Undead Origins

Voadam

Legend
Legendary Hunters
Pathfinder 1e
Intelligent Undead That Were Animals in Life: ?
Intelligent Undead That Were Magical Beasts in Life: ?
Undead That Were Animated From Animals: ?
Undead That Were Animated From Magical Beasts: ?
Mindless Undead: ?
Undead Creature: ?
 

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Voadam

Legend
Legendary Villains: Antipaladins
Pathfinder 1e
Undead Antipaladin: This second volume in the Legendary Villains series takes a deep look at the most malevolent of all character classes, the one class whose entire essence is steeped in vileness: the antipaladin. These villains of the deepest dye have held a dark fascination since the early days of the RPG hobby as an inversion of all that is true, decent, heroic, and righteous. They are the ur-villains, not so much because their villainous plots are so inherently more dastardly than anyone else’s, but because they have given themselves so completely to their darker natures, becoming so evil in life that Hell itself might spit them out again as undead knights to revisit their perfidy upon the world.
Undead Antipaladin, Undead Knight: ?
Unintelligent Undead: ?
Undead, Undead Creature: ?
Non-Mindless Undead: Mask of the Blood-Drinker magic item.
Ghost: ?
Lesser Shadow: ?
Shadow: ?
Skeletal Creature: ?
Bloody Skeleton: ?
Bleeding Skeleton: ?
Zombie: ?
Alchemical Zombie: ?
Relentless Zombie: ?

Mask of the Blood-Drinker Price 8,000 gp
Slot face; CL 5th; Weight —
Aura faint necromancy and transmutation
An antipaladin can use this ability to stave off the ravages of time. The wearer does not age so long as he damages a sentient creature with his touch of corruption and consumes at least one gallon of blood every 24 hours. If the wearer harms multiple sentient victims with his touch of corruption during a 24-hour period, he becomes younger by a number of days equal to the number of sentient victims afflicted by his touch. The wearer cannot become younger than the base starting age for his race by use of this ability. A wearer killed while wearing a mask of the blood-drinker rises as a non-mindless undead whose CR is no greater than one-half the wearer’s Hit Dice (GM’s discretion as to type of undead) as long as he has harmed at least one sentient creature and consumed at least one gallon of blood in the preceding 24 hours. This destroys the mask.
An undead antipaladin can maintain the appearance of life and health by using its touch of corruption and consuming blood in the same fashion. An undead creature destroyed while wearing a mask of the blood-drinker rises again 2d4 days after being destroyed—much like the rejuvenation ability of a ghost—so long as at least one sentient creature has suffered the effects of your touch of corruption and you have consumed at least one gallon of blood in the preceding 24 hours. This also destroys the mask.
CONSTRUCTION REQUIREMENTS
Cost 4,000 gp
Craft Wondrous Item, false life, lesser age resistance
 


Voadam

Legend
Magitech Archetypes
Pathfinder 1e
Undead, Lifeless and Deathless Undead, Undead Creature: Necrotech Transformation feat.
Zombie: ?
Fast Zombie: ?
Corporeal Undead: ?
Intelligent Undead: ?
Unliving Adversary: ?
Unliving Ally: ?

Necrotech Transformation
Your knowledge of necrotech has lead to your final transformation
Prerequisites: Necrotech Adept, Necrotech Genius, necrotech master 9th.
Benefit: Your creature type changes to undead and you lose your Constitution score. If a creature attempts to return you from the dead, you can choose to come back as an undead. If you don’t, you lose this feat and any feats that are a prerequisite for this feat, and must select 3 new feats for which you meet the prerequisites.
Special: You must have a Constitution score of 4 or higher when you select this feat, and you cannot retrain this feat or any of its prerequisite feats. Once you gain this feat, you are treated as an undead for the purposes of the necrotech master archetype.
 

