Undead Origins


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Voadam

Legend
Strange Magic 2 (PFRPG)
Pathfinder 1e
Puppetter Zombie: When one unit of puppeteer is blown into the face of a living Medium creature within 60 feet, that creature is permanently raised as a zombie under the mycologist’s control should it die before this plant’s duration expires.
Undead, Undead Creature: ?
Creature Without a Functioning Anatomy: ?
Creature Without a Functioning Central Nervous System: ?
Unliving Creature: ?
Vampire: ?
Vampire Spawn: ?
Zombie: If the creature onto which the grave moss is latched dies over the course of the plant’s duration, that creature is temporarily raised as a zombie under the control of the herbalist, provided the resulting zombie would fulfill the following requirements.
1: The resulting zombie’s Hit Dice must either be less than or equal to three-quarters the herbalist’s class level, or less than or equal to 1.
2: The creature must be of a type that can be raised as a zombie. (not a construct, not already undead, and so on)
Zombies raised in this fashion remain raised for 1 minute per herbalist level, at which point the magic in the grave moss simply runs out and the dead corpse collapses to the ground once more. If not destroyed while temporarily raised by grave moss, a corpse may be raised once more using more pedestrian animation techniques, such as animate dead or raise dead.
 
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Voadam

Legend
Studies of Decay: Ghouls (PFRPG)
Pathfinder 1e
Bugbear Ghoul: ?
Centaur Ghoul: ?
Choker Ghoul: ?
Crag Linnorm Ghoul: ?
Cyclops Ghoul: ?
Dire Wolf Ghoul: When he fell in battle, I insisted that his corpse be given to me. I raised him from death, hoping ghoulification would maintain some semblance of his intelligence.
Doppelganger Ghoul, Ghoulish Doppelganger: Ghoulish doppelgangers are easily one of the most insidious of my creations.
Frost Giant Ghoul, Ghoulish Frost Giant: ?
Gnoll Ghoul, Ghoulish Gnoll: ?
Gnome Ghoul, Gnomish Ghoul: ?
Harpy Ghoul: ?
Hill Giant Ghoul: ?
Lizardfolk Ghoul: My memory of the next few hours is ragged and imperfect. I awoke exhausted, unable to eke out the most basic of spells. The scaled ones were raised from death and scorched by flame.
Medusa Ghoul. Ghoulish Medusa: ?
Minotaur Ghoul: After Raising the Creature from death, there was a fantastic opportunity to acquire data on this creature's performance in combat.
Ogre Ghoul: ?
Owlbear Ghoul: ?
Black Phoenix: ?
Satyr Ghoul: ?
Tengu Ghoul: ?
Greater Ghoul: “Greater Ghoul” is an acquired template that can be added to any corporeal creature (other than an undead).
Often these undead arise after torturous deaths from starvation, but some say that they can be created with the correct spell.
In truth, the additional jolt required for a ghoul to retain their memories is a simple application of blood biography while performing the rituals necessary for the create undead spell. It goes without saying that the mage must be more experienced than to just create a basic ghoul, as the juxtaposition of these spells can be difficult to perform concurrently.
Create Undead spell, caster level 15th or higher.
Jahbur, Bugbear Ghoul, Boon Companion: ?
Crag Linnorm Ghoul, Ghoulish Pet: ?
Centaur Ghoul, Hooved Creation: ?
Doppelganger Ghoul, Instrument: ?
Frost Giant Ghoul, Massive Ghoul: ?
Hill Giant Ghoul, Ghoulish Giant: ?
Minotaur Ghoul, Pet: ?
Satyr Ghoul, Pawn, Former Satyr: ?
Greater Ghoul, Hungering Dead, Tortured Being: ?
Undead: ?
Undead Minion: ?
Undead Ogre: ?
Ghoul, Normal Ghoul, Standard Ghoul, Basic Ghoul: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight.
A humanoid of 4 Hit Dice or more rises as a ghast.
Create Undead spell, caster level 11th or lower.
[Ghoul, Horrific Creature, Horror, Unholy Abomination, Beast:[/b] ?
Ghast: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight.
A humanoid of 4 Hit Dice or more rises as a ghast.
Create Undead spell, caster level 12th to 14th.
Mohrg: Create Undead spell, caster level 18th or higher.
Mummy: Create Undead spell, caster level 15th to 17th.
Zombie: My magics have wrought unlife that shall pass far beyond the extent of the plains of the Wyldelands or the fields of Elsidor.
Rabid Dog Zombie: One of my favorite creatures was a rabid dog I converted to a zombie.
Rabid Dog Zombie, Mindless Undead: ?
Zombified Ogre: ?

