Undead Origins


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Voadam

Legend
Pathfinder Bestiary 2
Pathfinder 2e
Attic Whisperer: Beware the haunting sobs of the attic whisperer, for they carry the pained wrath of an abandoned child who perished due to the neglect or absence of their caretakers. Animated by loneliness, the embittered spirit binds itself to the material world in a body made of bits and oddments of a lost childhood—wooden blocks, scraps of blankets, ratty dolls, buttons, carved trinkets, and glass marbles. To give themselves the semblance of a head, they top their patchwork bodies with a small animal’s skull.
Bodak: When a living, sentient humanoid is exposed to an extreme expression of supernatural evil, the experience can irrevocably damn the victim, crushing their mind and ripping out their soul in an appalling, unholy transformation that results in a creature that’s anathema to life—the bodak.
The rarity of the events that create bodaks ensure that most of these abominations were humanoids slain by another bodak’s gaze. Yet bodaks can also be brought into being by a rare version of the create undead ritual. This horrific ritual emulates an encounter of absolute, supernatural evil, and so the spell must begin when the subject is alive and located on one of the evil Outer Planes.
Fragmented memories of a prior existence filtered through a vengeful hatred of the living lead the bodak to try to return to those places it once knew. If successful, it assaults former friends, acquaintances, and loved ones with its murderous gaze and an incomprehensible torrent of gibberish laced with vile curses, accusations, and threats—an assault that often leads to the victims rising as newly formed bodaks themselves.
Any humanoid who dies while drained or doomed by a bodak rises as an autonomous bodak 24 hours after its death.
Crawling Hand: Typically, crawling hands are formed when severed appendages are endowed with a crude sentience by evil necromantic energies that turn them into tireless killers. Yet crawling hands can also arise spontaneously, usually when a creature loses an appendage in a place rife with necromantic energy or with a connection to the Negative Energy Plane.
A crawling hand formed from the appendage of a Medium creature is quick and agile, skittering in the shadows until it can strike its prey.
A popular tale among necromancers tells of an ancient wizard who trafficked in evil magic. During a summoning ritual gone wrong, the wizard’s hand became possessed and later strangled them while they slept. The hand dragged the corpse across the wizard’s rooms to their workbench, propped up a knife in a vise, and severed itself from the rest of the body. According to the story, the hand went on to commit several more murders and disappeared into the sewers of a major metropolis, never to be seen again. Some necromancers believe that this original crawling hand still creeps through the shadows of that city, killing as it pleases.
Giant Crawling Hand: A giant crawling hand is the appendage of a very large creature, such as a giant.
Devourer: When fiends and powerful evil spellcasters are lost beyond the farthest reaches of the multiverse, they sometimes return as horrific undead called devourers that consume the souls of the living to fuel their arcane machinations. Their bodies are ruined and rebuilt, hollow and twisted, even as their minds undergo a spiritual transformation.
Draugr: Risen corpses of sailors who died at sea, draugr reek of the rot and decay of the briny deep.
Draugr rise in the haunted places of the sea, where restless spirits, swells of negative energy, or supernatural storms deliver death. A corpse might rest at the bottom of the sea for some time before awakening as a draugr. Collecting detritus and organisms, a corpse becomes increasingly disgusting before it finally rises. Proximity to intelligent life can expedite this process, and an underwater explorer who happens upon a shipwreck might cause a body to snap to unlife as a draugr suddenly.
When an entire ship’s crew dies in one calamity, they might rise simultaneously, bound together in death.
Draugr Captain: ?
Mohrg: The weight of murder wears heavy on the soul. With souls marked by a lifetime of dealing death, these killers, whether mass murderers, bloodthirsty soldiers, or sadistic executioners, sometimes do not let judgment and lawful execution stanch their slaying sprees. When such individuals are brought to justice, they may rise after death as mohrgs to continue their ruinous work.
While it’s true that most mohrgs seem to rise from the corpses of humanoid killers, the capacity to murder is not limited to humanoids. Mohrgs of other sorts could certainly exist—as long as they come from a society that has the capacity not only to judge and execute, but also to harbor murder within their hearts.
Mohrg Spawn: When a creature returns after death as a mohrg spawn, its flesh decays away save for its entrails, and it grows a long, awful tongue.
Since those slain by a mohrg rise soon thereafter as mohrg spawn, the murders of a mohrg rarely go unnoticed for long, even when they take extra care to prey only on a society’s dregs.
A living creature slain by a mohrg that had a lower level than the mohrg rises as a mohrg spawn after 1d4 rounds, on its turn.
Bog Mummy, Peat Mummy, Mire Mummy: Less powerful than their more notorious artificially preserved kin, bog mummies are preserved not by agents introduced during rituals but by the natural elements present in the airless, acidic morass of a peat bog or muddy swamp. While corpses preserved in this manner can certainly rise from the mire as bog mummies as the result of a curse by fell powers or the directed influence of a necromancer, the vast majority of them animate from a seething need for vengeance or to pursue some dire agenda left unfinished at the time of death—often because the creature was slain or otherwise betrayed. The nature of this emotional tie to life and the emotional power of the deceased compel unlife beyond death, while the preservative qualities of the bog within which the body was disposed of does the rest.
Ravener: Though their lifespans can measure in millennia, all dragons must eventually perish. While many do so on the blades or under the spells of dragonslayers, some manage to outlast their enemies and must, in time, face the truth that awaits all living creatures at the end of their natural lifespan. As with many other creatures, some dragons respond to such looming reminders of their own mortality poorly, and the particularly prideful or wrathful of their kind often lash out in anger when confronted by this grim truth. Peace and acceptance may find some dragons, but the most stubborn of their ilk (and invariably the most wicked) may pursue a different answer to the problem. These dragons seek out sinister rites that can transform them into undead creatures known as raveners.
A ravener’s flesh is stripped away as part of the transformation, leaving only their skeleton. What they lose in flesh, however, the dragon gains in soul-rending power, as their raw spiritual energy forms a protective barrier around their skeleton, keeping it intact and allowing flight with now-skeletal wings.
Any evil dragon of at least level 13 can become a ravener, although it is exceedingly rare for a dragon younger than an ancient true dragon (such as a chromatic, primal, or metallic dragon) to do so. Typically, the dragon must perform a rare ritual called ravenous reanimation, but this requirement can be waived if the prospective ravener has the aid of a powerful patron. In certain unique conditions, such as the intervention of a vile god of undeath, a dragon can transform into a ravener after death without the use of this rite at all.
While most dragons are too prideful to turn to anyone, even the gods, for help, a few who seek to become raveners are so desperate to stave off death that they might turn to powerful patrons for aid, such as demon lords, evil deities, or powerful necromancers, offering service in exchange for their transformation.
Ravenous Reanimation ritual.
Ravenous Repast Ravenous Husk power.
Ravener Husk:Raveners require a steady diet of souls, and a ravener that’s unable to feed for too long eventually cannibalizes their own soul. Should a ravener’s soul ward ever be reduced to 0 Hit Points by hunger while the ravener has more than 1 Hit Point, they lose all traces of their former identity and descend into a feral, nearly mindless state.
A ravener may depopulate whole regions at a time in order to sate their endless hunger for souls, lest they lose much of their power and become a ravener husk.
Revenant: Revenants are obsessed, undead stalkers who arise from their own murders and are driven by only one thing: revenge against their killers. The common wisdom is that revenants arise only from individuals who have been utterly betrayed or abandoned to die a grueling death, but even then such victims might not rise from their graves. In other cases, revenants might even rise from what might legitimately be considered an accident if the revenant doesn’t understand the full circumstances of their demise. In such cases, it doesn’t matter that the “murderer” may not have intended to kill, for revenants understands no pity and can never forgive.