Voadam

Legend
Manastorm: World of Shin'ar (PFRPG)
Pathfinder 1e
Mana Zombie, Mindless Mana Zombie: Created from the remains of a creature suffering from mana psychosis, mana zombies are raised through the excess mana accumulated through the overuse of, or overexposure to, raw mana. Those caught in manastorms are at risk of overexposure to mana and the saturation of the body and mind from it. Only the sickest of the poisoned have enough mana accumulated to become mana zombies after death. It has been theorized by Calvoid researchers that the Manasphere itself raises these poor souls as conduits to vent excess radiation and thus avoid catastrophic and chaotic fits due to too much pressure in the Manasphere.
If they die from mana psychosis, the player will rise as a Mana Zombie within 1d3 hours unless their body is completely destroyed via a disintegrate spell or ability or is completely burned to ash.
[Upon accumulating 10 mana poisoning points] Death and Rising as a Mana Zombie in 1d3 hours.
Anytime a death from Mana Poisoning or Mana Psychosis occurs, either from Constitution loss, HP loss, or accumulating 10 points, eventual rising as a Mana Zombie is imminent unless proper steps are taken.
The use of ManaBoost before the 8 hour cool down period gives the character double the side effect damage and mana poisoning each time it is used this way, (2 mana poisoning points and -4 hp, 4 mana poisoning points and -8 hp, etc.) up to eventual death and rising as a Mana Zombie.
Manaborn are effectively immortal. They can die a number of times as they have HD when they were first reborn. Once that number is depleted, they rise one last time, but as a mana zombie.
Manaborn begin with 10 mana poisoning points. They lose 1 mana poisoning point a week. If they are brought to 0 mana poisoning points, they die and reform with 10 points 1d3 days later, if they have another resurrection. If they are out of resurrections, they reform as a mindless mana zombie.
Manaborn, Terrifyingly Deadly Manaborn: When a creature dies from mana psychosis, there is a very small chance the Manasphere resurrects it as Manaborn, instead of it coming back as a Mana Zombie. Any time someone or something dies from the deadly accumulation of mana in their bodies, a roll of 1d100 is made. If the roll comes up 100, the creature is turned into Manaborn.
Mana Zombie, Poor Soul: ?
Dangerous Mana Zombie: ?
Evil Manaborn: ?
Undead, Undead Creature, Undead Being: 2,000 years ago, the humans of Eltra were transformed into undead creatures when King Alcor cast a forbidden spell at the behest of the Archdevil Garloch and transferred the life essence of his subjects into himself, elevating him to godly status. The majority of the nation were transformed into all manner of undead, but the aristocratic ruling class were transformed into powerful vampires.
The Archdevil Garloch, upon finding the growing kingdom, with their cruel and selfish solutions, began to speak to King Alcor, whispering of unlimited power from a single source: souls. Although Garloch intended to take this power for himself, when King Alcor began casting the spell and drew the souls of his citizens out, he instead took them into himself, becoming a god and, in turn, snubbing the Archdevil. While the common people were transformed into all manner of undead, the noble houses were gifted with immortality in the form of a magical vampirism.
The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead.
The rest were killed and raised as undead, set to wander in the ruins to deter any future use of the site.
The few survivors were shackled and shipped back to Atlantis, and a small group of Atlanteans sent by the Boule raised a large crystal monolith at the center of the island, ultimately sacrificing a dozen Meek'ah and Illumnarus to infuse the monolith with their blood, causing the entire island to radiate a unholy presence.
Nothing will ever grow here, and any who perish on its shores are doomed to rise as the undead.
The very ground is cursed, as anything that dies in the Umbral not only rises as an undead being, but is empowered by demonic energy, making it all the more difficult to destroy.
Each member of the cult must ingest small amounts of snake venom every day to build up tolerances to the poison, and one in ten cultists die from the venom. Those weak few are raised as undead to forever serve Vesh.
The Ezeru of Eltra are another unfortunate byproduct of the soul stealing spell cast by King Alcor. While the human population transformed into all manner of undead beings, the monstrous inhabitants of the kingdom were warped and twisted; fused together in a jumble of miss-matched limbs and body parts.
Lesser Undead: ?
Undead Monstrosity: The Crystal Skulls are as much feared for their ferocity as for their tactic of turning their defeated foes into undead monstrosities.
Undead Minion: ?
Mindless Undead: Once they have reached rock-bottom, they are given over to Shizzar. The goddess consumes the soul of the Submitted, and turns the body into a mindless form of undead servant.
Mindless Undead, Horror: ?