Create Undead
School necromancy [evil]
Level cleric 6, sorcerer/wizard 6
Casting Time 1 hour
Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)
Range close (25 ft. + 5 ft./2 levels)
Target one corpse
Duration instantaneous
Saving Throw none
Spell Resistance no
A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create are based on your caster level, as shown on the table below.
Caster Level Undead Created
11th or lower Ghoul
12th–14th Ghast
15th or higher Greater Ghoul
15th–17th Mummy
18th or higher Mohrg
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
This spell must be cast at night.
 

Voadam

Legend
Studies of Decay: Zombies (PFRPG)
Pathfinder 1e
Ankheg Zombie: The feared Ankheg leaves much to be desired when transformed through the ritual of reanimation.
Dire Bat Plague Zombie: ?
Giant Crab Zombie: Luring them to the coast, I created the first zombie giant crab to grapple the lead soldier while I handled the Conjurer and priest myself.
Dire Crocodile Zombie: ?
Rabid Dog Zombie: The poor mongrel was wandering around drooling and barking at nothing. I quickly dispatched it and performed the standard ritual to reanimate the bitch.
Dragon Turtle Zombie: ?
Ettin Fast Zombie: ?
Gargoyle Bile Zombie: ?
Bile Zombie: So I created the bile zombie through the addition of the elemental body ritual to the animate dead ritual, and a large jug filled with acid as the catalyst for both spells. The onyx gem does not dissolve in the acid, and the jug is difficult to install in the body without a skilled hand at surgery (or perhaps taxidermy).
Girallon Zombie: ?
Goblin Zombie, Zombified Goblin: ?
Griffon Zombie: ?
Horror of Weaverstorm, Kraken Zombie: I reanimated the kraken, and walked briskly alongside while it climbed onto the beach and began pulling itself along the ground by its tentacles.
Manticore Zombie: ?
Ogre Zombie: ?
Purple Worm Zombie: ?
Rat Plague Zombie: So with glee I made a single rat plague zombie.
Shambling Mound Zombie: My first agent was a nearly bipedal mass of moss and intertwined ivy the locals call a Shambler. I thought, erroneously, that the mysterious creature was some sort of animal underneath all of the sludge and flora. Regardless of the creature's nature, it reanimated perfectly through the standard ritual.
Colossal Spider Zombie: ?
Treant Plague Zombie: ?
Troll Fast Zombie: ?
Wyvern Zombie: ?
Ankheg Zombie, Giant Skittering Creature, Marvelous Follower, Bug, Beast: ?
Dire Bat Plague Zombie, Flying Mount, Mount: ?
Giant Crab Zombie, Aquatic Undead, Highly-Armored Juggernaut: ?
Dire Crocodile Zombie, Beast: ?
Rabid Dog Zombie, Useful Companion, Strange Dog: ?
Dragon Turtle Zombie, Massive Reptile, Beast: ?
Ettin Fast Zombie, Massive Brute: ?
Girallon Zombie, Incredible Bodyguard: ?
Girallon Zombie, Four-Armed Friend: ?
Girallon Zombie, Beast, Undead Primate: ?
Goblin Zombie, Damned Greenskin Corpse: ?
Treant Plague Zombie, Undead Tree, Undead Oak: ?
Nightsky, Wyvern Zombie, Legend: ?
Undead: ?
Quite Powerful Undead: ?
Ghost: ?
Lich: ?
Plague Zombie: Necromancers had made so-called Plague Zombie before; by adding the invocations and materials of the contagion spell to the ritual of making zombie, one may create a zombie capable of spreading the state of zombification to its victims.
Anyone who dies while infected [with zombie rot] rises as a plague zombie in 2d6 hours.
Zombie, Typical Zombie: ?
Troll Zombie: ?
Zombie Servant: ?
 