While most undead are evil, revenants are not—these unusual stalkers rise not out of a sense of cruelty or hatred of the living, but spontaneously from the need for vengeance following a deep betrayal.
Skaveling, Ghoul Bat: Hideous necromantic rituals give rise to skavelings, or ghoul bats, monstrosities that are not true ghouls but instead are specifically crafted undead creatures. Their creators are the bloodsucking urdefhans of the Darklands, who create skavelings from giant bats specially raised on diets of toxic fungus and the flesh of ghouls—especially brains harvested from these undead. Upon reaching maturity, these giant bats are ritually slain via the use of cytillesh oil. While this poison simply rots away the flesh of most creatures, one of these specially prepared bats will immediately rise from death as a skaveling after succumbing to its effects.
Specter: When an evil mortal creature dies, it sometimes returns to haunt the area of its death as a specter, a hateful remnant, always seeking to slay others—particularly humanoids—in an attempt to distribute its pain among as many souls as it can.
Totenmaske: Spawned by the same unnatural and self-destructive obsessions that drove them when they were alive, totenmaskes are the undead remnants of the most self-indulgent and sinful among us.
Totenmaskes’ specific longings vary—one might be obsessed with food or drink, while another might be vain and desirous of an attractive form to marvel at in a mirror, while yet another could simply long for the scent of blood. Whatever the sensation the totenmaske seeks, it is always a vice taken to extreme, for this sin is what helped condemn it to unlife in the first place.
Vampire Vrykolakas: Wicked and vengeful souls denied even the most basic burial rites can rise again as vrykolakas, blood-drinking and plague-bearing reanimated corpses.
Like vampires, vrykolakas can infect victims with their twisted form of vampirism, transforming practically any living monster into one of these undead horrors.
Vrykolakas Master: Creatures of 9th level or higher can become a vrykolakas master, while those of 12th level or higher who have survived for centuries might become a vrykolakas ancient.
Vrykolakas Ancient: Creatures of 9th level or higher can become a vrykolakas master, while those of 12th level or higher who have survived for centuries might become a vrykolakas ancient.
Vrykolakas Spawn: Particularly powerful vrykolakas can create spawn from the bodies of their victims.
If a creature dies after being reduced to 0 HP by Drink Blood, a vrykolakas master can turn this creature into a vrykolakas spawn by donating some of its own blood to the creature and burying it in earth for 3 nights.
Void Zombie, Typical Void Zombie, Void Dead, Akata Spawn, Bloodwalker: A void zombie arises when a humanoid dies from an akata’s void death affliction. This walking corpse is animated by a larval akata attached to the deceased creature’s brain, using a grotesque feeding tendril that emerges from the corpse’s mouth to drink blood from its victims.
The name “void zombie” is something of a misnomer; though still compelled by necromantic energies, a void zombie is a host in the life cycle of a parasitic alien, not a mindless, reanimated corpse (despite their similar appearances).
Void zombies are unusual in that their animating negative force is provided by a living parasite that survives within their corpses, controlling their nervous systems for defense and to hunt food. As such, the soul of a person who succumbs to an akata’s void death is not bound to its rotting corpse at all and travels on to judgment in the Boneyard unimpeded.
When food is scarce, an akata secretes a resin from its pores that forms into a sturdy cocoon of pale green crystal—the skymetal noqual. An akata can hibernate in this cocoon without needing to eat or drink for centuries, though it retains a rudimentary sense of its surroundings and can break out in only a few minutes’ time. These cocoons allow the creatures to travel through the void of space, seeking new worlds where they can infect suitable humanoid hosts with their larval young. Once a victim succumbs to this infection, the offspring fight among themselves until one proves the strongest. The surviving akata then animates the corpse—now a void zombie—which shambles about of its own accord.
Void Death disease.
Cairn Wight, Full-Fledged Autonomous Cairn Wight: Jealous guardians of tombs, barrows, and sepulchers, cairn wights usually spawn from necromantic rituals. For those mortals who cannot abide the thought of separation from their earthly possessions, the undead existence offered by transformation into a cairn wight can be tempting. Perhaps as frequently, particularly avaricious and wealthy royalty or merchants seek out victims to transform into cairn wights to guard their precious wealth for all time.
Only in the rarest instances is the greed of a mortal strong enough to spontaneously transform them into a cairn wight without a dark ritual or the intercession of a powerful divine being. On those occasions, however, the resultant wight exhibits unmatched viciousness and likely owns rare treasure indeed.
As guardians of material possessions, cairn wights are supernaturally bound to the armaments they wore during the ritual used to create them.
If its creator dies, the spawned wight becomes a full-fledged, autonomous cairn wight.
Spawned Wight: Cairn Wight Spawn Cairn Wight power.
Witchfire: Manifesting as a sinuous form wreathed in sickly green flames, this incorporeal undead forms when a powerful hag or witch dies in agony or rage.
Dread Wraith: These menacing spiritual remnants of wicked warlords or bloodthirsty generals are towering specters of shadow and death.
The most unusual dread wraiths are those that coalesce from an amalgamation of evil spirits, often in regions where such spirits are shredded from their consciousnesses and churned in foci of negative energy, such as the Negative Energy Plane or on the Isle of Terror.
Wraith Spawn: A living humanoid slain by a [dread] wraith’s spectral hand Strike rises as a wraith spawn after 1d4 rounds.
Attic Whisperer, Embittered Spirit: ?
Attic Whisperer, Abandoned Child Who Perished Due to the Neglect of their Caretakers: ?
Attic Whisperer, Abandoned Child Who Perished Due to the Absence of their Caretakers: ?
Bodak, Creature Thats Anathema to Life, Abomination: ?
Crawling Hand, Tireless Killer: ?
Giant Crawling Hand, Appendage of a Very Large Creature: ?
Giant Crawling Hand, Appendage of a Giant: ?
Devourer, Horrific Undead, Soul Swallower: ?
Draugr, Risen Corpse of a Sailor Who Died at Sea: ?
Draugr Captain, More Powerful Draugr With Burning Red Eyes: ?
Draugr Raider: ?
Ghouligut, Frightening Undead Hodag: ?
Mohrg, Inhuman Murderer: ?
Ravener, Powerful Creature: ?
Ravener Spellcaster: ?
Revenant, Obsessessed Undead Stalker, Unusual Stalker: ?
Skaveling, Monstrosity: ?
Specter, Hateful Remnant: ?
Totenmaske, Undead Remnants of the Most Self-Indulgent and Sinful, Foul Undead: ?
Vampire Vrykolakas, Blood-Drinking Plague-Bearing Reanimated Corpse, Undead Horror, Revenant: ?
Vrykolakas Master, Sinister Shapeshifter: ?
Vrykolakas Ancient, Sinister Overlord: ?
Void Zombie, Walking Corpse, Non-Evil Undead: ?
Cairn Wight, Guardian of Material Possessions: ?
Cairn Wight, Jealous Guardian of a Tomb: ?
Cairn Wight, Jealous Guardian of a Barrow: ?
Cairn Wight, Jealous Guardian of a Sepulcher: ?
Witchfire, Sinuous Form Wreathed in Sickly Green Flames, Incorporeal Undead: ?
Dread Wraith, Towering Specter of Shadow and Death: ?
Dread Wraith, Menacing Spiritual Remnants of a Wicked Warlord: ?
Dread Wraith, Menacing Spiritual Remnants of a Bloodthirsty General: ?
Undead, Undead Creature, Undead Monster: Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic.
Notorious Undead: ?
Shambling Undead: ?
Weaker Free-Willed Undead: ?
Mindless Undead Creature: ?
Incorporeal Undead: ?
Vampiric Undead: ?
Ghost: ?
Ghost, Creature That Rejuvenates, Incorporeal Undead: ?
Ghoul, True Ghoul: A creature that dies while suffering drain from a nabasu’s death-stealing gaze rises as a ghoul (Pathfinder Bestiary 168) the next midnight.
Ghoul Fever disease.
Ghoul, Vile Undead Creature That Feasts on Flesh: ?
The Grim Reaper: ?
Lich: ?
Lich, One Who Sought Undeath, Creature That Rejuvenates, One Who Has Unnaturally Extended Their Lifespan: ?
Mummy: A mummy is an undead creature created from a preserved corpse.
Shadow, Weaker-Willed Undead: ?
Skeleton: The speakers for the dead known as bone prophets hold an esteemed place as voices for their decapitated god. Burial rites, necromantic rituals, and the delivery of cryptic utterances supposedly whispered to them by Ydersius all fall under the dominion of these priests. Bone prophets often raise fallen aapophs as skeletons.
Skeleton, Crude Simple Minion: ?
Skeletal Giant: Raise Serpent Bone Prophet power.
Skeletal Champion: Raise Serpent Bone Prophet power.
Skeletal Minion: Raise Serpent Bone Prophet power.
Vampire, One Who Sought Undeath: ?
Particularly Reckless Vampire: ?
Vampire: ?
Moroi Vampire: ?
Feral Form of Vampire: ?
Vampire, Undead Creature Who Thirsts for Blood: ?
Wight, Weaker Free-Willed Undead, Undead Creature That Drains Life and Stands Vigil Over its Burial Site: ?
Wight, Typical Wight: ?
Zombie, Crude Simple Minion: ?
Zombie With Missing Jaws: ?
Zombie That Moves Faster: ?

