its memories of life intact.
Awakened dead are animated as either zombies or skeletons.
Awakened Dead Zombie: ?
Awakened Dead Skeleton: ?

Create Specter. The baleful void targets a corpse within 10 feet of it that has been dead for no longer than an hour, and died violently. The target's spirit rises as a traversing specter in the space of its corpse, or in the nearest unoccupied space. The specter is under the baleful void’s control.

Create Specter. The seething oblivion targets a corpse within 10 feet of it that has been dead for no longer than an hour, and died violently. The target's spirit rises as a deadly specter in the space of its corpse, or in the nearest unoccupied space. The specter is under the seething oblivion’s control.

Zombie Necrosis Disease
Zombie necrosis is a disease carried by plague-born zombies and scavengers that feed on infected bodies. These creatures inflict the disease with their bite attacks.
Those infected by the disease almost immediately suffer shaking and fever as the infection rapidly spreads through their system. If the infected is resilient enough to keep the disease at bay for a time, they might begin to exhibit an insatiable, maddening hunger (though most die before this stage can take hold). When the disease is in its final stages, the victim vomits blood, which also seeps from their eyes and nose.
Creatures immune to the poisoned condition are immune to this disease. For every hour that elapses, a diseased creature’s current and maximum hit points are reduced by 1d4. This reduction lasts until the disease is cured. If the creature's hit point maximum is reduced to 0, the creature dies. A creature that dies while afflicted with zombie necrosis reanimates 2d10 rounds later as a plague-born zombie.
 
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Voadam

Legend
Ultimate Commander (5E)
5e
Undead: ?
Zombie Horde: ?
Humanoid Zombie: The hordelord replenishes the zombies in her horde through a specialized ritual that is like animate dead. This ritual takes 1 minute to perform, and requires the body to be reanimated and an onyx gem worth 25 gp. Upon completion, the zombie rises and joins the horde as a member. Regardless of the size and shape of the original corpse, the zombie arises as a humanoid zombie. At GM’s discretion, larger sized corpses could arise as multiple zombies.
Zombie: Hordelord Arise power.
 


Voadam

Legend
Ultimate Strongholds (5E)
5e
Ghostly Redoubt: The most sinister fiends and necromancers extract the immortal essence of their victims and knit their soul-stuff together into a tragic and terrifying tower of tattered ectoplasm.
Incorporeal Undead: ?
Undead: ?
Zombie: Deathless Defenders spell.
Skeleton: Deathless Defenders spell.
Skeletal Defender: ?
Zombie Defender: ?

DEATHLESS DEFENDERS
4th level necromancy
Casting Time 1 action
Range 30 ft.
Components V, S
Duration 1 round/level
Classes: cleric, paladin, sorcerer, wizard
This spell functions as animate dead except as noted above, but the undead you raise can take no actions other than attacking creatures you designate. Your deathless defenders have the same alignment you do, and when you cast this spell the spell gains alignment subtypes to match your alignment.
Deathless defenders gain advantage on any saving throw against an effect that would move them. Any skeletons or zombies that leave the area of your stronghold begin crumbling to dust, taking 2d6 points of damage per round until they return to the stronghold or are destroyed. A corpse that has been animated with deathless defenders and then destroyed cannot be reanimated by this spell or by animate dead.
 

Voadam

Legend
Ultimate War (5E)
5e
Undead: ?
Zombie: Siege Shot Zombie magic item.
Apocalypse Zombie: Siege Shot Zombie Apocalypse magic item.

Siege Shot, Zombie price 4,000 gp
Weapon (ammunition), rare
This mass of corpses is lashed together and imbued with dreadful necromantic power. When used to perform a plague bombardment during the Ranged Phase, during the Melee Phase the corpses animate as 20 zombies. These zombies are treated as a temporary squad (see Table 3: Army SizeUB) with ACR 1 that attacks for one Battle Phase and then is automatically destroyed. In addition, if the zombies damage an army with their melee attack, the kingdom’s Stability check to resist that army contracting disease takes a -2 penalty and the chance of a Plague event in the city is increased to 15%.

Siege Shot, Zombie Apocalypse price 8,000 gp
Weapon (ammunition), very rare
This mass of corpses is lashed together and imbued with dreadful necromantic power. When used to perform a plague bombardment during the Ranged Phase, during the Melee Phase the corpses animate as 20 zombies. These zombies are treated as a temporary platoon (see Table 3: Army SizeUB) with ACR 4 that attacks for one Battle Phase and then is automatically destroyed. In addition, if the apocalypse zombies damage an army with their melee attack, the kingdom’s Stability check to resist that army contracting disease takes a -4 penalty and the chance of a Plague event in the city is increased to 25%.
 

Voadam

Legend
Ultramodern5 (5th Edition)
5e
Undead, Undead Creature: ?
Infected Zombie, The Infected: Despite the virus causing massive surface damage, the human body does fight it off on its own without the vaccine… but the combination of the vaccine and the virus caused the zombie outbreak.
The Infected came about because of a reaction of the virus and the vaccine that was administered. The infestation comes about as the virus creates lesions, warts, and boils on the skin as well as causing inflammation within the brain. When administered, the cure mutated the virus to cause sudden cancerous growth as well as speeding along the virus's neurological damage. This creates a rabid mutated abomination that only thinks of eating and destroying.
The virus is extremely infectious and can render the target violently ill for days or weeks, bringing them near the point of death, but 95% of those infected make a full recovery. However, if they are given the vaccine before or after being infected, they turn into a zombie within an hour.
 