Voadam

Legend
Terralundis Monstrous Collection
Pathfinder 1e
Daemonwraith: ?
Eeseye: Eeseyes are diminutive sprites that have been turned undead by dark rituals.
Leshy Witherthorn: ?
Zhendrayarg Ghost, Scion of Vengeance: When a zhendrayarg is slain, its lifeforce and hate are so strong that they often remain in the mortal realm, haunting their killer relentlessly.
The mountains of Cyl are haunted by numerous zhendrayargs that were slain in the war against Rhyzen Thal.
When reduced to 0 hp, [a zhendrayarg] explodes dealing 15d4 force damage to all creatures within a 20-foot radius (reflex DC 22 for half). It has a 25% chance of remaining as a zhendrayarg ghost.
Zhendrayargs are large, vicious, hateful, birdlike humanoid creatures with an insatiable desire to kill. So strong is their desire for vengeance that they often rise from the dead as ghosts to avenge their own deaths.
Daemonwraith, Incorporeal Spirit, Gargantuan Inky Black Mist Roughly in the Shape of a Balor, Incorporeal Undead Demon, Ghostly Demon, Tactical-Minded Creature, Undead Extraplanar Daemon: ?
Daemonwraith, General: ?
Daemonwraith, Tactician: ?
Daemonwraith, Heavy Artillery: ?
Eeseye, Sprite, Diminutive Sprite, Diminutive Undead Sprite: ?
Leshy Witherthorn, Undead Variety of Vine Leshy: ?
Zhendrayarg Ghost, Ghost of a Ten-Foot Tall Vaguely Humanoid Bird-Man With a Partial Blood-Red Carapace Over Coarse Mottled Red Feathers With Feathered Wings On Its back: ?
Undead, Undead Creature: ?
Incorporeal Undead: ?
Undead Mibakinmeui: ?
 