Cairn Wight Spawn (divine, necromancy) A living humanoid slain by a cairn wight’s weapon or claw Strike rises as a spawned wight after 1d4 rounds. This spawned wight is under the command of the cairn wight that killed it. It doesn’t have drain life or cairn wight spawn and is clumsy 2 for as long as it is a spawned wight. If its creator dies, the spawned wight becomes a full-fledged, autonomous cairn wight; it regains its free will, gains drain life and cairn wight spawn, and is no longer clumsy.
Raise Serpent [three-actions] (divine, necromancy) Frequency once per day; Effect The bone prophet animates corpses of snakes, serpentfolk, or similar serpentine creatures within a 30-foot emanation. Any flesh on the bodies sloughs off, and they rise as skeletons. The bone prophet can raise one Large creature as a skeletal giant or up to three Medium creatures as skeletal champions; the equipment and attacks might be different depending on the corpses’ possessions (Bestiary 298). These skeletons have the minion trait and are under the bone prophet’s control; the bone prophet can give all these minions the same command with a single action that has the concentrate trait. Any skeletal minions that still remain after 10 minutes crumble to dust.

Ravenous Repast [three-actions] (divine, necromancy) Frequency once per day; Effect The ravener husk makes a jaws Strike against a deceased creature that has been dead no longer than 1 minute, was good aligned, and was at least level 15 in life. The ravener attempts a DC 5 flat check; if successful, they transform back into a ravener with 1 Hit Point in their soul ward.

RAVENOUS REANIMATION RITUAL 7
Rare Evil Necromancy
Cast 1 day; Cost valuable treasures from the target dragon’s hoard worth a total value of 50,000 gp
Primary Check Arcana (master), Occultism (master), or Religion (master)
Requirements You must be an evil dragon.
You destroy the gathered treasures with your breath weapon or other powerful magic, then invoke necromantic energies before you feed upon the charred and melted remains. As you do so, negative energy courses through your flesh, automatically killing you. Each individual ravener’s ravenous reanimation requires three to five unique additional components. Whether or not you return as a ravener depends on the success of the ritual.
Critical Success You immediately transform into a ravener upon finishing the ritual; your soul ward starts at full Hit Points (equal to 5 × your level).
Success You rise as a ravener 24 hours after completing the ritual, as long as your body remains relatively intact. When you rise as a ravener, your soul ward starts at 1 Hit Point.
Failure You rise as a ravener husk 24 hours after completing the ritual.
Critical Failure You die.

Ghoul Fever (disease) Saving Throw DC 22 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.

Void Death (disease) An akata implants its parasitic larval young into any creature it bites, but only Medium or Small humanoids make suitable hosts; all other creatures are immune to this disease; Saving Throw DC 17 Fortitude; Stage 1 carrier with no ill effect 1 (1 day); Stage 2 drained 1 (1 day); Stage 3 as stage 2 (1 day); Stage 4 drained 2 and fatigued (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead and corpse rises as a void zombie (page 288) in 2d4 hours.
 