Voadam

Legend
Under the Scale (5E)
5e
Remnant, Weeper, Ashen, Wormer: The Remnants are the product of an insidious magical act by Cluagaurakua. Seeing the Free Folk plan to retreat from the world in holdfasts, the Great Dragon crafted a virus-spell and infected a number of prisoners before releasing them. The released prisoners fled to their former communities and spread the virus. In many cases, this lead to the death of the infected, but in some cases the infected would not outright die but waste away and transition into an undead state. Thus were born the Remnants.
The virus painfully ravages and destroys the body of the host, eventually killing the host and magically animating it. Remnants retain much of their biological physiology, particularly in regards to the brain and nervous system. Their bodies go into a necrotic torpor. Blood ceases to flow and the Remnant’s body relies on magic to motivate it.
While rare, as more and more holdfasts are discovered and opened, the population of Remnants is undoubtedly increasing. Newer instances of Remnant-becoming also seem to be common near Razelands. It is believed that the magical nature of the blight somehow invigorates the virus-spell making it more likely that upon death the creature will raise as a Remnant.
Free Folk folklore suggests that every demi-human by now is infected with the virus-spell. However, the exact conditions for when the virus-spell take effect and animate the body are still a matter of considerable speculation within Free Folk communities, with little rhyme nor reason for each occurrence.
Who They Were: Refugees and the infected from many races. Cluagaurakua’s virus-spell was not choosy in those it infected and eventually raised.
Note: To play a Remnant, you must pick a race like normal and then take the Unbreathing Remnant feat (representing your death and rebirth as a Remnant).
There are also cults that are dedicated to preparing their members to become Remnants. Because the process of becoming a Remnant is still ill understood, particularly in regards to the specific conditions needed to activate the spell-virus to animate the body upon death, these cults tend to be very ritualistic and fatalistic. Leaders of Remnant cults attempt to ritually recreate conditions they believe are conducive to the virus-spell and then encouraging their members to take their own lives. Failure is seen as a misapplication of the ritual’s conditions, while the occasional success is widely regarded by the Cult as a validation of their process, even if subsequent attempts using the same process routinely fail.
Unbreathing Remnant feat.
Remnant, Free-Willed Undead: ?
Taragainyan Vampire: ?
Taragainyan Vampire, Magic Predator, Undead Vampire: ?
Undead, Undead Creature: Outbreaks of viral undeath (and lycanthropy) in holdfasts can be particularly devastating (the story of Illanthalas notwithstanding). In some cases, the disease can be contained and the source eliminated. But, unfortunately, this seems to be the exception to the rule. The cause for the outbreak matters in terms of if the source can be contained. Should the source of the outbreak come from a rogue spell or other arcane source, the infection may be self-sustaining, dooming the community to fight an inevitable tide that are only bolstered when their family and comrades die.
Orcish warrior cults are increasingly seeking to look beyond their mortal coil in their effort to excel and many willingly enter service into undeath. Thus, in the modern days Orcish warrior-cults are increasingly gravitating towards including rituals surrounding the dead and undeath, slowly transforming generations-old mystery cults focused on fraternity and honing martial skills into a syncratic meld of death scholarship, transformation rituals, and traditional martial practices.
Mindless Undead: ?
Chained Undead: ?
Subservient Fodder: Likewise, Goraskin favored necromancers for their ability to create subservient fodder for its armies.
Free-Willed Undead: ?
Warrior-Undead: Because it is seen as just barely acceptable by most Orcish scholars, the rites and rituals of creating warrior-undead are conducted secretly and exclusively within the already shrouded militant cults - secrets within secrets.
Intelligent Undead: ?
Lesser Undead: ?
Undead Despot: ?
Lich, Intelligent Undead: ?
Rillivan, Lich: ?
Skeleton: ?
Skeleton, Mindless Undead: ?
Spectre: ?
Spectre, Chained Undead: ?
Vampire: ?
Orc-Made-Vampire: ?
Vampire, Intelligent Undead: ?
Lady Tarshon, Powerful Vampire Lord: ?
Powerful Vampire: ?
Vampiric Leader: ?
Vampire-Lord: ?
Vampire Spawn: A humanoid slain in this way [by a taragainyan vampire's bite attack reducing its hit point maximum to zero] and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Zombie: ?
Zombie, Mindless Undead: ?
Restless Dead: ?

Unbreathing Remnant
You are a free-willed undead called a “Remnant,” the product of a virus-disease that reanimated you upon your death. Yes, you're (un)dead. Yes, you're hungry and uncomfortable around the living. Yes, you have dust instead of blood, but in most ways your biology still acts as if it were alive.
You do not breathe and are immune to suffocation. You do not sleep. You are immune to bleeding and poison effects. You will not waste away due to hunger or thirst -- but will get insanely hungry (see below). You do not age. When you are hit with a bladed weapon that does damage, you may roll a CON save for half damage.
On the down-side, you are unnaturally pale to the point that others outside of your community innately distrust you (-2 to all CHA rolls involving influencing people). Also, you do not heal normally. You only heal when you eat meat and as a result of a Long Rest. If you are unable to eat at least half a pound of meat (even cured meat) in a 24 hour period you suffer -5 to all your actions as you descend into hunger-driven distraction.
Condition Immunities: Poisons, Exhaustion, Suffocation
Damage Immunity: Cold, Necrotic, Poison
Damage Vulnerability: Celestial, Holy, Fire
Darkvision 60ft
NOTE: Instead of selecting this at character creation, a player may select this Feat as an investment. In that case, the Feat stays dormant until the character dies, at which point they roll a D20 and add their current level to the result. If the total is 20 or more, the character awakens in 1d8 hours as a Remnant (let's hope they weren't buried or burned in the meantime).
 
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