Undead Horror: Last Bastion was the scene of an epic battle as thousands of demons and devils assaulted the town. The Army of Light was easily decimated, its survivors carried off to Libon. Groups of cultists soon moved into the ruins, raising thousands of undead horrors to stalk the streets.
The small group of white-necromancers left Eltra around the time Alcor's ascension to the throne, fleeing the kingdom before the killing spell that would plunge the area into darkness was cast, creating tens of thousands of undead horrors overnight.
The southern ruins are infested with undead horrors and deadly aberrations, results of experimentation by the former humans who dwelt there.
Undead Guard: ?
Dark Horror: ?
Frightening Undead Horror: Their vampirism was caused not by an outside source, but rather, a soul-stealing spell the Archdevil Garloch intended to use in a bid for power. However, Eltra King Alcor instead used the spell to transfer power to himself in a display of trickery the Archdevil had not expected. The entire population of Eltra was transformed, tens of thousands of humans died instantly as their very life essence was drained from their bodies. Men, women, and children rose again as freighting undead horrors, while the nobility of Eltra awoke to new powers and a new thirst.
Sentient Undead: ?
Sentient Undead, Agent, Undead Citizen: ?
Horror: ?
Undead Fodder: ?
Wandering Undead Spirit of a Vengeful Meek'ah: Thousands of Meek'ah prisoners were killed on the islands, unable to escape the mana-charged killing cloud that was dispersed from the Darkfrost Mountains. Since then, no Jute has set foot on the island in fear of the many wandering undead spirits of vengeful Meek'ah who remain.
Mindless Form of Undead Servant: New cult members are tasked with bringing two more people into the cult, one known as the Proposed, one known as the Submitted. A secret party is held, where the new cult member and the Proposed encourage the Submitted to overindulge in wine, drugs, sex, anything they desire. The use of spells and magical items that control the mind are not allowed, though spells that amplify emotion are encouraged. The goal is to get the Submitted to willfully drag their life into the gutter by over excess and the loss of self-control. Once they have reached rock-bottom, they are given over to Shizzar. The goddess consumes the soul of the Submitted, and turns the body into a mindless form of undead servant.
Undead Rabble: ?
Horrific Undead: ?
Undead Rusk: The shards embedded themselves in the two, the demon fled in pain, but the child, too weak from exhaustion, could not escape. Krum, sensing the death of his minion, tried his best to save the child. He succeeded in saving her life, but the price was high. He bent the Manasphere around her form and contained her spirit within, however, the force of the explosion melted away most of her flesh and left her a crystallized skeleton. She awoke with a painful scream, the shock from her transformation was too much for her young mind to bear.
The child rose up, her crystalline form pulsating with energy. The mana cocoon that kept her spirit within her
form also bestowed on her powers, and she leapt into the air intent on finding the demon. She cursed The Owl for his interfering and causing her to be trapped in this new form. Krum heard her clearly, and felt the sting of her words. He vowed to leave her be, but to always keep tabs on her, as he would a true daughter. The powerful child came across the demon, who was now being attacked by a Rusk war party. She landed amid the battle, and blasted the demon with supernatural frost and ice. The Rusk fell back, in fear and awe. She made short work of the demon, and it begged for mercy from the crystal Rusk child. She ended the demon with a simple touch, his form pulsated and crystallized before exploding into thousands of shards. The Rusk were far enough away that the shards did not endanger them, but those who fell in battle with the demon that were hit by a shard rose up again and surrounded the child. The undead Rusk bent a knee to her and she gave a great Rusk victory cry before swirling snow and ice carried them all away.
The tribes began to leave their dead on the battlefield if word of her presence was near. The dead would later be turned into undead soldiers in her army, a fitting tribute to a warrior's life in some eyes, to fight for eternity against one's enemies.
Over time, her worship grew among the tribes, and the dead were no longer left on the battlefield, instead they were cremated in an elaborate ritual that saw their spirit be reborn in her army, which now numbered in the tens of thousands and protected Krum's realm from incursion. Krum made it so his faithful's spirit is split, and the worshiper spends eternity in his frozen paradise as both animal spirit and undead soldier.
Undead Rusk, Undead Soldier: ?
Allip: ?
Banshee: ?
Bodak: ?
Ghoul: ?
Huecuva: ?
