Undead Origins

Vathak 5e Adventures - The Shrine of St. Mina of the Dust
5e
Screaming Head: Screaming Heads are floating skulls or severed heads whose bodies have long since been lost. They are reanimated by a will to seek revenge on those who disturbed their rest. They can sometimes infest areas that are beset with misfortune and mass deaths.
Clarence Vilfaus, Starved Ghast: Herein lies the greatest of the warriors of the former Vilfaus family. Cursed in death to become that which they hunted in life, Clarence Vilfaus lives out an eternal existence as a starved ghast.
Screaming Head, Floating Skull: ?
Screaming Head, Severed Head: ?
Horrible Undead: ?
Ghoul: Herein lies the greatest of the warriors of the former Vilfaus family. Cursed in death to become that which they hunted in life, Clarence Vilfaus lives out an eternal existence as a starved ghast.
Ghoul, Guard: ?
 

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Vathak 5e Adventures - When the Forest Speaks Part 2
5e
Ice Gaunt: Ice gaunts are undead created when someone freezes to death.
These creatures, once victims of the forest or loggers who ran afoul of other ice gaunts, are now under the sway of the Kandari Bog Hag, a powerful witch who claims this part of Kraklevak as her own.
Ice Gaunt, Mindless Undead Who Crave Heat and Light, Lifeless Form: ?
 







Vault of Magic for 5th Edition
5e
Undead, Undead Creature: ?
Undead Dragon: ?
Incorporeal Undead: ?
Tireless Vengeful Undead: Retribution Armor magic armor.
Intelligent Undead: ?
Undead Spellcaster: ?
Undead Lord: ?
Undead Creature That is Sensitive to Sunlight: ?
Powerful Undead Being: ?
Evil Undead: ?
Ghast: ?
Ghostly Foe: ?
Fleshspurned, Toothy Ghost: ?
Ghoul: Flag of the Cursed Fleet magic item.
Lich: ?
Terrible Lich: ?
Shadow: ?
Skeleton: Necromantic Ink magic item.
Specter: Rod of Ghastly Might magic item.
Powerful Spectre: ?
Vampire: ?
Elder Vampire: ?
Vampire Spawn: ?
Vampiric Creature: ?
Vampire, Undead Creature That is Sensitive to Sunlight: ?
Vampire Lord: ?
Vampire Queen: ?
Zombie: Flag of the Cursed Fleet magic item.
Grave Reagent magic potion.
Staff of Master Lu Po magic item.
Unhatched: ?
Darakhul: ?

Flag of the Cursed Fleet
Wondrous item, legendary
This dreaded item is a black flag painted with an unsettlingly realistic skull. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of necromancy around the flag. Beasts with an Intelligence of 3 or lower don’t willingly board a vessel where this flag flies. A successful DC 17 Wisdom (Animal Handling) check convinces an unwilling beast to board the vessel, though it remains uneasy and skittish while aboard.
Cursed Crew. When this baleful flag flies atop the mast of a waterborne vehicle, it curses the vessel and all those that board it. When a creature that isn’t a humanoid dies aboard the vessel, it rises 1 minute later as a zombie under the ship captain’s control. When a humanoid dies aboard the vessel, it rises 1 minute later as a ghoul under the ship captain’s control. A ghoul retains any knowledge of sailing or maintaining a waterborne vehicle that it had in life.
Cursed Captain. If the ship flying this flag doesn’t have a captain, the undead crew seeks out a powerful humanoid or intelligent undead to bring aboard and coerce into becoming the captain. When an undead with an Intelligence of 10 or higher boards the captainless vehicle, it must succeed on a DC 17 Wisdom saving throw or become magically bound to the ship and the flag. If the creature exits the vessel and boards it again, the creature must repeat the saving throw. The flag fills the captain with the desire to attack other vessels to grow its crew and commandeer larger vessels when possible, bringing the flag with it. If the flag is destroyed or removed from a waterborne vehicle for at least 7 days, the zombie and ghoul crew crumbles to dust, and the captain is freed of the flag’s magic, if the captain was bound to it.

Grave Reagent
Potion, uncommon
This luminous green concoction creates an undead servant. If you spend 1 minute anointing the corpse of a Small or Medium humanoid, this arcane
solution imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a zombie under your control (the GM has the zombie’s statistics).
On each of your turns, you can use a bonus action to verbally command the zombie if it 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.

Necromantic Ink
Wondrous item, rare
The scent of death and decay hangs around this grey ink. It is typically found in 1d4 pots, and each pot contains 2 doses. If you spend 1 minute using one dose of the ink to draw symbols of death on a dead creature that has been dead no longer than 10 days, you can imbue the creature with the ink’s magic. The creature rises 24 hours later as a skeleton or zombie (your choice), unless the creature is restored to life or its body is destroyed. You have no control over the undead creature.

