Undead Origins

Voadam

Legend
The Genius Guide to the Talented Bestiary
Pathfinder 1e
Vampire Bat Swarm: Curious or bored vampires might experimently create spawn from blood-consuming animals. Most attempts fail, but bats can sometimes become true vampiric abominations.
Carnivorous Cat Swarm: Any Tiny size or smaller feline animal killed by the carnivorous cat swarm arises as an undead that joins the swarm, healing it for 1d6 points of damage. When at least 300 felines have been killed, and raised, they become a separate carnivorous cat swarm.
Cats are a constant companion to humanoids, and an inescapable presence within most cities. Sometimes an individual’s obsession with felines can lead to a home filled to bursting with far too many mouths. When the owner dies, their soul can refuse to abandon their beloved pets, while hunger drives the trapped cats to consume the corpse. The lingering spirit of the dead master saturates the felines, cursing them with unlife, and an urge to add to their number.
Devourer Agitator: A creature with as many negative levels as Hit Dice because of an agitator rises as an agitator in 1d4 days.
Ghoul Dreadmaw: A dreadmaw ghoul arises when a humanoid dies of starvation in an area infused with negative energy and space-distorting magic. Its gullet becomes twisted out of the normal fabric of space. An insatiable hunger drives the creature, but no matter how much it eats it can never fill the void.
Mohrg Genocidal: When a morhg kills hundreds of humanoids in a single bloody day, the rush of power swells the undead to giant proportions.
Night Hag Heartless: A night hag can enact a dark ritual where she cuts out her own heart to replace it with her heartstone. While the hag still dies, the gem captures her soul like a lich phylactery. Only the mad or desperate would go to such lengths, as she curses herself with eternal hunger for the souls she once brokered.
Ame, Nightmare Death, Horse-Like Apparition, Ghost: She claims to be the ghost of the first creature with an awareness of death, but has been known to tell other tales.
Abrinahl, Nightmare Famine, Tall Skeletal Steed, Cerebral Tactician: When a daemon ascends to the throne of Famine, a unique nightmare crawls free of its stomach. Formed of the daemon’s own flesh, the famine nightmare is a foul dead thing that spreads hunger and torment in the Harbinger’s name.
Nightmare Famine, Abrinahl, Tall Skeletal Steed: ?
Shadow Blast: Terrible alchemical or technological explosions can spawn blast shadows from the charred black remnants of innocent victims.
Spectre Dethroned: The bloodiest warlords achieve the heights of dominance over the corpses of thousands. They maintain power in the same manner, ruthlessly executing any sign of opposition. Some might survive dozens of assassination attempts, before old age claims them. Even in death, these brutal kings and queens refuse to loosen their iron grip, and arise as dethroned spectres.
Wight Brokenbone: In a gory process involving a significant investment of negative energy, a wight can survive the breaking of most of its bones. Necromantic infusions allow the undead to persist past the destruction of its skeleton, but only through continual repair. Rarely, an ordinary wight can evolve in this manner, but it requires a crushing accident in a negative energy dominant plane.
Wraith Dread: A wraith that persists for centuries feeding on the life force of hundreds undergoes a terrible transformation into a dread wraith.
Yeth Hound Moonburned: A moonburned yeth hound emerges from the corpse of a yeth hound slain in the light while barred from returning to its home plane. The maliciousness of the hound’s spirit melds with its damaged body, creating a creature made to haunt moonbeams in the twilight hours.
Soldier Wight: While it is rare, it is not unheard of for a free-willed wight to regain memories and abilities lost during death and animation. This is most likely to occur when mortal armies face massive undead hordes. Not only are the wights created likely to become free-willed, but the significant numbers make it possible that at least one might be an outlier.
Vampire Bat Swarm, Hundreds of Black-Winged Bats With Glowing Red Eyes, True Vampiric Abominations: ?
Carnivorous Cat Swarm, Decaying Cats: ?
Devourer Agitator, Skeletal Humanoid, Particularly Spiteful Devourer: ?
Ghoul Dreadmaw, Sallow-Skinned Emaciated Corpse, Relentless Hunter: ?
Mohrg Genocidal, Lurching Skeletal Giant: ?
Night Hag Heartless, Sharp-Fanged Crone: ?
Nightmare Famine, Tall Skeletal Steed, Foul Dead Thing: ?
Shadow Blast, Oily Black-Green Shadow: ?
Spectre Dethroned, Lordly Spectral Figure, Great Spectre: ?
Wight Brokenbone, Skittering Crawling Corpse: ?
Wraith Dread, Enormous Ghostly Creature, Massive Powerful Force for Death, Sadistic Creature, Merciful Angel of Death: ?
Yeth Hound Moonburned, Warped Four-Foot Tall Canine, Creature Made to Haunt Moonbeams in the Twilight Hours: ?
Undead, Undead Creature: Undead are once-living creatures animated by spiritual or supernatural forces.
Create Spawn monster ability.
Perhaps a player character gets killed by an undead, and arises as an intelligent freewilled spawn.
Create Greater Undead spell.
Create Undead spell.
Incorporeal Undead: ?
Intelligent Undead: ?
Ghoul, Normal Ghoul: A humanoid slain [by an outsider's Death-Stealing Gaze] immediately transforms into a ghoul under the outsider’s control.
A humanoid slain [by a corps purrodaemon's death-stealing gaze] immediately transforms into a ghoul under the daemon’s control.
A humanoid who dies of ghoul plague rises as a ghoul immediately. A humanoid of 4 Hit Dice or more rises as a ghast.
Ghoul, Deadly Adversary: ?
Ghast: A humanoid who dies of ghoul plague rises as a ghoul immediately. A humanoid of 4 Hit Dice or more rises as a ghast.
Lich, Intelligent Undead: ?
Mohrg, Normal Mohrg: Humanoid creatures killed by a genocidal mohrg rise immediately as normal mohrgs under the genocidal mohrg’s control.
Shadow, Normal Shadow: A humanoid creature killed by a blast shadow’s Strength damage or radiation poisoning becomes a normal shadow under the control of its killer in 1d4 rounds.
A humanoid creature killed by a woojie weg become a shadow under the control of the woojie weg after 1d4 days.
Skeletal Undead: ?
Skeleton, Undead Skeleton: Animate Dead spell.
Spectre, Normal Spectre: Creatures killed by the death nightmare immediately arise as spectres. The creature must be within one size category of the death nightmare, and are under her absolute command.
Any humanoids slain by a dethroned spectre become a normal spectre themselves immediately.
Curious Vampire, Master: ?
Bored Vampire, Master: ?
Wight, Ordinary Wight: Any humanoid within one size category of the brokenbone wight slain by a wight arises as an ordinary wight after 1-minute.
At 3rd level, any humanoid creature slain by the [soldier] wight’s energy drain ability becomes a wight itself after 1 minute.
Free-Willed Wight: ?
Wraith: A humanoid slain by a dread wraith becomes a wraith immediately.
Free-Willed Wraith: A humanoid slain by a dread wraith becomes a wraith immediately. Spawn are under the command of the wraith that created them until its death, at which point they become free-willed wraiths.
Zombie, Undead Zombie: Every mohrg it spawns creates zombies in return.
Animate Dead spell.
Nightshade: Nightshades are monstrous undead composed of shadow and evil.

