Undead Origins

Shadowdark RPG Quickstart Set
5e
Undead, Undead Creature: ?
Undead Sorcerer: ?
Vicious Creature: ?
Ghost: ?
Ghost, Wavering Spirit: ?
Weeping Ghost: ?
Skeleton: ?
Skeleton, Bleach-Boned Skeleton With Red Pinpoints of Light in its Eyes: ?
Armored Skeleton: ?
Skeleton, Dead Adventurer: ?
Skeleton, Dead Warrior-Mage: ?
Wight: ?
Wight, Pale Armored Undead Warrior With Sinister Intelligence: ?
 

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Shadowed Keep on the Borderlands (5e)
5e
Einar Ironwolf, Ghost, Ghost of Valentin's Slain Son, Translucent Figure of a Young Boy, Pitiful Remnant of One of Those Who Died in the Keep's Fall: Valentin and Kaarina’s only child, Einar was brutally slain when the keep fell. The trauma of his death, and the separation from his parents anchored his soul to the Material Plane.
During the keep’s fall, Einar Ironwolf was slain here, but his spirit lingers on, unable to find rest until he is laid to rest with his parents.
Gravechill Skeleton: Sadly, the corruption emanating from the Chasm of Ebon Depths (U6) has animated some of the remains as fell undead creatures.
Shadow: If a non-evil humanoid dies from this [shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Zombie: ?
Gravechill Skeleton, Fell Undead Creature, Ice-Wreathed Skeleton: ?
Shadow, Amorphous Silent Killer: ?
Sodden Zombie, Sodden Human Zombie: The zombies are so water-logged they have fire resistance while in the pit and for one hour after they emerge.
Undead: ?
Corporeal Undead: ?
Incorporeal Undead: ?
Foul Creature: ?
Ghost: ?
Ghost, Incorporeal Undead: ?
Ghoul, Corporeal Undead: ?
Skeleton, Normal Skeleton: ?
Skeletal Pirate: ?
Skeleton, Corporeal Undead: ?
Spectre, Incorporeal Undead: ?
 
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Bestiary of Benevolent Monsters
5e
Kharonite: These undead creatures — Hope, Duty, and Love — each swore an oath in life to accomplish a task that went unfulfilled. Now they have sacrificed their afterlife to see the task completed.
Kharonite Hope: These undead creatures — Hope, Duty, and Love — each swore an oath in life to accomplish a task that went unfulfilled. Now they have sacrificed their afterlife to see the task completed.
These creatures are held back from the afterlife by a pressing need in the mortal realm. Their drive in life has captured them in a spectral state. The task may be something small. It could be because they seek a proper burial or something as simple as a message passed along to a treasure loved one.
Many fear the undead — with good reason — but there are sometimes spirits left behind fettered to tasks or messages undelivered to loved ones. To see and know their family is cared for could be all they need.
Kharonite Duty: These undead creatures — Hope, Duty, and Love — each swore an oath in life to accomplish a task that went unfulfilled. Now they have sacrificed their afterlife to see the task completed.
Those bound in death by duty refuse to leave their mortal bodies. The strongest of these rise again sometime after death and work tirelessly towards a goal. Sadly, the types of things that call a duty into being are rarely something a single individual, even one blessed with unnatural strength and the ability to work without exhaustion, could hope to accomplish.
Duty, as the name suggests, cares not for personal glory but for a purpose. There is a mission — protect a family against a specific threat, erect a new temple to an old (or new) god, or similarly singular objective.
Kharonite Love: These undead creatures — Hope, Duty, and Love — each swore an oath in life to accomplish a task that went unfulfilled. Now they have sacrificed their afterlife to see the task completed.
Those whose hearts are pure and devotion strong are willing to forgo the pleasantries and bountiful rewards of an afterlife in pursuit of the destruction of evil and a the completion of a powerful quest.
Kharonite, Benevolent Undead, Positively Aligned Undead: ?
Kharonite, Monstrosity, Wayward Warrior of the Ancient World: ?
Kharonite Hope, Undead Spirit Akin to a Ghost But Without Malevolence, Spectral Creature, Good Aligned Undead That Exists to Perform a Task: ?
Kharonite Duty, Good Aligned Undead That Exists to Perform a Specific Mission: ?
Kharonite Love, Potent Magic User, Divinely-Inspired Spellcaster, Extremely Powerful Undead, Good Aligned Undead That Exists to Perform a Specific Mission: ?
Undead, Undead Creature: ?
Ghost: ?
Zombie Golden Chimera: The [golden] chimera suffers from a zombie curse. A character who succeeds on a DC 15 Wisdom (Medicine) checks can stabilize the golden chimera’s condition. Checks can be made once each day, and the DC increases by one every 24 hours. If a check fails, the chimera dies and reanimates as a zombie in 1d4 rounds with the following adjustments: +1 Strength, +2 Constitution, -6 Intelligence, -4 Wisdom, -4 Charisma. It gains the Undead Fortitude trait, gaining immunity to poison damage, immunity to being poisoned, darkvision 60 ft., and loses the ability to speak but understands the languages it knew in life.
Basic Zombie: ?
 