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Voadam

Legend
Pathfinder Adventure: Malevolence
Pathfinder 2e
Tanglebones, Undead Tanglebones: Sometimes, when [a] murderer buries a large number of victims in a mass grave, the vengeful spirits of the slain can become similarly tangled together. When these spirits can’t untangle, they instead return to their physical remains, fusing into one horrific mass of bones and black, tar-like sludge—a tanglebones.
One awful tale speaks of a bitter old dowager who learned that, through a legal loophole, ownership of her estate would revert to her estranged daughter. She murdered her 13 servants, buried their bodies in the house’s basement, and then played the gracious mother in handing over the manor keys at the appointed time. One night, the tanglebones that arose from the dowager’s atrocity murdered the daughter and her family.
It’s believed that a tanglebones’s formation can be prevented if even one body in the mass grave died from a different cause than its fellows. In regions where these undead horrors are more common, additional bodies known as unravellers are often dropped into mass graves in an attempt to prevent a tanglebones from rising.
Though the bodies dumped unceremoniously in this pool by Ioseff Xarwin didn’t immediately rise as undead, their souls—traumatized by betrayal—didn’t enter the soulstream immediately. As the manor grew more haunted, the spirits trapped here began to manifest phantasms as well, and Xarwin largely avoided lingering here in his final months.
When the malevolence awoke with Xarwin’s death, the unquiet spirits here were torn apart and stitched back together, bound to the bones they left behind and transformed into a grotesque, clattering monstrosity—a tanglebones.
Tanglebones, Horrific Mass of Bones and Black Tar-Like Sludge, Sprawling Mass of Bones, Undead Horror, Grotesque Clattering Monstrosity: ?
Nils Kleveken, Variant Skeletal Champion, Undead Carpenter: Xarwin had this room built so he could post a loyal servant here to keep an eye on events in the ballroom or on those seated on the nearby bench just on the other side of the wall. In the last few weeks before the final tragedy, his one remaining loyal servant, the carpenter Nils Kelveken, moved out of his quarters in area B3 and into this room, having grown paranoid of the other servants conspiring against him. Unfortunately for Nils, when Xarwin perished in his laboratory below and became one with Tchekuth, the resulting blast of mental energy drove him over the edge. In a desperate attempt to release the disturbing thoughts, he drilled a hole in his skull then perished a few minutes later.
Undead Spirit: ?
Asethanna Xarwin, Variant Shadow, Unusual Undead Entity, Undead Soul, Undead Spirit: Asethanna moved out of the bedroom she shared with her husband long before the fateful night she found proof of his infidelity. Ioseff murdered his wife Asethanna and the manor’s majordomo Cathilda in this room as they hastily packed for an escape from the manor after Asethanna confronted her husband and chopped off his hand. Ioseff left Cathilda’s body where it lay but quickly carried his wife’s body downstairs to his laboratory to extract and preserve her brain.
Yet, since Ioseff murdered the two women here, their spirits remain bound to this room, both manifesting into unusual undead entities.
Cathilda Athemer, Variant Shadow, Unusual Undead Entity, Undead Soul, Undead Spirit: Asethanna moved out of the bedroom she shared with her husband long before the fateful night she found proof of his infidelity. Ioseff murdered his wife Asethanna and the manor’s majordomo Cathilda in this room as they hastily packed for an escape from the manor after Asethanna confronted her husband and chopped off his hand. Ioseff left Cathilda’s body where it lay but quickly carried his wife’s body downstairs to his laboratory to extract and preserve her brain.
Yet, since Ioseff murdered the two women here, their spirits remain bound to this room, both manifesting into unusual undead entities.
Anitoli Nostraema, Variant Attic Whisperer, Particularly Powerful Attic Whisperer: Fulvia’s son Anitoli—a precocious lad whose talent with writing and poetry might have blossomed into a remarkable voice had he survived to adulthood—lived and died in this room.
Fulvia smothered Anitoli with a pillow as he slept after she became convinced that Golarion had only months before being offered up for the Banquet by the Dominion of the Black. Ioseff never bothered to even enter this room, much less bury the body within, as he increasingly withdrew into his obsessions in the months following his murderous spree. Anitoli has since become a particularly powerful attic whisperer, yet he never leaves this room.
Undead Brain Collector: When Ioseff Xarwin attempted the final, fateful ritual, the brain collector he conjured from the depths of space attacked him. He subsequently slew the horror then fled down to his laboratory with the Void Mirror to find a way to escape the horrific curse it had afflicted him with, leaving the brain collector’s body sprawled amid the rubble herein. Once the malevolence infused the manor, it animated this dead alien into a unique undead horror.
Undead Brain Collector, Variant Brain Collector, Undead Occupant, Unique Undead Horror, Deadly Foe, Undead Alien: ?
Haunted Nosoi, Variant Nosoi, Haunted Psychopomp Corpse, Undead Psychopomp: ?
Xarwin's Manifestation, Variant Wraith: Once the PCs destroy the undead brain collector in area D6, one of the spiritual oppressions that looms heavily over Xarwin Manor fades away, but unfortunately, its destruction also frees Ioseff to extend his influence further from his laboratory in area E9. While he can’t leave that area as a ghost, the sheer force of his malignant will can manifest a wraith-like version of himself anywhere inside of (or below) Xarwin Manor.
Esobok Ghoul: In the days before the Xarwin Caul descended over the manor, a catrina psychopomp named Yianyin led a pair of esoboks into the manor to investigate the site in the hopes of helping Ioseff’s restless spirit move on to the River of Souls, only to be corrupted by the malevolence that had grown within these chambers. She lives still (in a manner of speaking) in area E4, but her two esoboks weren’t so fortunate for they were her first victims. The malevolence’s influence drew them back to unlife as ghouls, and the two skull-faced, lion-like undead creatures have dwelled in this room ever since.
Esobok Ghoul, Variant Ghoul, Skull-Faced Lion-Like Undead Creature: ?
Ioseff Xarwin, Human Ghost, Sinister Ghost, Wracked Ruined Ghost, Unquiet Spirit: Rushing his work proved to be Ioseff’s undoing. That night, he used the Void Mirror to perform the ritual to pull down a brain collector from the Dark Tapestry, but Ioseff botched the rite. The brain collector tore free from the Void Mirror’s influence and attacked him. Ioseff managed to defeat the monster, but not before it afflicted him with a powerful, debilitating spell: internal insurrection (page 67). Ioseff retreated to his hidden laboratory; he raced against time to reverse engineer the rare spell and find a cure, only to perish at his desk minutes after he finally deciphered the magic. As he died, Tchekuth’s slowly reviving remains pulsed awful power, drawing and feeding on what remained of Ioseff’s compassion and humanity to leave behind a wracked, ruined ghost.
Sinister Undead: ?
Incorporeal Undead: ?
Zedna, Elite Poltergeist, Powerful Poltergeist: After he murdered his wife, Ioseff forbade the servants from entering the upper floors, but at first, some of the servants didn’t take him seriously enough. The manor’s librarian, Zedna, came up here a few days after Asethanna’s “disappearance” to return several repaired books to the chapel stacks, and Ioseff confronted her in a rage. After he accidently let slip that Asethanna was still in the manor—in a manner of speaking—he panicked and murdered Zedna. He disposed of her remains in the pool in area E3 and told the other servants she’d broken his commands, so he dismissed her. The servants dared not disobey him after that incident.
While her remains have become the tanglebones in area E3, Zedna’s spirt lingers in the chapel to this day as a powerful poltergeist. She attacks anyone who enters the room but can’t leave the chapel, and she won’t use her powers to disturb any of the books.
Elite Crawling Hand: The curious markings in the dust in this hall were left by a pair of immense manifestations of the malevolence drawn directly from Ioseff’s traumatized mind: a pair of human-sized left hands, severed at the wrist as if by an enormous hatchet.
As long as Ioseff’s ghost remains, new crawling hands manifest here after a week passes.
Elite Crawling Hand, Immense Manifestations of the Malevolence: ?
 