Animate Dead
School necromancy [evil]; Level cleric 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (an onyx gem worth at least 25 gp per HD of the undead)
Range touch
Targets one or more corpses touched
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell turns corpses into undead skeletons or zombies that obey your spoken commands. Skeletons are created as skilled focus creatures and zombies are created as combat (barbaric) focus creatures with a CR equal to ½ the HD of the corpse used (minimum ½, maximum ½ your caster level).
Undead created with this spell gain the following abilities and weaknesses only, and do not gain any additional ability points or abilities. The size of the corpse affects the size of the undead for the purposes of CR and base statistics.
Skeletons: undead creature type, mindless, DR 5/bludgeoning, Immune (cold), natural attack (claw), and bonus feat (Improved Initiative).
Zombies: undead creature type, mindless, staggered, DR 5/slashing, natural attack (slam as creature of +1 size), bonus feat (Toughness).
The undead can be ordered to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again.
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per 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. Undead you control through the Command Undead feat do not count toward this limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.

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 customized and intelligent sorts of undead. Undead created must be of the combat focus (either barbaric or soldier) and receive ability points for you to distribute as appropriate. The creature must possess the undead creature type and cannot possess the incorporeal subtype. You may create undead of varying sizes, and it impacts the undead’s final CR, base statistics, and available ability points as normal for monster creation. You may create an undead with a final CR no greater than ½ your caster level.
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.