Critical Rolls (5E)
5e
Zombie: Critical fail table 15 Everyone's favorite party member.

Everyone’s favorite party member. If this attack deals necrotic damage, the last enemy you killed rises as a zombie. It is unable to act in any way, but mindlessly follows you for 1d4 days, after which it collapses into a corpse again.
 


Dark Paths: Winter Lord’s Throne
5e
Arctic Mummy, Corpse of a Creature Who Died Out on the Snow and Was Dried Out and Frozen Within Reach of the Winter Lord’s Grasp: The arid dryness of the desert is very good at desiccating and preserving corpses, but the tundra is every bit as good. An arctic mummy is the corpse of a creature who died out on the snow and was dried out and frozen within reach of the Winter Lord’s grasp. The Winter Lord’s will causes these undead to rise and extinguish all warmth — especially the warmth of the living.
Entombed Bones: ?
Rimepelt Bear: ?
Dullahan: A headless undead creature with roots in the realm of the fey. The original dullahan were elves of the realm of the fey who led a coup against the Winter Queen long ago. She had every knight that rode against her lined up and beheaded, one after another, but did not allow them the mercy of death.
The dullahan are merely other fey that have been beheaded and brought back to life with the heads not attached.
Entombed Bones, Creature of the Winter Lord's Will Ice and Undeath: ?
Entombed Bones, Very Frozen Pile of Bones: ?
Entombed Bones, Human Skeleton: ?
Rimepelt Bear, Massive Bear Encased in a Layer of Ice So Deep That Its Teeth Have Become Long Jagged Icicles and its Claws Sharpened Out of the Living Rime: ?
Dullahan, Headless Undead Creature With Roots in the Realm of the Fey, Headless Haunt, Armored Knight: ?
Original Dullahan: A headless undead creature with roots in the realm of the fey. The original dullahan were elves of the realm of the fey who led a coup against the Winter Queen long ago. She had every knight that rode against her lined up and beheaded, one after another, but did not allow them the mercy of death.
Dullahan Noble: ?
Dullahan Knight: ?
Undead, Undead Creature: ?
Frozen Undead Creature: ?
Skeleton: Flute of the Danse Macabre magic item.
Wraith: Hoarfrost Armor magic item.

Flute of the Danse Macabre
Wondrous item, rare (requires attunement by a spellcaster)
This flute is carved from the hollowed out arm bones of a large creature, with holes drilled into the top to change the pitch of the sound when wind is blown through it. As an action you can play the flute and choose a pile of bones within 30 feet, expending a spell slot to animate a number of skeletons equal to the level of the spell slot you expend. The skeletons animate for one minute and you may only have one set of skeletons active at a time.
On each of your turns, you can use a bonus action to mentally command any skeletons you made if they are within 60 feet of you (if you control multiple skeletons you can command any or all of them at the same time, issuing the same command to each one). You decide what action the skeletons will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the skeletons only defend themselves against hostile creatures. Once given an order, the skeletons continue to follow it until the task is complete.

Hoarfrost Armor
Armor (plate), very rare (requires attunement)
This plate armor is constantly cool with a sheen of ice over the metal that comprises it. When worn, until it is attuned to, it sends a chill to the core of the person wearing it. You have a +1 bonus to AC while wearing this armor.
Once attuned to, that chill disappears. The Hoarfrost armor grants resistance to cold damage. Whenever you are hit with a melee attack you can use your reaction to force the attacker to make a DC 13 Constitution saving throw, taking 3d6 cold damage on a failed save and half as much on a successful one as the frost from the armor flashes along the creature’s weapon to nip at their hands and bodies in recompense for daring to strike its master.
While attuned to the armor you are vulnerable to fire. If fire damage reduces you to 0 hit points die while wearing the armor you die as your body is incinerated and you rise 24 hours later as a wraith.
 