Lich, Icyarracick: However, before he flew away from the shore, a powerful Jute witch cursed him, sacrificing her life to fuel the dark spell. When he finally died, Icyarracick’s soul became trapped in his body as it slowly decomposed. The great dragon became some hideous form of lich, trapped inside his own mind, unable to move the now-skeletal body.
Lich: ?
Savok, Lich: Savok became very powerful and turned slowly into a lich during his time in exile.
Powerful Mummy: ?
Mummy: ?
Revenant: ?
Unique Undead Shadow: The Lluruth who remained after the birth of Brhuaal and the transformation of so many into Drazil were slaughtered en masse, and their spirits live on as undead shadows. These undead are unique, as they reform quickly after being destroyed, sometimes after hours, sometimes days.
Shadow: ?
Roaming Skeleton: ?
Skeleton: ?
Skeletal Mage: ?
Specter: The Ashmede Devil who ruled the Goblins constructed the room to be a prison, tormenting the angels within for centuries. The Goblins’ society declined over the same centuries, and the angels were eventually rescued by a group of adventurers, two of which perished in the cavern. The souls of those adventurers are being held by the walls and the magic they b[ear].
Vampire Eltra, Eltrabi Vampire Noble, Eltrabi Vampire Lord, Eltra Vampire Noble: 2,000 years ago, the humans of Eltra were transformed into undead creatures when King Alcor cast a forbidden spell at the behest of the Archdevil Garloch and transferred the life essence of his subjects into himself, elevating him to godly status. The majority of the nation were transformed into all manner of undead, but the aristocratic ruling class were transformed into powerful vampires.
At the Archdevil Garloch's urging, Alcor, King of Eltra, cast a spell that siphoned the life force from all of his subjects. The power was meant to be transferred to the Archdevil, but the king instead absorbed it into himself, swelling his body and mind to the point where he gained god-like powers. The vampire ruling class was created as a result, as well as the Ezeru, from the backlash of mana expended by the spell and brief deific battle that followed.
Their vampirism was caused not by an outside source, but rather, a soul-stealing spell the Archdevil Garloch intended to use in a bid for power. However, Eltra King Alcor instead used the spell to transfer power to himself in a display of trickery the Archdevil had not expected. The entire population of Eltra was transformed, tens of thousands of humans died instantly as their very life essence was drained from their bodies. Men, women, and children rose again as freighting undead horrors, while the nobility of Eltra awoke to new powers and a new thirst.
The Archdevil Garloch, upon finding the growing kingdom, with their cruel and selfish solutions, began to speak to King Alcor, whispering of unlimited power from a single source: souls. Although Garloch intended to take this power for himself, when King Alcor began casting the spell and drew the souls of his citizens out, he instead took them into himself, becoming a god and, in turn, snubbing the Archdevil. While the common people were transformed into all manner of undead, the noble houses were gifted with immortality in the form of a magical vampirism.
Another two decades would pass before Garloch came to take his due from the king. He gave Alcor a scroll that contained a spell that would transfer the essence of his subjects into a carefully prepared vessel. Alcor promised to cast the spell for Garloch, but he needed time to prepare the vessel. Garloch returned exactly one year later and Alcor cast the spell. Instead of the souls entering the vessel Alcor presented to Garloch, they were sucked into Alcor himself. Tens of thousands of souls and the power they hold swelled Alcor's body. Garloch was unable to harm Alcor while he was going through his transformation, and fled before Alcor's body finally exploded in a terrific backlash of raw mana. Alcor's essence descended into the Nine Hells and he wasted no time carving a portion of Garloch's realm in Malbolge for himself. Other devils took the opportunity to assault Garloch as well, and he was hard pressed to defend his holding against the onslaught. A truce was made. Garloch ceded a portion of his vast realm to each surviving devil who assaulted him, and Alcor, in exchange for them halting their attack. The king’s family, and that of every noble in Eltra were turned into vampires, and began to worship Alcor at first out of fear.
Vampire Eltra, Powerful Vampire, Vampire Master, Vampire Aristocrat, Vampire Overlord, Vampire Lord, Vampire Noble: ?
Vampire-Queen Selene of Eltra, Vampire Eltra: ?
Queen Calliope, Vampire Eltra, Undead Queen: ?
Wight: ?
Winterwight: ?
Wraith: ?
Roaming Zombie: ?
Frode Zombie: The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead. Hundreds of Frode and Meek'ah zombies wander the area, cursed to un-life as a reward for their bravery.
Meek'ah Zombie: The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead. Hundreds of Frode and Meek'ah zombies wander the area, cursed to un-life as a reward for their bravery.
Animated Drazil Zombie: ?
Animated Goblin Zombie: ?
Zombie: ?
 