Create Greater Undead
School necromancy [evil]; Level cleric 8, sorcerer/wizard 8
This spell functions like create undead, except that you can create more powerful and versatile sorts of undead. Undead created may have either the skilled or spellcaster (arcane or divine) focus so long as they possess an Intelligence score. Additionally, the undead may have the incorporeal subtype. The undead’s maximum CR is still equal to ½ your caster level.

Disease (Su) Ghoul Plague: Bite or Breath Weapon—injury or inhalation; save Fort DC 22; onset immediate; frequency 1/day; effect 1d6 Con and 1d6 Dex damage; cure 1 save. The save DC is Constitution-based. A humanoid who dies of ghoul plague rises as a ghoul immediately. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

CREATE SPAWN (SU, 2 AP): Prerequisites: undead or evil subtype; Benefit: Creatures killed by the undead arise as creatures of the same type and CR as the undead, provided that the creature is within one size category of the undead. Spawn created in this manner are under the absolute command of the undead that created them. The spawn created arise in 1d4 days.
Enhancements
• The creation of spawn heals the undead of 1d6 hit points per HD possessed by the slain creature and hastes (as the haste spell) the undead for the round following the spawn’s creation for an additional +2 AP.
• The duration of the time required for the spawn to arise is decreased to 1 day or 1d6 hours for an additional +1 AP, 1 hour or 1d6 minutes for +2 AP, 1 minute or 1d4 rounds for +3 AP, or immediately for +4 AP.
Flaws
• The undead can only creature spawn from creatures of a certain type (1 AP).
• The create spawn ability is tied to a disease that the creature inflicts and creatures killed by the disease are subject to the create spawn ability (2 AP). The disease must be purchased separately.
• Spawn created by the undead are less powerful than itself and are built as undead with a CR of ½ the CR of the undead that created them or less (2 AP).
• The undead may have Hit Dice of enslaved spawn totaling no more than twice its own HD; any spawn it creates that exceed this limit become free-willed. The undead may free an enslaved spawn in order to enslave a new spawn, but once freed the spawn cannot be enslaved again (1 AP).
• The undead has no control over spawn it creates (2 AP).
Format: create spawn; Location: Special Attacks

DEATH-STEALING GAZE (SU, 5 AP):
Prerequisites: outsider (evil); Benefit: As a free action once per day, the outsider can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a Fortitude save (DC 10 + ½ the outsider’s HD + outsider’s Cha modifier) or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the outsider’s control. The outsider’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the outsider picks which human becomes a ghoul.
Enhancements
• The outsider gains an additional use of death-stealing gaze for every additional +1 AP spent.
• The outsider can create any number of ghouls per round for an additional +2 AP.
• When an outsider creates a ghoul with death-stealing gaze, it gains a growth point for an additional +7 AP. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, caster level checks, and skill checks. Its maximum hit points increase by 10 for each growth point, its caster level for spell-like abilities increases by 1, and it gains an additional use of death-stealing gaze. For every 2 growth points, its natural armor bonus, SR (if any), and CR increase by 1. Every time it gains a growth point it makes a DC 30 caster level check—success indicates it matures. It loses all growth points and its statistics improve by +1 CR within its focus. The outsider can have a maximum of 20 growth points—it automatically matures if it has not done so already when it reaches 20 growth points. It may repeat this process to continually grow in power.
Format: death-stealing gaze; Location: Special Attacks

Death-Stealing Gaze (Su) Up to six times per days as a free action, a corps purrodaemon can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 24 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the daemon’s control. The save DC is Charisma-based.
 