Death Pit
5e
Churchgrim, Grim: There is a common belief that the soul of the first creature buried in any cemetery lingers and becomes the guardian of that cemetery. To avoid giving a humanoid this fate, many people instead bury a dog. The resulting entity is called a churchgrim, or just a grim for short.
Most of the time a churchgrim exists because a dead hound was buried to guard a cemetery.
Necrogrim: What do you get when an already potent guardian spirit is consumed with dark magic? The necrogrim is an answer, and can come about in a number of ways. Most of the time a churchgrim exists because a dead hound was buried to guard a cemetery, and it is possible for a churchgrim to become a necrogrim if it is exposed to enough necromantic magic over a long enough period of time, slowly warping the being, but this is not guaranteed and can take years to complete.
The faster way to create a necrogrim is to bury a living dog up to its neck in the earth, with food and water just out of reach. Eventually it will die, and the anger and hate and helplessness it feels in that moment will pull all of that dark energy in. A necrogrim is the result.
Sable, Necrogrim, Large Shaggy Furred Creature: Once upon a time the Death Pit was an ordinary cemetery, a ravine set aside and consecrated as a final resting place. Sable was a black hunting dog who was buried there first, and served as the churchgrim to the plot for years before the Necropolis ever moved in. But that was hundreds of years ago, and the only record left of who was buried in the Death Pit before it became the Death Pit resides deep within the vaults of Blackwood’s town hall.
Now, Sable’s coat breaks in places to show some of the bone and musculature beneath it. Her eye sockets glow witchlight blue. She is roughly the size of a workhorse, and still takes guardianship over her charge seriously.
All of this time stewing in necromantic energies has left her both powerful and intelligent.
Sable, Churchgrim: Once upon a time the Death Pit was an ordinary cemetery, a ravine set aside and consecrated as a final resting place. Sable was a black hunting dog who was buried there first, and served as the churchgrim to the plot for years before the Necropolis ever moved in.
Necromancer Arcaneth Nalifeaux, Master Necromancer, Skeletal Figure, Calming Figure, Dead Man, Evil Creature, Father of the Dead: ?
Undead, Undead Entity, Undead Being, Undead Creature: ?
Undead Creature With an Intelligence of 9 or Lower: ?
Civilized Dead, Civilized Awakened Undead, Civilized Undead: The City of the Dead has been here even longer than Blackwood. Archaneth raised it, and with it many of the civilized dead dwelling there.
Shambling Dead, Shambler, Mindless Shambling Undead, Shambling Undead: ?
Phantasmal Familiar: Warlock Necrogrim Patron Phantasmal Familiar power.
Phantasmal Familiar, Spirit Being, Body of a Hound, Beast: ?
Skeleton: ?
Skeleton Civilized Dead, Skeleton, Civilized Dead, Civilized Awakened Undead, Civilized Undead: The City of the Dead has been here even longer than Blackwood. Archaneth raised it, and with it many of the civilized dead dwelling there.
Skeleton, Shambling Dead, Shambler, Mindless Shambling Undead, Shambling Undead: ?
Skeleton Civilized Dead With an Intelligence of 12: ?
Skeleton With an Intelligence of 10: Warlock Necrogrim Patron Awaken Undead power.
Zombie: ?
Zombie Civilized Dead, Zombie, Civilized Dead, Civilized Awakened Undead, Civilized Undead: The City of the Dead has been here even longer than Blackwood. Archaneth raised it, and with it many of the civilized dead dwelling there.
Examination of this book will reveals someone has been trying to figure out how to bring intelligence back to the shambling dead, to turn time back on them to before they lost their minds in the first place.
A character who succeeds on a DC 17 Intelligence (Arcana or Religion) check while examining the book discovers notes on terrible experiments to create an elixir capable of giving sentience to the shambling dead. Many living test subjects became zombies themselves during these experiments.
In a half broken down wooden crate beneath the table there are two potions in crude stone bottles, stoppered by chunks of bone that were cut to measure and fit the holes of the bottles.
The liquid inside smells foul. Anyone that drinks the potion will have to make a DC 17 Constitution saving throw or immediately die and rise as a zombie, albeit one of the civilized awakened dead rather than a shambler.
Zombie, Shambling Dead, Shambler, Mindless Shambling Undead, Shambling Undead: ?
Zombie Civilized Dead With an Intelligence of 12: ?
Zombie With an Intelligence of 10: Warlock Necrogrim Patron Awaken Undead power.

Phantasmal Familiar
Starting at 6th level, a spirit being attaches itself to you as your familiar. The phantasmal familiar must have a corpse to inhabit. You can use your action to touch the corpse of a Medium or larger creature and cause the bones and sinew of that creature to snap and twist and rearrange themselves into the body of a hound, mimicking the image of your patron. This beast uses the wolf statistics with the following changes:
• The phantasmal familiar counts as an undead.
• It has extra hit points equal to your warlock level.
• When you cast a spell with a range of touch, your phantasmal familiar can deliver the spell as if it had cast the spell. Your phantasmal familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Once you use this feature you can’t use it again until you finish a long rest.

Awaken Undead
Starting at 10th level you gain the ability to awaken the shambling undead and bring them back to some semblance of consciousness. The ritual to awaken a skeleton or zombie takes 1 hour to complete. A skeleton or zombie must remain within a 10 foot radius ritual circle for the entire length of the ritual. If the undead creature leaves the circle, the ritual fails. If the ritual is completed successfully, the skeleton or zombie gains an Intelligence of 10 and the ability to speak one language you know. They are charmed by you for 24 hours. After this time the awakened skeleton or zombie acts as it would have when it was alive, including any adverse opinions about its current state.
Once you use this feature you can’t use it again until you finish a short rest.
 
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