Voadam

Legend
Modern
Pathfinder 1e
Undead, Undead Creature: Undead are once-living creatures animated by spiritual or supernatural forces.
Two energy planes exist: the Positive Energy Plane (from which the animating spark of life hails) and the Negative Energy Plane (from which the sinister taint of undeath hails).
Death spells are forbidden in most areas and deal directly with death and the dead. They can be used to contact ghosts, animate dead tissues and even create undead.
Animate Dead spell.
Once-Living Creature Animated by Spiritual Forces: ?
Once-Living Creature Animated by Supernatural Forces: ?
Abdel Fatah el-Sissi: ?
Ghost: Not all who die move along into their pantheon’s afterlife. Some ghosts are forced to remain behind, closely attached to the prime material plane by emotions or unfinished business so powerful that it will not let their souls move on.
Ghost Poltergeist: Some ghosts, called poltergeists, have had their thoughts eaten away by time. Their emotions have been ravaged by their own death, leaving only rage and pain behind.
Mummy: A necromancer who has a position as the curator of a museum could easily use a Raise Dead spell within the ancient Egyptian exhibit, forcing the characters to contend with a fully equipped mummy.
Revenant: ?
Undead Shadow: ?
Undead Shadow, Strange Monster: ?
Skeleton: Animate Dead spell.
Vampire: ?
Vampire, Supernatural Creature, Predator: ?
Crafty Vampire: ?
Zombie, Walking Dead, Walker, Runner, Shambling Rotter: They are as numerous in type as they are in number as well. Some claim that they are ghosts embodying corpses to inflict their pitiful wrath on the living. Others blame necromancy, claiming that meddling with the living form creates beings that will never stay truly dead. Even more claim that they’re just vampires who have degraded to little more than rotting corpses. Some claim that there are zombies that you can’t even tell are dead. There is truth to it all.
Animate Dead spell.

ANIMATE DEAD
Level: Mage (5), Shaman (3)
Type: Death
Casting Time: 1 Standard Action
Range: Touch
Cost: 2 per HD
Range touch Targets one or more corpses
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell turns corpses into undead creatures that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in place and attack any creature (or a specific kind of creature) entering the area. They remain animated until they are destroyed. A destroyed undead can’t be animated again.
You can create one or more undead creatures with a total CR of no more than half your caster level. You can only create one type of undead with each casting of this spell. Creating undead requires special materials worth $1,000 × the total CR of the undead created; these materials are consumed as part of casting the spell.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of undead whose total CR is no greater than your caster level. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Once released, such undead have no particular feelings of loyalty to you, and in time they may grow in power beyond the undead you can create.
The corpses you use must be as intact as the typical undead of the type you choose to create. For example, a skeleton can be created only from a mostly intact corpse (that has bones) or skeleton. A zombie can be created only from a creature with a physical anatomy.
 