Voadam

Legend
The Celestial Host
Pathfinder 1e
Undead: ?
Corporeal Undead: ?
Ruadan, Human Ghost Aristocrat 5: ?
Ghost: ?
Cursed Dead: King Lygari was a pirate warlord, and his massive fleet was the terror of the North Sea. He had heard tales of Skidbladnir, the vessel the gnomes had created for the gods. Although he longed to capture it and use it as his flagship, he knew he could never get it away from the Æsir. Instead, he abducted the children of the gnomes and threatened to kill them unless they built him a ship even finer than Skidbladnir.
Unknown to Lygari, the gnomes used the flames of Smiðja af Fordæmda to create his ship, the Skelfing. A massive longship, cunningly shaped like a sea-dragon, it could easily hold 200 men. Its sails looked like wings; carved to look like clawed limbs, its oars rowed by themselves; and the prow sported a fierce dragon’s head capable of breathing fire.
Pleased with the ship, the warlord returned the captive children. In the very first battle Lygari fought as captain of the Skelfing, the twisted magic from the forge activated, exactly as the gnomes intended. The ship acted with a mind of its own, attacking enemy ships and Lygari’s own fleet with equal ferocity, ramming ships on both sides and setting dozens of them on fire. In desperation, Lygari struck the neck of the dragon’s head with an axe, hoping to sever it and regain control of the ship. Instead, the final trap was sprung: the ship dove beneath the waves, taking King Lygari and all his warriors with him.
This has led to a Norse version of the “Flying Dutchman” myth. Some believe the Skelfing resurfaced and continues to sail with a crew of the cursed dead and the shade of King Lygari condemned to command it forever.
King Lygari, Shade: King Lygari was a pirate warlord, and his massive fleet was the terror of the North Sea. He had heard tales of Skidbladnir, the vessel the gnomes had created for the gods. Although he longed to capture it and use it as his flagship, he knew he could never get it away from the Æsir. Instead, he abducted the children of the gnomes and threatened to kill them unless they built him a ship even finer than Skidbladnir.
Unknown to Lygari, the gnomes used the flames of Smiðja af Fordæmda to create his ship, the Skelfing. A massive longship, cunningly shaped like a sea-dragon, it could easily hold 200 men. Its sails looked like wings; carved to look like clawed limbs, its oars rowed by themselves; and the prow sported a fierce dragon’s head capable of breathing fire.
Pleased with the ship, the warlord returned the captive children. In the very first battle Lygari fought as captain of the Skelfing, the twisted magic from the forge activated, exactly as the gnomes intended. The ship acted with a mind of its own, attacking enemy ships and Lygari’s own fleet with equal ferocity, ramming ships on both sides and setting dozens of them on fire. In desperation, Lygari struck the neck of the dragon’s head with an axe, hoping to sever it and regain control of the ship. Instead, the final trap was sprung: the ship dove beneath the waves, taking King Lygari and all his warriors with him.
This has led to a Norse version of the “Flying Dutchman” myth. Some believe the Skelfing resurfaced and continues to sail with a crew of the cursed dead and the shade of King Lygari condemned to command it forever.
Wight, Vaettir: ?
Draugr: ?
 