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Voadam

Legend
Pathfinder Adventure: Troubles in Otari
Pathfinder 2e
Blue Finley, Ghost Commoner, Wispy Ghost: Finley, for whom this room is named, is a ghost. Almost 40 years ago, long before Tamily Tanderveil purchased the fish camp from its previous owner, Finley joined the camp’s staff with a single goal: to earn enough coin to buy a suit of armor and an adventurer’s pack so they could take up a life of adventure. Finley’s grandmother was a member of the Pathfinder Society, known across the Inner Sea region as a league of bold adventurer-explorers, who perished delving into an ancient ruin. Finley grew up adoring their grandmother’s tales of dashing adventure, and so she bequeathed her trusty sword to Finley with the charge that the youngster “put it to good use.” Finley came to the fish camp and, worried about what their campmates would think, stashed the sword and the coin they’d earned under a floorboard in their bedroom.
But Finley’s fate was not as bold as their grandmother had hoped. During the last week of the fishing season, Finley’s fishing boat was caught in a terrible, sudden storm, and Finley was swept overboard and drowned at sea. Their spirit was so distraught at having failed to fulfill their grandmother’s charge that it returned here, tethered to the inherited sword hidden beneath the floorboard in this room.
The ghost heaves a deep, mournful sigh that rattles the shutters over the window, then sits on the edge of the bed, their translucent form passing partway through the musty straw mattress. “I told her I’d put it to good use, you know? My grandmother. She had so many stories of adventure, and so when she left me her sword, I just wanted to make her proud. But I never got to become an adventurer! I went and drowned instead, and I know I’ve let her down.”
Karstin Star-Hand, Shadow: Created long before Otari’s founding, this barrow serves as the final resting place for a vicious warlord named Karstin Star-Hand. Star-Hand’s soul didn’t rest easily, however, and she rose again as a shadow.
Wight: Created long before Otari’s founding, this barrow serves as the final resting place for a vicious warlord named Karstin Star-Hand. Star-Hand’s soul didn’t rest easily, however, and she rose again as a shadow. Some of her most wicked followers, buried with her, also arose as undead.
Star-Hand’s faithful guards were interred in this room, each propped upright in shallow wall niches while still wearing their armor and weapons. Eventually, the guards arose as a wight and four skeletons.
Skeleton Guard: Created long before Otari’s founding, this barrow serves as the final resting place for a vicious warlord named Karstin Star-Hand. Star-Hand’s soul didn’t rest easily, however, and she rose again as a shadow. Some of her most wicked followers, buried with her, also arose as undead.
Star-Hand’s faithful guards were interred in this room, each propped upright in shallow wall niches while still wearing their armor and weapons. Eventually, the guards arose as a wight and four skeletons.
Zombie Shambler: Created long before Otari’s founding, this barrow serves as the final resting place for a vicious warlord named Karstin Star-Hand. Star-Hand’s soul didn’t rest easily, however, and she rose again as a shadow. Some of her most wicked followers, buried with her, also arose as undead.
Zombie Shambler, Mindless Zombie: ?
Undead Abomination: ?
Ghast, Putrid Undead: ?
Disease-Ridden Zombie, Putrid Undead: ?
Putrid Undead: ?
 