Retribution Armor
Armor (breastplate), very rare (requires attunement)
Etchings of flames adorn this breastplate, which is wrapped in chains of red gold, silver, and black iron. While wearing this armor, you gain a +1 bonus to AC. In addition, if a creature scores a critical hit against
you, you have advantage on any attacks against that creature until the end of your next turn or until you score a critical hit against that creature.
Retributive Resurrection. If you are killed by a creature while wearing this armor, you arise the following round as a tireless, vengeful undead. Your type changes to undead, and you gain the following benefits:
• You have resistance to necrotic damage, and you are immune to poison damage.
• You can’t be charmed or poisoned, and you don’t suffer from exhaustion.
• You have darkvision out to a range of 60 feet.
• You have advantage on saving throws against effects that turn undead.
• You can use an action to sense the direction of your killer. This works like the locate creature spell, except you can sense only the creature that killed you.
You rise as an undead only if your death was caused with intent; accidental deaths or deaths from unintended consequences (such as dying from a disease unintentionally passed to you) don’t activate this property of the armor. You exist in this deathly state for up to 1 week per Hit Die or until you exact revenge on your killer, at which time your body crumbles to ash and you finally die. You can be restored to life only by means of a true resurrection or wish spell.

Rod of Ghastly Might
Rod, legendary (requires attunement)
The knobbed head of this tarnished silver rod resembles the top half of a jawless, syphilitic skull, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. The rod has properties associated with five different buttons that are set erratically along the haft. It has three other properties as well, detailed below.
Five Buttons. You can press one of the rod’s five buttons as a bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod’s head erupts in a fiery nimbus of abyssal energy that sheds dim light in a 5-foot radius. While the rod is ablaze, it deals an extra 1d6 fire damage and 1d6 necrotic damage to any target it hits.
If you press button 2, the rod’s head becomes enveloped in a black aura of enervating energy. When you hit a target with the rod while it is enveloped in this energy, the target must succeed on a DC 17 Constitution saving throw or deal only half damage with weapon attacks that use Strength until the end of its next turn.

If you press button 3, a 2-foot blade springs from the tip of the rod’s handle as the handle lengthens into a 5-foot haft, transforming the rod into a magic glaive that grants a +2 bonus to attack and damage rolls made with it.
If you press button 4, a 3-pronged, bladed grappling hook affixed to a long chain springs from the tip of the rod’s handle. The bladed grappling hook counts as a magic sickle with reach that grants a +2 bonus to attack and damage rolls made with it. When you hit a target with the bladed grappling hook, the target must succeed on an opposed Strength check or fall prone.
If you press button 5, the rod assumes or remains in its normal form and you can extinguish all nonmagical flames within 30 feet of you.
Turning Defiance. While holding the rod, you and any undead allies within 30 feet of you have advantage on saving throws against effects that turn undead.
Contagion. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target is afflicted with a disease. This works like the contagion spell. Once used, this property can’t be used again until the next dusk.
Create Specter. As an action, you can target a humanoid within 10 feet of you that was killed by the rod or one of its effects and has been dead for no longer than 1 minute. The target’s spirit rises as a specter under your control in the space of its corpse or in the nearest unoccupied space. You can have no more than one specter under your control at one time. Once used, this property can’t be used again until the next dusk.

Staff of Master Lu Po
Staff, legendary
(requires attunement by a fighter or monk)
This plain-looking, wooden staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it.
The staff has 12 charges and regains 1d6 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +1 bonus to attack and damage rolls, loses all other properties, and the next time you roll a 20 on an attack roll using the staff, it explodes, dealing an extra 6d6 force damage to the target then is destroyed. On a 20, the staff regains 1d10 + 2 charges.
Some of the staff ’s properties require the target to make a saving throw to resist or lessen the property’s effects. The saving throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier.
Bamboo in the Rainy Season. While holding the staff, you can use a bonus action to expend 1 charge to grant the staff the reach property until the start of your next turn.
Gate to the Hell of Being Roasted Alive. While holding the staff, you can use an action to expend 1 charge to cast the scorching ray spell from it. When you make the spell’s attacks, you use your Wisdom modifier as your spellcasting ability.
Iron Whirlwind. While holding the staff, you use an action to expend 2 charges, causing weighted chains to extend from the end of the staff and reducing your speed to 0 until the end of your next turn. As part of the same action, you can make one attack with the staff against each creature within your reach. If you roll a 1 on any attack, you must immediately make an attack roll against yourself as well before resolving any other attacks against opponents.
Monkey Steals the Peach. While holding the staff, you can use a bonus action to expend 1 charge to extend sharp, grabbing prongs from the end of the staff. Until the start of your next turn, each time you hit a creature with the staff, the target takes piercing damage instead of the bludgeoning damage normal for the staff, and the target must make a DC 15 Constitution saving throw. On a failure, the target is incapacitated until the end of its next turn as it suffers crippling pain. On a success, the target has disadvantage on its next attack roll.
Rebuke the Disobedient Child. When you are hit by a creature you can see within your reach while holding this staff, you can use a reaction to expend 1 charge to make an attack with the staff against the attacker.
Seven Vengeful Demons Death Strike. While holding the staff, you can use an action to expend 7 charges and make one attack against a target within 5 feet of you with the staff. If the attack hits, the target takes bludgeoning damage as normal, and it must make a Constitution saving throw, taking 7d8 necrotic damage on a failed save, or half as much damage on a successful one. If the target dies from this damage, the staff ceases to function as anything other than a magic quarterstaff until the next dawn, but it regains all expended charges when its powers return. A humanoid killed by this damage rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Swamp Hag's Deadly Breath. While holding the staff, you can use an action to expend 2 charges to expel a 15-foot cone of poisonous gas out of the end of the staff. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 4d6 poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn’t poisoned.
Vaulting Leap of the Clouds. If you are holding the staff and it has at least 1 charge, you can cast the jump spell from it as a bonus action at will without using any charges, but you can target only yourself when you do so.
 

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