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Voadam

Legend
The Secrets of Adventuring (PFRPG)
Pathfinder 1e
Gunslinger Wraith, Gunwraith: The pure grit of some gunslingers will not let them pass beyond the veil of death; part of their essence remains behind, infused into their favorite firearm.
“Gunslinger Wraith” is an acquired template that can be added to any living creature that has the grit class feature or the Amateur Gunslinger Feat and a Charisma score of at least 6.
A creature with the grit class feature or the Amateur Gunslinger feat slain by a gunslinger wraith becomes a gunslinger wraith in 1d4 rounds.
Spirit, Spirit of the Dead: ?
Defensive Spirit: When the aetherurgist summons a spirit, they must choose to make the spirit a defensive spirit or an offensive spirit.
Offensive Spirit: When the aetherurgist summons a spirit, they must choose to make the spirit a defensive spirit or an offensive spirit.
Arcanovore Spirit: Arcanovore Spirit aetherurgist revelation.
Grasping Spirit: Grasping Spirit aetherurgist revelation.
Spirit of Communal Pain: Spirit of Communal Pain aetherurgist revelation.
Undead, Undead Creature: Priests of undeath serve as conduits of unholy power for their masters, bestowing undeath, through spells, to those followers who have pleased them and their lord.
Intelligent Undead, Intelligent Undead Creature: ?
Spawning Undead: ?
Ghost: ?
Ghoul, Spawning Undead: ?
Dread Lich: ?
Dark Emperor Korvak Cynmark, The Immortal Emperor, Dread Lich: ?
Shadow, Spawning Undead: ?
Vampire, Spawning Undead: ?

Arcanavore Spirit (Su): When summoning an offensive spirit, you may instead choose to summon an arcanavore spirit. These spirits act just like offensive spirits, except as follows. Instead of the ranged touch attack, the arcanavore spirit casts dispel magic as a spell-like ability using the aetherurgist’s caster level to determine all effects. Each time it successfully dispels an effect, it loses half of its current hit points. This is a spirit modifying revelation. You must be at least 11th level to select this revelation.

Grasping Spirit (Su): When summoning a defensive spirit, you may instead choose to summon a grasping spirit. These spirits act just like defensive spirits, except as follows. A grasping spirit does not possess the warding spirit ability. Instead, all terrain within a radius of 5 feet per two spirit mastery points is treated as difficult terrain as dozens of ethereal hands rise up from the ground and writhe about, eager to grasp on to almost anything living. The aetherurgist who summoned this spirit is not affected by the difficult terrain caused by this spirit. This is a spirit modifying revelation.

Spirit of Communal Pain (Su): When summoning a defensive spirit, you may instead choose to summon a spirit of communal pain. These spirits act just like defensive spirits, except as follows. The deflection bonus to AC from the warding spirit ability is equal to half of the spirit mastery score. In addition, whenever a non-spirit ally within 10 feet times your spirit mastery score takes 5 or more damage, the ally takes 5 less damage and the spirit takes 5 points of damage. This is a spirit modifying revelation. You must be at least 7th level to take this revelation.
 