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Voadam

Legend
Pathfinder Adventure Path: Abomination Vaults
Pathfinder 2e
Bright Walker: Those who encounter calignis quickly learn that their deaths involve burning out instead of bleeding out. At times, this dramatic immolation is denied to a caligni, so they arise as a bright walker.
Most calignis assume that bright walkers arise at the whims of their malign and capricious demigods, the Forsaken, but as the Forsaken are denied the souls of these undead, some other unknown force must be involved.
Corpselight: A will-o’-wisp that starves to death might rise as a cold, blue, glowing sphere of spongy wetness—a corpselight.
Shanrigol: Fleshwarpers, regardless of their origin or training, create a shocking amount of waste. When the discarded remnants of aberrant flesh are heaped together with an accidental mixture of alchemical compounds or odious energy, the mass can quicken and regain life. Without the guidance of a fleshwarper, these aberrant body parts form into a shanrigol, a mess of bone, muscle, and sinew.
Shanrigol Heap: The most basic and common type of shanrigol is called, based on its general shape, a shanrigol heap. These amalgamations of warped flesh and shattered bone establish hunting grounds by accident rather than design, remaining where prey has been plentiful in the past so they can grow larger and larger as they add to their jumbled forms. Only rare fleshwarpers create these abominations willingly, as they ignore all commands and containment to seek out prey.
After the death of hundreds of monsters and gladiators, the arena is imbued with the essence of death. When Jafaki first dumped scraps from failed creations here, the decaying flesh spontaneously arose as shanrigols.
Shanrigol Behemoth: Shanrigols that grow with the additions of many living victims can become truly enormous in size and pose a greater danger in their expanding hunting territories.
Curious about how large these aberrations could grow, Jafaki assembled a giant pile of flesh and assigned a seugathi to document the resulting shanrigol’s composition and growth.
The creature has grown into a massive shanrigol behemoth from incorporating scraps of driders, urdefhans, and other creatures.
Bright Walker, Strange Occupant, Rare Undead Caligni: ?
Corpselight, Cold Blue Glowing Sphere of Spongy Wetness, Eerie Creature: ?
Particularly Powerful Corpselight: ?
Shanrigol, Undead Abberration: ?
Shanrigol Heap, Most Basic Common Type of Shanrigol, Amalgamation of Warped Flesh and Shattered Bone, Strange Creature, Nearly Mindless Amalgamation of Undead and Twisting Life: ?
Shanrigol Behemoth, Beast: ?
Shanrigol Behemoth, Gargantuan Shanrigol Behemoth, Massive Shanrigol Behemoth, Monstrosity: ?
Lady's Whisper, Proctor, Agent of Nihmbaloth, Patient Silent Servitor of Nihmbaloth, Skeleton, Shrouded Skeleton, Unique Undead Creature, Skeletal Creature, Enigmatic Undead: ?
Undead, Undead Creature: Gauntlight magic item.
Undead Gnome, Undead Deep Gnome, Listless Undead Gnome, Undead Gnome Minion: ?
Bloodsiphon: One of Volluk’s last creations remains here, a horrific undead guardian created from a giant leech.
Bloodsiphon, Horrific Undead Guardian, Giant Log of Desiccated Flesh: ?
Majordomo, Shadow-Like Undead: Her soul is bound by her loyalty to Belcorra and Gauntlight’s necromantic energies.
Dangerous Undead Creature: ?
Incorporeal Undead, Incorporeal Undead Creature: ?
Common Undead: ?
Non-Skeletal Corporeal Undead Creature: ?
Mistress Belcorra Haruvex, The Lady of the Light, Ghost Sorcerer, Primary Villain, Powerful Ghost, Ghost Queen, Spiteful Ghost, Ghostly Devotee, Patron, Spiteful Sorcerer: The Empty Vault drew Belcorra’s soul after the Roseguard killed her, and her ghost reappeared here 500 years after the most traumatic event in her life—not her death, but her family’s exile from Absalom.
Belcorra’s spirit didn’t rest peacefully. Consumed by rage and empowered by Nhimbaloth, she arose as a powerful ghost 500 years after her family’s exile from Absalom, the event that so dramatically altered her life.
Otari Ilvashti, Ghost Adventurer, Shadowy Ghost, Fallen Hero, Tormented Ghost: The skeleton on the island was once Otari Ilvashti. He survived the battle with Belcorra and a desperate flight through the upper levels of the Abomination Vaults only to become trapped here by the immense otyugh waiting in area D17. Already weakened from his ordeal before contracting filth fever from the fight with the otyugh, Otari lingered on the tiny islet only two days before he perished.
Today, his spirit lingers on, both in the form of the strange warnings on the walls throughout the Abomination Vaults and also as a ghost consumed by two linked desires—vengeance on Belcorra and fear that Gauntlight might yet be used to harm his hometown of Absalom.
When Otari Ilvashti became trapped in the Abomination Vaults, he did his best to find an escape route. Unfortunately, at that time, many of Belcorra’s dangerous minions still guarded much of this level. He made it to this room only to collapse from his wounds. Fortunately, Belcorra’s death had thrown the dungeon into chaos, and he wasn’t discovered. When Otari woke some time later, no longer on the edge of death from his ordeal, he crept out of the room and made his way west through area B31 and eventually to B20, only to be confronted by an angry and oversized chuul. He discovered the secret door in area B32 and fled deeper instead.
When Otari finally died in area D18, his soul remained as a ghost, and the three locations where he hid during his final days became infused with desperate echoes of his spirit.
Haunt Stonescale Spirits, Ghostly Kobolds, Spectral Phenomenon, Kobold Ghosts, Spirits: ?
Big Ghost: ?
Ghost: Some property of the Abomination Vaults increases the manifestation of ghosts, spectral undead, and haunts within their domain. Otari initially believed this was a side effect from Gauntlight but has now come to suspect a link to a much more ancient and ominous source deep below this level. He knows nothing of Nhimbaloth, but if the heroes tell him of the Outer God, he suspects her influence is the source.
Pharasma opposes Nhimbaloth for multiple reasons. Those who perish in lands haunted by the latter’s presence tend to rise as ghosts.
Those who study from The Whispering Reeds for too long are often cursed to rise as ghosts after death—though their existence never lasts for long, as they are inevitably consumed by Nhimbaloth.
Jarelle Kaldrian, Human Ghost Librarian: The ghost of the librarian Jarelle Kaldrian still haunts this workroom. Jarelle couldn’t escape the other scholars’ increasingly gruesome schemes, so she retreated into this room, locked the door, and drank a jar of arsenic (used to work with book bindings) rather than be eaten alive. She died quickly and in agony, only to rise soon thereafter as a ghost.
Chandriu Invisar, Drow Ghost Administrator: The skeletal remains to the south were once a drow woman named Chandriu Invisar, director of the scriptorium. Chandriu harbored a poorly hidden adoration for Belcorra’s apprentice, Volluk, and in the days after Belcorra’s death, Chandriu tried to convince him to flee with her to start a new life together somewhere far from the Abomination Vaults. Volluk spurned Chandriu, insisting that “Belcorra needs me now in death even more than in life; you should consider the same!” Chandriu returned here in despair, only to be murdered by her disgruntled scribes eager to get out from under her bullying, and she grasped for Volluk’s portrait as she died.
As with so many others who had the misfortune to perish in the Abomination Vaults, Chandriu arose as a ghost.
Enslaved Ghost, Silently Shrieking Ghost, Trapped Ghost: ?
Chaotic Evil Ghost: If you activate The Whispering Reeds and are not a worshipper of Nhimbaloth, you become stupefied 2 for 24 hours as your thoughts fill with paranoia that something is watching you from the other side of death. If you die while affected by the Empty Death, you immediately become a chaotic evil ghost.
Ghost Mage, Hostile Creature: ?
Unquiet Soul: ?
Vengeful Ghost: ?
Ghoul: The Cult of the Canker is the most widespread faction active in the library. Originally a collection of librarians, caretakers, and scribes, this loyal staff stubbornly kept working after Belcorra died, focusing their research on finding a way to restore their leader to life. When food stores ran low, rather than risk alerting the Roseguard by making potentially public forays to the surface, the researchers turned to cannibalism. There were plenty of other servants to eat, after all, in the conveniently nearby servants’ quarters. The onset of ghoul fever tore quickly through their ranks, but the researchers were so obsessed that they barely noticed. The scholars’ research now has a distinctly ghoulish bent: they work to gather enough “cankerous flesh” to fuel Belcorra’s full resurrection.
Belcorra’s scribes once used this room to pen new works. The Cult of the Canker now use it as a place to store victims of ghoul fever until they die and arise as ghouls.
Ghoul Fever disease.
Ghoul, Scholarly Sinister Ghoul, Heretic Ghoul: ?
Augrael, Morlock Ghoul Exile, Unique Undead Creature: ?
Canker Cultist, Ghoul Zealot, Scholarly Sinister Ghoul, Heretic Ghoul, Ghoul Cultist: ?
Aller Rosk, Ghoul Tattoo Artist, Twisted Ghoul: ?
Nhakazarin, Ghoul Cult Leader, High Priestess, Servant, Leader of the Cult of the Canker: ?
Elite Ghast: ?
Caliddo Haruvex, Graveknight, Graveknight Guardian, Intelligent Occupant, Warrior in Archaic Armor: This is Caliddo Haruvex, a skilled mercenary who came to serve Belcorra when he heard how powerful his distant relative had become. Belcorra accepted Caliddo’s offer of aid and promptly killed him, raising him as a graveknight eternally bound to serve her.
Grim Reaper: ?
Lesser Death: ?
Demilich: Gorsalthith, one of the oldest Children of Belcorra, plans to become a demilich. The other Children don’t know where he got this idea; none of them have even seen a demilich, although they’ve all heard stories of the gem-studded undead skulls with phenomenal spellcasting power. But Gorsalthith was adamant that he knew the method: he placed gemstones in his eyes, replaced his teeth with smaller gems, and drilled holes into his head to lodge a crown of crystals there. He then locked himself in this room to lay in repose, patiently waiting for his body to turn to dust and his transformation to take its final form. He has been here for nearly a century with no change in his mummified form.
Gorsalthith is determined in his unrealistic goal. When the heroes enter, he becomes convinced he must defeat them to advance his evolution.
Demilich, Gem-Studded Undead Skull With Phenomenal Spellcasting Power: ?
Poltergeist: A hero who succeeds at a DC 20 Perception check while perusing this collection turns up a slender volume called Ineffable Hauntings tucked inside of a larger book about ghosts. This volume contains the formula for the create undead ritual to create poltergeists.
The spirit of the servant who accidentally died here has returned as a poltergeist wracked with indignation.
Squabbling Poltergeist: When Belcorra died, two of her guests—squabbling aristocrat siblings—let their fear of being trapped in the Abomination Vaults overwhelm them. They murdered each other in a panicked rage and arose again as poltergeists, who continue their fight to this day.
Standard Shadow: ?
Siora Fallowglade, Greater Shadow: At Belcorra’s death, a surge of negative energy swept through this area, tethering Siora’s soul to this area as a shadow.
Minion: ?
Skeleton Guard: Gauntlight artifact.
Skeletal Giant: ?
Skeletal Giant, Minotaur Skeleton: ?
Bone Gladiator, Variant Skeletal Hulk: The scattered bones of gladiators, slaughtered here shortly after Belcorra’s fall, still hold on to the grim memory of death and combat. When a living creature approaches, they rattle and slide across the room, forming a massive gladiator made from the assorted bones of several humanoids.
Bone Gladiator, Variant Skeletal Hulk, Massive Gladiator: ?
Skeletal Hulk: ?
Cairn Wight: ?
Dread Wraith: ?
Zombie Shambler: Gauntlight artifact.
Elite Crawling Hand: ?
Elite Crawling Hand, Severed Hand, Undead Guardian: ?
Specter: The last time Jafaki came here, he abandoned a morlock whose arms and legs he had amputated (and disposed of). The creature died in agony and its spirit arose as a specter.
Witchfire Warden: After the error with the gogiteth, Belcorra appointed a hag to oversee this room, knowing that her magical expertise would prove invaluable in maintaining the stasis chambers, but she didn’t intend the hag to do this job in life. Belcorra trapped the hag in this pillar, burned her to death, and bound her spirit as a witchfire.
Chafkhem, Mummy Ritualist, Vainglorious Mummy, Evil Mummy: In the chaos following Belcorra’s fall, someone locked the arena administrator, Chafkhem, in his room. As Chafkhem had previously warded his room against interdimensional travel, he was effectively imprisoned. Before he succumbed to starvation, the erudite wizard cobbled together reagents to mummify himself with parchment paper, hoping to one day escape his bounds and inflict revenge on Jafaki, whom Chafkhem believed ordered him to be imprisoned in his room.
Child of Belcorra, Bog Mummy: Believing that Belcorra (or, perhaps, some other Haruvex) would return, the Children chose to become undead to combat their dwindling numbers and increasing age. They immured each other in the muddy shores to rise again as bog mummies or undertook difficult transformations into other, more powerful, undead.
Child of Belcorra, Bog Mummy, Undead Child, More Powerful Undead, Listless Mummy: ?
Elder Child of Belcorra, Variant Bog Mummy: Believing that Belcorra (or, perhaps, some other Haruvex) would return, the Children chose to become undead to combat their dwindling numbers and increasing age. They immured each other in the muddy shores to rise again as bog mummies or undertook difficult transformations into other, more powerful, undead.
Elder Child of Belcorra, Variant Bog Mummy, Undead Child: ?
Goralith, Variant Bog Mummy, Elder Child of Belcorra, Undead Child: ?
Empty Death Bodak, Variant Bodak: Three Children of Belcorra became far too interested in the lore of Nhimbaloth and were blasted with a powerful glimpse of the Outer God, transforming them into bodaks.
Beluthus, Devourer, Undead Gnome: ?
Eerie Haunting: ?
Haunt Stonescale Spirits: Not all the haunts plaguing Gauntlight are direct echoes of Belcorra’s legacy. This room served as the communal hall for the Stonescale kobolds before a violent coup tore the group apart. The kobold spirits linger here to this day.
Haunt Blood of Belcorra: ?
Haunt Watching Wall: The final victim of this room, a spy from Absalom whose intelligence had already brought Belcorra’s activities to the attention of the Roseguard, met his end here. When he put up a fight and Belcorra tried to subdue him, she accidentally killed him instead. The spirit of the paranoid spy lingers on.
Haunt Vengeful Furnace: In the aftermath of Belcorra’s death, a squabble between two scholars concluded in this room when they attempted to burn each other alive. The machine malfunctioned and burned both scholars to ashes. Today, echoes of their souls haunt the room.
Haunt: Haunts, the spectral phenomena remaining in a site of death or powerful emotions, are related to but distinct from ghosts.
Haunt, Spectral Phenomena: ?