Voadam

Legend
Mor Aldenn Setting Guide
Pathfinder 1e
Advanced Fiendish Mohrg: These four creatures are all that remains of an adventuring band who called themselves the Cadre. They did not survive their encounter with the Demon. All were despicable men and women life, and in death the quartet have become mohrgs partially infused with an evil power from the Demon’s plane of origin.
Sir Arvik the Stalwart, Human Ghost Paladin 11: Common wisdom of Mor Aldenn provides that bad luck descends on any who would steal the bones here in this venerated hall of the city’s wealthy and worthy. This common wisdom is correct, as one of the heroes interred here was Sir Arvik the Stalwart. Sir Arvik was a member of the Aldenic Guard and a defender of Mor Aldenn’s people. This brave knight rests among his gilded bones, but rises when any of the bones in this hall are disturbed. If the thief, when confronted, returns the bones and goes on his way, Sir Arvik lets the thief depart in peace, his lesson learned. If the thief has exceedingly good reason for this desecration (such as to provide greater assistance to Mor Aldenn), Arvik might be swayed by a successful Diplomacy check. Otherwise, Arvik attacks the thief with all of his spectral might.
Taraathalorm Wyrmmother, Mature Adult Green Dragon Ghost, Tortured Spirit, Ghost Dragon, Powerful Ghost Dragon: Decades after the first Marsh War, the island upon which Mor Aldenn now stands was again a lonely, forgotten place along the Spindleflow. In a way, Mor Aldenn’s existence can be traced to the decision of Taraathalorm, a green dragon heavy with eggs. Taraathalorm discovered the island in 16 BF while fleeing the elves of Ossindil. She chose the ruin-covered island to hatch her offspring. Taraathalorm’s litter was a dozen wyrmlings, unprecedented among dragon-kind. Taraathalorm flew further and further afield to find sufficient food for her growing brood. Suspicious that her hated enemies, the elves of Ossindil, might find her lair, she allied with several lizardfolk and kobold tribes in the area to watch the forests to the northeast.
Doom came to the island not from the northeast, but from the south. In 11 BF, while Taraathalorm was on one of her long forays away from the nest, a group of human adventurers from the southern kingdoms discovered the island. They slew the only wyrmling to put up a fight, captured the rest, and gathered as much of Taraathalorm’s treasure as they could carry. With these rich spoils, the adventurers headed to Ossindil, the largest nearby city, to sell the wyrmlings and live high on the dragon’s wealth.
When she returned, Taraathalorm found one of her children murdered and the rest kidnapped. She raised her humanoid allies into an army and struck at Ossindil itself over and over again. The elven city, initially set back by the ferocity of these attacks, nevertheless resisted the green dragon’s forces in a war that lasted several seasons. The elves dispatched a group of adventurers—including many of the human adventurers that had originally plundered the island—to find and slay Taraathalorm. In 8 BF, the adventurers surprised Taraathalorm in her lair on the island, killing the Wyrmmother and ending her furious crusade against the elves. The adventurers returned to Ossindil with the dragon’s heart and yet more plunder, spurring several other expeditions to the island. This wave of hopeful explorers found an island brimming with ancient ruins and magical power, and decided to stay. Thus was Mor Aldenn born.
Most will tell you that Taraathalorm Wyrmmother’s story ended there, over 300 years ago. Few know that the vindictive dragon still exists as a ghost, occasionally attacking elves and humans alike throughout the forests of Ossindrillon. More than one caravan from Mor Aldenn to Ossindil has gone missing, only to later be found blasted by acid and torn to pieces. This tortured spirit still seeks revenge for her stolen young and plundered lair. Even if defeated, this ghost cannot truly be laid to rest until her scattered bones (including several used to build the Barrowdelve, and her petrified heart in Ossindil) are brought together again.
Taraathalorm Wyrmmother, Mature Adult Green Dragon Ravener, Powerful Skeletal Dragon: The only way to permanently destroy Wyrmmother’s ghost is to bring together substantially all of her bones - including her heartstone - onto the island of Mor Aldenn. At this point, the bones knit together recreating Wyrmmother as a powerful skeletal dragon known as a ravener.
Undead, Undead Creature, The Dead: Some claim that an artifact in the Mage Vaults is to blame, animating the dead each night. Others say the Night Hag has levied a horrible curse upon the dead within the city. Still others claim the Shadow Tower, charged with maintaining the Barrowdelve, botched a magical ritual deep within the decaying crypts.
Incorporeal Undead: ?
Diseased Undead: ?
Undead With Special Dietary Needs: ?
Mindless Undead: ?
Intelligent Undead: ?
Restless Undead: ?
Restless Dead: ?
Stranger and More Powerful Undead: ?