Voadam

Legend
The Wise & the Wicked 2nd Edition (Pathfinder)
Pathfinder 1e
Expulsed: The Expulsed, undead mortals cursed and excommunicated by the gods for their crimes.
Sometimes, the gods can be just as foolish as any mortal. Deities can become so smitten with a person that they grant him or her special attention and favors. These beloved of the gods are often faster, smarter, swifter, or more beautiful than any other child, and most go on to become mighty warriors, gifted poets, holy men, and others whom the gods expect to live up to these great gifts.
In some rare cases, though, a gifted mortal betrays a god’s trust. With a single act, these blessed individuals turn their backs on their sacred pacts and are utterly forsaken. These tormented spirits, however, linger on in the world of the living. They cling to hate, to hubris, to the supernal knowledge of the self, and they are so arrogant that they believe it was the god(s) who failed them. They become the Expulsed, and their influence can topple kingdoms, destroy nations, and lead whole flocks astray from the divines’ light.
“Expulsed” is an acquired template that can be added to any humanoid of 10 HD or higher.
Expulsed Faithless Knight: The faithless knight was once [a] bold and mighty warrior who, in an act of rashness or cowardice, committed such a violation of his faith’s tenets that he is forever accursed.
Expulsed False Lover: A person of great charm and beauty in life, a false lover is (or was once) counted among the most exquisite people in the world. Her name and her face inspired multitudes. She may have started wars with her beauty or ended them with her grace. Ultimately, though, shattered lives and heartbroken lovers have followed in her wake.
Expulsed Forsaken Priest: For most gods, there is no greater crime than to forsake one’s holy vows and lead others away from faith. A forsaken priest has used the divine powers entrusted to him to mislead the world. The forsaken priest has betrayed the highest offices and the most sacred oaths, now wandering the world toppling churches from within or creating heretical sects that subvert the will of the gods.
Expulsed Treacherous Thief: Some people are blessed with incredible luck and skill. Occasionally such a one betrays the gods who granted those gifts, defrauding those who trusted her and taking everything from those who cannot afford to give. The treacherous thief lies, cheats, and steals everything she can, even going so far as to steal from the gods. Now, in death, the thief suffers in the knowledge that no treasure she misappropriates can ever buy her way out of damnation.
Rizzenspawn, Belsameth Spider: The process of becoming a Belsameth spider is gruesome. A victim bitten by the Belsameth Spider, Loren Rizzen, or by one of that accursed creature’s spawn has a chance of becoming one himself. If this happens, the poor victim’s head is dissevered at the neck and sprouts a spider’s body.
“Rizzenspawn” is an acquired template that can be applied to any humanoid.
In Chern’s final hours, he inflicted a final ignominy upon Scarn: He cursed one of his attackers, a human priest of Madriel whom the titan decapitated even as he fled into the ocean toward Termana. This mighty curse caused the dead priest’s severed head to regain the semblance of life and grow spider legs. The resulting creature attacked everything it faced, and those it bit shared its curse. It roamed the continent, spreading its terrible, gruesome form of undeath to all races, until eventually it drew the goddess Belsameth’s attention; she found a purity of distortion in the creature and became its patroness. The sad creature and its many spawn are thus now known as “Belsameth spiders.”
Curse of Rizzen curse.
Shadow Arm, Shadow Familiar, Shadowy Replacement: Thanks to Barconius, he lost one arm, but he has long since created a shadowy replacement for it by grafting his shadow familiar to his body.
Galdor the Deathless, Ravager of Lede, Undead Lord Warpriest 16/Marshall 3, Terrifying Undead Warrior, Vangal's Twisted Evil Tool, The Ravager's Most Powerful Herald, Undead Warlord, Unliving Thing: In time, adversaries appeared to contend Galdor’s supremacy, including clerics of Madriel and warriors and paladins of Corean, but ultimately, it was jealous traitors from the warlord’s own ranks that would prove his undoing. For years, all challengers had failed; their severed heads decorated the banner poles and saddles of Galdor’s horde. Ultimately, though, one of Galdor’s most trusted lieutenants made secret pacts with agents of Vesh and led a faction of the warlord’s own forces in rebellion. Taken by surprise, Galdor was cornered and defeated at the Battle of Horsehead Canyon. Before he was finally brought down, the furious warpriest slew nearly 100 foes, including his treacherous lieutenant. Their lord slain, the horde disintegrated, its members fleeing headlong into the plains.
And that would have been the end of the matter, had Vangal himself not intervened. No one knows precisely why Vangal brought Galdor back. The Ravager usually forgets his slain champions, nurturing new followers rather than resurrecting old ones, but not so with Galdor. Within a few years of the warlord’s fall, travelers began reporting the appearance of a terrifying, undead warrior riding the plains, gathering recruits and once more uniting the clans into a single horde. Investigating these reports, Mithril’s paladins discovered the awful truth: the new warlord was none other than Galdor himself, animate and unliving, Vangal’s twisted and evil tool.