GAUNTLIGHT ITEM 20
Unique Artifact Magical Necromancy
Gauntlight is much more than a 115-foot-tall lighthouse rising from the heart of an old ruin in Fogfen—its pale stone walls extend far below the ruins, passing through eight different dungeon levels and finally terminating at the ninth level below the surface, where its deep foundation centers on an ominous chamber where, long ago, Nhimbaloth herself once physically brushed against this world. Once she finished its physical construction, the sorcerer Belcorra Haruvex used this spot as a source of power to infuse the walls, floors, and ceilings of each of Gauntlight’s levels with eldritch power. The lens at the apex of the lighthouse would have, in time, been able to focus this lingering eldritch energy into a powerful beam, but Belcorra’s plans were cut short before she could replace the mundane lenses with dangerous magical ones.
As an artifact, Gauntlight can’t be damaged by normal means. Its walls are impenetrable and impervious to any attempt to breach them by anybody except for followers of Nhimbaloth. They block effects that allow temporary passage, such as passwall, and also create a barrier against dimensional travel. The walls attempt to counteract teleportation effects and planar travel into or out of areas within Gauntlight and efforts to summon creatures into the area (using a +37 counteract modifier); this effect does not stop a summoned creature from departing when the summoning ends. Note that this effect only applies to the areas that are within Gauntlight and its footprint (areas A11, A25, B35, C15, and so on), and not to the entirety of the Abomination Vaults!
In Gauntlight’s current state of diminished functionality, it can be activated only in the two ways below. By swapping in a series of four magical lighthouse lenses called fulcrum lenses that focus Nhimbaloth’s baleful gaze—lenses so powerful that even Belcorra takes special care with them— the artifact gains significantly greater power, including the ability to reach all the way to Absalom and to activate its effects every minute.
To activate Gauntlight, a creature must be in the deepest portion of the artifact, the Empty Vault on the Temple level (area J20). From anywhere within the Empty Vault, a creature can observe the world outside remotely through Gauntlight’s lens in its cuploa, including any area Gauntlight’s beam can reach.
Activate [three-actions] Interact; Frequency once per month; Effect A pale blue beam shines from Gauntlight’s lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The light saturates the region, causing any corpses in the area or within 10 feet of the surface of the illuminated area to animate as level –1 undead (typically as skeleton guards or zombie shamblers). Once animated, the undead remain active until slain. Until then, they remain uncontrolled and are driven only by the desire to slaughter the living. If Gauntlight is fully restored, the undead instead animate as any Common undead of 15th level or less, as the user wishes.
Activate [three-actions] Interact; Frequency once per month; Effect A pale blue beam shines from Gauntlight’s lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The user chooses one creature of 4th level or less that is physically located within Gauntlight; this creature is then is teleported to any point within this illumination radius. If Gauntlight is fully restored, any number of creatures within Gauntlight of 15th level or lower can be transported. This is a teleportation effect.
Destruction If Belcorra’s ghost is permanently destroyed, Gauntlight loses all of its magical properties and collapses in on itself all the way down to its base, leaving an incredibly deep pit in the Fogfen.