Voadam

Legend
The Complete Nemesis Bestiary
Pathfinder 1e
Bone Griffin: “A griffon that feeds upon undead carrion, or upon a creature slain by the unholy rapidly sickens and dies. Upon the next new moon, the griffon’s rotting carcass animates. Such immature Bone Griffon are slow and clumsy, until they make their first kill, at which point the transition to undead is complete, and a new Bone Griffon- fast, agile and darkly beautiful is truly born.”-Ecosystems of the Unliving, Chapter 4: Patterns of Predation
Charnellux: “A mass grave was discovered beneath the Pale Temple of Ulsitor, where the priests once buried plague victims. Death was so common in those years that atrophic rituals were haphazard, and most of the dead were interred with no real ceremony. The consequences were felt eighteen months after the plague officially ended, when a composite horror known as a Charnellux rose from the quicklime and rot, to devour the village’s pitifully few survivors.”-Adventurer’s Almanac, Volume XIX “Forgotten Stories of the Great Plague Years”
Dramatis Personae A creature with either a Charisma score of 18+ or at least one Bard level, who is slain by the Dramatis Personae’s energy drain rises as a Dramatis Personae in 1d6 rounds.
“What do you think happens to a failed actor who chooses a silk noose rather than poverty and obscurity? Or an understudy who dies before ever winning a staring role of her own? Or any other brand of theatrical failure? If they can’t win fame in life, they’ll do so as beautiful ghosts.”-Sarmaera Fishwife Grestergrin, Gnomish theater critic
Tortured Hound: “Tie a dog down and than break every bone in its body. Keep it alive just long enough it feels every single hammer hit, and than you snap its spine. Do it right, bury the carcass long enough, and the thing will rise as a Tortured Hound. It’s magic of the nastiest sort, but its simple enough even the stupidest gobley tribe can work it. That’s the worst of it.”- Tom Yorkshire, ranger
Lantern Lich: “Lantern Liches are what remains of wizards who felt the call to lichdom when they were still too young, too ignorant of magic, and of life to survive the transition into undeath. The corpses they hoped to ride into eternity disintegrated. The only options became two: the lantern, or the coffin. None of them realize the lantern is just another kind of coffin.”-Jonah the Starcloaked, chronicler of matters arcane
“Iron has always impeded magic; rare indeed is the wizard who goes about his business in field plate. But a handful of wizards, determined to cheat death and having less stomach for the corpse work of necromancy, build new iron bodies for themselves. To be sure, these iron shells are strong and durable, but every time a spell dies because the iron fingers were too clumsy to cast it properly, the soul inside the iron dies a little more. Soon, all that is left is rage and self loathing, expressed as flame.”-Wyl the Lich Queen
Pyre Legion: “No one soul forms a Pyre Legion. Instead, the Legion is the collective agony, dread and rage of multitudes condemned to death by immolation. I tell any executioner I meet that they must not burn more than one condemned with the same wood. They do that, the world will see fewer Pyre Legions. Few listen; you see the result.”-Rutger Goldspear, Dwarven inquisitor and monster hunter
“Leave any settlement plagued by a Pyre Legion to its fate, for they are guilty of a great sin. Such unquiet spirits only form when an innocent dies by judicial fire. Allow the Pyre Legion to have its vengeance.”-Raethelli legal codes concerning Pyre Legions
Skull Soldier: The Skull Soldier can hack the head from the (mostly intact) corpse of any recently slain humanoid or monstrous humanoid creature of Size Medium and affix a defleshed animal skull. The process takes an hour of effort. At the end of this time, the slain creature rises as a Skull Soldier, with none of the knowledge or abilities he had in life.
A 12th level caster can create a Skull Soldier with the spell Create Undead.
Skull Soldiers are created from the remains of muscular warriors ritually decapitated. Their powerful bodies are wrapped in the hides of black wolves. Each Skull Soldier has had its mortal head replaced with the defleshed skull of some fearsome beast-often a great raptor, panther, dire wolf, or nightmare.
“I had a comrade fall to a platoon of these laughing horrors. As he was dying, the things violated him, laughing the whole time. Then they cut his head from his corpse, and dragged it away to their lair. Made him one of them.”-Galanis, mercenary warrior
Taxidermy Revenant: Taxidermy Revenants are horrid composite undead created from a chimerical assortment of hunting trophies animated by malign intelligence.
“I knew a Druid once, claimed Taxidermy Revenants are nature’s punishment of trophy hunters, and those damn fool nobles who go traipsin’ into the wilderness with half an army behind ‘em to get a hart’s head for their wall. I don’t know if I agree or not, but unless it’s common folk hurt by one, I never pick up my blades against a Taxidermy Revenant. Let the damn nobles prove how great of hunters they are by taking one on.”-Tom Yorkshire, ranger
Unremembered: “They say that a hunting dog who is slain and not buried properly, because, after all, ‘tis only a brute animal, will sometimes rise again as melancholy spirit. Loyalty and courage, even the bestial courage of a scent hound or terrier, must be honored, and a sacrifice no matter how humble, must e’er be remembered.”-Soloquial Quorseres, Elven breeder of fine scent hounds and retrievers
“Cowards and scavengers-the souls of those who fled battle in life and seek only raw flesh, taken in ambush, in death. Worthless offal…”-Sir Tarson Guiles, planar trophy hunter without equal
Vertebral Migrant: “My old master told me that the Migrants were the bones of fools who died of dehydration, but I also heard tale that they were souls of caravaneers who were murdered by their mates after stealing more than their share of water and bread.”-Father Kieller Wayne, wandering cleric
Whore Eater: “In the trading city of Rasfar, when a prostitute dies, she may not be buried on hallowed ground. Instead, her body is chained, and she is buried at a cross roads far from the city walls, in hopes that she will not rise again. Roses and oranges placed above the grave are said to prevent her from rising again.”-From the Travelogues of Wilhelm Villers.
Bone Griffin, Impressive Hybrid of Raptor and Lion,Thing: ?
Charnellux, Fog of Congealed Blood Vaporized Gore and Twisted Dead Limbs, Dead Thing, Monster, Composite Horror: ?
Dramatis Personae, Mannequin-Like Assemblage of Scraps Found in a Theater or Opera House, Unquiet Spirit, Beautiful Ghost: ?
Tortured Hound, Bruised Mass of Shattered Bones and Torn Ligaments: ?
Lantern Lich, Behemoth Creations of Iron Steam and Fire Housing the Skeletal Remains of a Once-Mortal Spellcaster, Great Machine, Iron Machine, Mechanical Monster, Unholy Machine: ?
Pyre Legion, Fiery Undead, Hulking Skeletal Figure Made From Charred Bone and Blackened Wood Ash Arranged in a Mockery of Human Form, Unquiet Spirit: ?
Skull Soldier, Unliving Creature, Rotter, Laughing Horror: ?
Taxidermy Revenant, Harmless Stuffed Hunting Trophy, Composite Undead: ?
Unremembered, Melancholy Spirit, Dog-Like Man, Coward, Scavenger, Worthless Offal: ?
Vertebral Migrant, Defleshed Skull, Pile of Old Bones: ?
Particularly Dangerous Vertebral Migrant: ?
Whore Eater, Hideous Undead Woman: ?
Undead, Undead Creature: ?
Created Undead: ?
Newly Created Undead: ?
Ghoul: Any humanoid or monstrous humanoid slain by the Bone Griffon rises in 1d6 minutes as a ghoul. Humanoid or monstrous humanoids with 4 or more Hit Dice rise as a specter instead.
Lich: ?
Specter: Any humanoid or monstrous humanoid slain by the Bone Griffon rises in 1d6 minutes as a ghoul. Humanoid or monstrous humanoids with 4 or more Hit Dice rise as a specter instead.
Wight: ?
Wraith: ?
Greater Zombie: ?
 