Undead Spirit: Finally, undead spirits may linger nearby, perhaps lost victims of an improperly performed druid ritual or wicked fey.
Restless Undead Spirit: ?
Undead Elf: ?
Daylight-Shunning Undead: ?
Devourer: ?
Ghost: ?
Coulter, Ghost: ?
Stealthy Ghoul: ?
Ghoul: Decades ago, a group of Ehloran priests seeking greater power engaged in forbidden rites involving consuming the dead of the Barrowdelve. These priests were transformed into ghouls for their blasphemy.
Ghoul, Fallen Priest: ?
Lacedon: ?
Mallaghast Thale, Archmage of Necromancy, The Undying, Lich: ?
Lich, Former Archmage of Necromancy: ?
Lich-King: ?
Mummy: Notably, the mages interred in the Mage Vaults are often ritually mummified, rising as mummies to guard the vaults and treasures hidden there.
Shadow, Daylight-Shunning Undead: ?
Lucky Skeleton: ?
Skeleton: These halls connect several large crypts for the well-to-do of Mor Aldenn. Generally, each of these crypts is maintained by one family for several generations and contains over a dozen bodies. During the day, at least one or two devout family members are visiting one or two of the crypts at any time. In the event of a funeral, this number can swell to thirty people or more. Unfortunately, at night the curse of the Barrowdelve causes some of these revered ancestors to animate, and 1d3 zombies and 1d6 skeletons prowl these halls.
Human Skeleton: ?
Eln Kruthimko, Spectre: This large crypt is distinctive in that it bears no plaque. The long-dead Kurthimko family that was once interred within this crypt, including their patriarch Eln Kurthimko, was recently discovered to be traitors to the city. Although the Kurthimko family has no living members to punish, the mayor decreed that the Kurthimko family was no longer worthy to occupy the Barrowdelve. The bodies here were all removed and cremated. This desecration enraged the spirit of old Eln Kurthimko, and the hateful traitor has returned as a spectre.
Vampire, Daylight-Shunning Undead: ?
Wight: Would-be tomb robbers must also contend with the denizens of these tombs, raised as wights by the curse on the Barrowdelve.
Black Glass Wight: ?
Flesh Eating Zombie: ?
Zombie, Walking Dead: These long halls contain several alcoves, some containing statues of revered figures in Mor Aldenn’s history that dedicated their lives to the poor and downtrodden. Lining all of the halls and most of the alcoves are narrow niches, each jammed with one or two bodies dressed in rags and wrapped in rough funeral linens soaked in cheap perfumes to mask the smell of death. These halls are given over to the poor of Mor Aldenn to bury their dead in the Necropolis alongside the worthy and wealthy of the city. At any time during the day, at least a half-dozen grieving mourners go about the business of finding a place for a recently departed friend or family member. Usually, a priest of Ehlora is on hand to help put the dead to rest properly; if not, mourners are likely to empty a niche by stuffing its current occupant into another occupied niche. This practice makes finding a specific corpse in the Pauper’s Catacombs a dubious prospect, despite the rough wooden plaques near many of the niches. At night, due to the curse on the Barrowdelve, these bodies do not rest quietly, and 1d4 zombies prowl these halls.
These halls connect several large crypts for the well-to-do of Mor Aldenn. Generally, each of these crypts is maintained by one family for several generations and contains over a dozen bodies. During the day, at least one or two devout family members are visiting one or two of the crypts at any time. In the event of a funeral, this number can swell to thirty people or more. Unfortunately, at night the curse of the Barrowdelve causes some of these revered ancestors to animate, and 1d3 zombies and 1d6 skeletons prowl these halls.
Human Zombie: ?
Haunt: Ancestral spirits function like haunts in the Pathfinder Roleplaying Game. However, instead of being psychic manifestations of anguish or terror, ancestral spirits are munificent spirits eager to bestow their blessings upon living creatures.
Haunt, Psychic Manifestation of Anguish: ?
Haunt, Psychic Manifestation of Terror: ?
Ancestor Spirit, Spirit of Departed Ancestor: ?
Ancestor Spirit, Benevolent But Ephemeral Spirit of the Dead, Munificent Spirit: ?
Ancestral Spirit Courageous Spirit: ?
Vendal Scrim, Ancestral Spirit, Arson Victim: Five years ago, Vendal was a strong porter often hired to deliver heavy casks of ale to taverns around Mor Aldenn. While loading several casks into the cellar of the Pernicious Pixie, Vendal slipped and was pinned under a cask. He would have been rescued eventually, but for his terrible timing; that very afternoon, the Guild decided to teach the Pernicious Pixie’s owner a lesson about not paying protection money and burned the inn to the ground. Vendal Scrim burned to death in the cellar, his cries for help unheard. When his body was later found in the rubble, Vendal’s wife had his bones interred in her family’s crypt in the Barrowdelve.
Ancestral Spirit Spirit of Plenty: ?
Ancestral Spirit Stone Forest Spirits: ?
 