Ghoul Fever (disease) Saving Throw DC 20 Fortitude; Stage 1 carrier with no ill effects (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.
 
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Voadam

Legend
Pathfinder Adventure Path #151: The Show Must Go On (Extinction Curse 1 of 6)
Pathfinder 2e
Bone Croupier: For many, gambling is just fun and games, but for some, it can become a bad habit or even a life-consuming addiction. Bone croupiers take the meaning of “life-consuming” to its literal extreme. Undead gamblers whose lust for cards and dice couldn’t be sated in life, they haunt the shadowy corners of gambling halls and continue their search for that next hit of adrenaline.
Bone Croupier, Undead Gambler, Undead Chiseler, Undying Gamer: ?
Undead Chiseler: ?
Undead: ?
Undead Noble: ?
Undead Drow: ?
Ghoul: ?
Smiler, Unique Ghast, Especially Old Sadistic Ghast: ?
Ghoul, Ghoul Minion: ?
Ghast: Ghast Fever.
Dyzallin Shraen, Drow Mummy: ?

Ghast Fever (disease) Saving Throw DC 18 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghast the next midnight.
 

Voadam

Legend
Pathfinder Adventure Path #152: Legacy of the Lost God (Extinction Curse 2 of 6)
Pathfinder 2e
Muse Phantom: For performers who die before their time and whose love of the theater is stronger than death’s grasp, the show does indeed go on. Such actors rise from the grave to become muse phantoms—undead spirits that haunt opera houses or auditoriums and possess the bodies of living actors to continue their art.
Visitant: Although the wild creatures seen at traveling circuses can entertain and amaze, the lives of such animals and beasts are sometimes sad and cruel. Circus owners who mistreat their animals through harsh discipline or overtraining see little wrong with their mercilessness, even going so far as to slaughter their entertainers—supposedly “by accident”—via neglect or abuse. The victims of such cruelty who cannot move onto the afterlife—either because they somehow become infused with negative energy or their spirits cannot rest without first enacting revenge on their assailants—occasionally rise from the dead as visitants.
Common circus animals viewed as expendable by their caretakers are perhaps the most likely to rise as visitants. Animals that die en masse—such as in a tent fire or other disaster—can even form packs of roving undead.
Chimpanzee Visitant: ?
Lion Visitant: ?
Ulthadar, Ghost, Cantakerous Ghost, Tragic Eccentric Remnant of the Site's Long History, Moonstone Hall Resident Spirit, Ghostly Priest, Ghostly High Priest, Irritable Ancient Ghost, Cranky Ghost, Peevish Ghost: In life, Ulthadar was a cleric of Aroden and one of the founding priests of Moonstone Hall. Ulthadar was a young adult when the temple’s foundations were laid, and he remained active in the temple’s hierarchy until his death, dedicating his life to serving his deity through administration, prayer, and scholarship. Though he served as the temple’s first high priest for 20 years before his death, Ulthadar never excelled at ministering to the public. Like many who once dwelled within Moonstone Hall, he was an ascetic who preferred meditation and study to preaching and proselytizing. As high priest, he grudgingly spent time away from his true calling to give weekly sermons, but he was never a charismatic figure among his order. In fact, those who knew him considered him peevish at best; yet they suffered his abrasive personality for his deep well of religious knowledge and his talents for administering the many functions Moonstone Hall provided to the city of Escadar. Ulthadar left Moonstone Hall as rarely as possible, seeing in its gleaming walls and stately fixtures the truest connection to his god.
When Ulthadar passed away in his sleep, his attachment to Moonstone Hall tethered his soul to it. Instead of moving on to dwell in Aroden’s extraplanar realm, his soul instead remained in his longtime home.
Muse Phantom, Undead Spirit, Paranormal Entity, Divine Theatrical Spirit: ?
Visitant, Zombified Animal: ?
Poltergeist: The poltergeists arose from the disturbed remains in area C15 and are initially invisible; if a hero can see the poltergeists, or when the poltergeists use their Frighten ability, they appear as priests of Aroden.
Vampire: Small-scale xulgath invasions persist in remote Ustalavic counties, where dilapidated forts and somber forests host hardened clutches. The Marshworth Clutch in Odranto worship the vampiric demon lord Zura, and their knowledge of vampirism inspires them to “conquer” what they see as vampiric practice; they don tattered finery and drink blood from battered goblets. This may sound ludicrous, but their demonic obedience and numerous test subjects have borne fruit—Marshworth deepmouth apprentices are said to be able to inflect the blood coursing through their horrified enemies.
Wraith: Some of the meat in the tubs comes from two sacrificial victims Mistress Dusklight brought to the xulgaths. Their spirits arose as malevolent wraiths.
Wraith, Malevolent Wraith: ?
Zombie: ?
Haunt Echoes of Faith: The spirits of the clergy who once dedicated their lives to speaking from the pulpit have coalesced into a dangerous haunt to repel any who do not venerate Aroden.
Stalking Minotaur, Powerful Spirit, Ghostly Minotaur: ?
Undead, Undead Monster: ?
Roving Undead: ?
 

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