Voadam

Legend
The Genius Guide to More Witch Talents
Pathfinder 1e
Undead Creature: Blessing of Unlife major witch talent.
Corporeal Undead Creature: ?
Incorporeal Undead: ?
Ghost: Monkey's Paw grand witch talent.
Shadow: Animate Shadow major witch talent.
Shadow, Incorporeal Undead: ?

Animate Shadow (Su)*: The witch endows the shadow of a creature within 60 feet with fell power. A Will save negates this effect. On a failed save, the creature’s shadow animates into the incorporeal undead of the same name (see Pathfinder Roleplaying Game: Bestiary for details). The shadow automatically moves with the cursed creature to always remain adjacent, cannot create spawn, and attacks the creature each round on the witch’s turn until it is destroyed. The shadow is automatically destroyed if the creature enters an area of bright light, complete darkness, or its victim dies (from Strength damage or other means). At 16th level, this talent instead creates a greater shadow and it is not destroyed in bright light or complete darkness. Whether or not the save is successful, a creature cannot be the target of this talent again for 1 day.

Blessing of Unlife (Su)*: The witch grants a creature within 60 feet many of the benefits of undeath. This talent lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. An unwilling creature receives a Will save to negate this effect. The target gains the undead creature type with all associated immunities. The creature can only be healed by negative energy, and does not lose its Constitution score if it possesses one. Whether the creature is willing or unwilling, a creature cannot be the target of this talent again for 1 day.

Monkey’s Paw (Su)*: As an immediate action, the witch can twist the spoken desires of a creature within 60 feet into the worst possible outcome. The victim must verbally express some heartfelt desire in the form of a wish, prayer, or earnest request in a language the witch can understand (although it does not need to be directed at the witch). The witch then grants the creature’s wish, but the results are always the worst imaginable. The specific outcome of this talent’s use is subject to GM discretion, but it can accomplish any effect allowable by a miracle or wish spell, or any other witch talent. For example, a creature wishing his dead love resurrected might become haunted by her ghost or someone praying to be young again might begin suffering as the youth’s curse talent. A witch can only use this talent once per day.
 

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