Voadam

Legend
Mythic Marvels
Pathfinder 1e
Undead, Undead Creature: A bloody victory darkens the terrain or feeds a rush of new plants or the arising of undead in the days that follow.
Awakening a slain foe as an undead creature might be an unpleasant side effect of a mythic trial, or it might be a useful way to keep a dangerous creature from returning to life in a more dangerous form and a way to keep an important location defended from interlopers. Undead created by mythic trials generally receive a mythic template and reform 1d10 days after being destroyed unless slain by a mythic creature. In a similar fashion, haunts (Pathfinder Roleplaying Game: GameMastery Guide and Pathfinder Roleplaying Game: Horror Adventures) are often created by traumatic mythic trials or failed attempts at mythic trials. In general, the challenge rating of a haunt or undead left behind by a mythic trial is not much higher than the challenge rating of the climactic encounter of the mythic trial; usually, they are lower.
Haunt: Awakening a slain foe as an undead creature might be an unpleasant side effect of a mythic trial, or it might be a useful way to keep a dangerous creature from returning to life in a more dangerous form and a way to keep an important location defended from interlopers. Undead created by mythic trials generally receive a mythic template and reform 1d10 days after being destroyed unless slain by a mythic creature. In a similar fashion, haunts (Pathfinder Roleplaying Game: GameMastery Guide and Pathfinder Roleplaying Game: Horror Adventures) are often created by traumatic mythic trials or failed attempts at mythic trials. In general, the challenge rating of a haunt or undead left behind by a mythic trial is not much higher than the challenge rating of the climactic encounter of the mythic trial; usually, they are lower.
Lich, Ancient Monster: ?
Mummy: Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier.
2nd: awaken a dead creature as an unfriendly mummy, wight, or wraith that guards the area.
Mummy, Unfriendly Mummy: ?
Shadow: Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier.
1st: awaken a dead creature as an unfriendly shadow or skeletal champion that guards the area.
Shadow, Unfriendly Shadow: ?
Skeletal Champion: Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier.
1st: awaken a dead creature as an unfriendly shadow or skeletal champion that guards the area.
Skeletal Champion, Unfriendly Skeletal Champion: ?
Spectre: Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier.
3rd: Awaken a dead creature as an unfriendly spectre that guards the area.
Spectre, Unfriendly Spectre: ?
Wight: Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier.
2nd: awaken a dead creature as an unfriendly mummy, wight, or wraith that guards the area.
Wight, Unfriendly Wight: ?
Wraith: Below are a variety of example effects that are generally suitable to add as incidental effects of mythic trials at or to reach the indicated tier.
2nd: awaken a dead creature as an unfriendly mummy, wight, or wraith that guards the area.
Wraith, Unfriendly Wraith: ?
 

Split the Hoard


Split the Hoard
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