His vanity and pride are limitless, even though he is an unliving thing, presumably created and kept afoot on Ghelspad by the will of Vangal alone.
Bruticus, Juju Zombie Warhorse, Mount, Mighty Steed, Undead Warhorse: ?
Jerhard Landereaux, Expulsed Bard 10, False Lover, Thing, Shallow Empty Shell, Former Bard, Undead Bard, Lover: Fifty years after the Divine War, in a world still reeling from that catastrophic conflict, the name “Jerhard Landereaux” was known far and wide. Jerhard was a peerless singer and performer who brought joy and hope to the lives of all who saw him. He sang of great heroes, told inspiring tales, and gave people the strength they needed to prevail in what felt like a dying world.
Beloved of Tanil the Bard, Jerhard began to let the fame and fortune get to his head. He grew proud, ever more arrogant, demanding increasingly large sums of money for his performances, even at charitable events put on at the temples of his own patron. He grew more inclined to use his transcendent gifts only for disaffected nobility and others who could pay his exorbitant fees. Then, in Shelzar, his greatest crime involved a priestess of Madriel.
There, in the fabled City of Sin, Jerhard agreed to entertain the temple’s visitors — the poor, the sick, and the underprivileged — saying that his performances would heal them and inspire them to great deeds. Yet his true motivation was his lust for High Priestess Iona. Jerhard first tried to extort her for the money taken in on his performances, and then he committed the ultimate sin against Tanil and Tanil’s daughter, Idra: He forced himself upon the virgin priestess. For that crime and for his incredible hubris, the two goddesses inflicted a terrible curse.
Loren Rizzen, The Belsameth Spider, Serious Threat, Tool of Retribution, Faithful Pet, Spidery Thing, Former Priest: In Chern’s final hours, he inflicted a final ignominy upon Scarn: He cursed one of his attackers, a human priest of Madriel whom the titan decapitated even as he fled into the ocean toward Termana. This mighty curse caused the dead priest’s severed head to regain the semblance of life and grow spider legs. The resulting creature attacked everything it faced, and those it bit shared its curse. It roamed the continent, spreading its terrible, gruesome form of undeath to all races, until eventually it drew the goddess Belsameth’s attention; she found a purity of distortion in the creature and became its patroness. The sad creature and its many spawn are thus now known as “Belsameth spiders.”
The curse that created Rizzen is an old thing borne of the titans, and Chern may still exert some influence over the spidery thing.
Necazzar, Skeletal Raven Familiar, Undead Raven Familiar, Bird: ?
Regias Juvnal, The Hunter of Vesh, Rakash Jekkar, Masked Killer: Few know the true identity of the masked killer called the Hunter of Vesh. Many rumors circulate about him and his origin, though, and authorities throughout the nation struggle to uncover the reasons behind his fanatical hatred of the vigilants. Some say that he is the son of a bandit lord whom the vigilants slew or captured. Others suggest that he is a titanspawn or titan worshiper who fights in the name of one of the fallen, such as Mormo or Hrinruuk. Rumor also has it that he has been collecting vigil medallions on behalf of the evil Archduke Traviak. Still others suggest that he is actually the Dark Motak Vigil’s master, who supposedly perished after betraying his fellows but who now lives on (or is one of the undead), seeking vengeance.
Eboe, Skeletal Viper Familiar, Skeletal Snake: ?
Expulsed, Undead Mortal Cursed and Excommunicated by the Gods For Their Crimes, Tormented Spirit, Terrifying Example of What Happens When One Is Cursed to Live Outside of Natural Laws: ?
Expulsed Faithless Knight, Craven Being: ?
Expulsed Faithless Knight, Uncaring Being: ?
Rizzenspawn, Severed Humanoid Head Attached to the Body of a Spider, Foul Creature, Abomination: ?
Rizzenspawn, Servant of the Goddess Belsameth: ?
Rizzenspawn, Spy of the Goddess Belsameth: ?
Undead, Undead Creature: ?
Bolstered Undead Minion: ?
Undead Minion, Shock Trooper: ?
Undead Minion, Undead Titanspawn: ?
Undead Slave: ?
Undead Servitor: Now, with many calling him the “Black Messiah,” Lucian Daine feels he has at last garnered the power and influence that he always craved, and his experiments grow more and more elaborate. He is currently working on a true ritual intended to slay the entire population of a town or village and transform them into undead servitors.
Insubstantial Undead Creature: ?
Powerful Undead Servitor: ?
Uncontrolled Mindless Undead: ?
Incorporeal Undead: ?
Undead Servant: ?
Undead Familiar: Crypt Lord Undead Familiar power.
Skeletal Familiar: Crypt Lord Undead Familiar power.
Zombie Familiar: Crypt Lord Undead Familiar power.
Shadow Familiar: Penumbral Lord Living Shadow power.
Mindless Uncontrolled Undead: ?
Free-Willed Undead: ?
Undead Minion: ?
Alliastra Denier, Maiden of the Grove, Ghost: ?
Spirit of Departed Bird, Spirit of a Bird, Ghost: ?
Spirit of Departed Animal, Spirit of an Animal, Ghost: ?
Ghost: ?
Lich: ?
Mummy: Canopic Urn of the Undead magic item.
Mummy, Elite Undead Bodyguard: ?
Powerful Mummy: ?
Mummy, Portable Undead Servant, Conjured Mummy: ?
Shadow, Undead Shadow: ?
Shadow Creature: ?
Skeleton, Elite Undead Bodyguard: ?
Advanced Skeleton: ?
Specter, Elite Undead Bodyguard: ?
Vampire, Elite Undead Bodyguard: ?
Arrach, Wight-Lord: ?
Wraith, Insubstantial Undead Creature: ?
Zombie, Elite Undead Bodyguard: ?
Zombie: ?

Canopic Urn of the Undead (Wondrous Item)
Necromancers across the Scarred Lands create these crude clay urns to fashion a portable undead servant. The necromancer places the specially prepared heart and ashes of a murdered humanoid within the urn, which has been treated [with] dark alchemical mixtures and powerful necromantic magic.
Aura strong necromancy; CL 15th
Slot none; Price 32,400 gp; Weight 6 lbs.
DESCRIPTION
Once per day, when the urn is opened and the command word is spoken, a mummy rises up out of the urn to serve the owner of the vessel. The urn’s owner is immune to the conjured mummy’s despair aura. The mummy serves for up to 1 hour. If the mummy is destroyed, a necromancer may craft a new mummy for the empty urn at one-quarter the normal cost and time to craft a new canopic urn. If the urn is destroyed while the mummy is active (AC 12, hardness 2, 10 hp), the mummy becomes uncontrolled.
CONSTRUCTION
Requirements Craft Wondrous Item, command undead, create undead; Cost 16,200 gp

Curse of Rizzen (Su) Bite—injury; save Fort DC 23; frequency 1/round for 5 rounds; effect 1d6 Con; cure 2 consecutive saves.
A humanoid killed by this effect becomes a Rizzenspawn 1d4 hours after dying.

Curse of Rizzen (Su): Bite—injury; save Fort DC 10 + 1/2 the Rizzenspawn’s HD + Charisma modifier; frequency 1/round for 5 rounds; effect 1d4 Con; cure 1 consecutive save.
A humanoid killed by this effect becomes a Rizzenspawn 1d4 hours after dying.

Living Shadow (Ex): Your own shadow becomes your familiar, which follows the normal rules for advancement and has the following base statistics. Instead of gaining bonuses to its natural armor, the shadow familiar gains bonuses to its deflection bonus. You no longer cast a shadow whenever your familiar is active or beyond your reach.

Undead Familiar: At 1st level, the crypt lord either attracts an undead familiar or performs a ritual that augments his existing familiar. Either way, the crypt lord gains a familiar of his choice, as a wizard of the same level. The familiar gains either the skeleton or zombie template. A skeletal familiar does not lose its fly speed, but its maneuverability drops to clumsy. A zombie familiar does not gain the staggered quality. For the purpose of determining the familiar’s statistics, powers, and abilities, the crypt lord’s class levels stack with any existing levels in classes that also grant a familiar.
 
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Voadam

Legend
Ultimate Commander
Pathfinder 1e
Undead: Hordelord Descent to Undeath ability.
Lich: Hordelord Descent to Undeath ability.
Zombie Horde, Relentless Zombie Horde: ?
Humanoid Zombie: ?

Descent to Undeath (Ex): The hordelord’s transformation is complete. At 20th level, the hordelord’s type turns to be undead, and she applies a single undead template to herself. If the template requires additional preparation, like becoming a lich, she must have completed said preparation before selecting the template. Once the template is selected, it cannot be changed.
 

Voadam

Legend
Ultimate Strongholds
Pathfinder 1e
Incorporeal Undead, Incorporeal Undead Creature: ?
Undead: ?
Animated Undead: ?
Skeleton: Deathless Defenders spell.
Skeleton, Skeletal Defender: ?
Zombie: Deathless Defenders spell.
Zombie, Zombie Defender: ?

DEATHLESS DEFENDERS
School necromancy [stronghold]; Level antipaladin 4, cleric 4, paladin 4, shaman 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Targets one or more corpses
Duration 1 round/level
Saving Throw none; Spell Resistance no
This spell functions as animate dead except as noted above, but the skeletons and zombies you raise can take no actions other than attacking creatures you designate. Your deathless defenders have the same alignment you do, and when you cast this spell the spell gains alignment subtypes to match your alignment. Deathless defenders do not count against the Hit Die limit for animated undead you create.
Deathless defenders gain a +4 bonus to their CMD against combat maneuvers to bull rush, drag, overrun, reposition, or trip them. Any skeletons or zombies that leave the area of your stronghold begin crumbling to dust, taking 2d6 points of damage per round until they return to the stronghold or are destroyed. A corpse that has been animated with deathless defenders and then destroyed cannot be reanimated by this spell or by animate dead.
 
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Voadam

Legend
Ultimate War
Pathfinder 1e
Undead: ?
Plague Zombie: Siege Shot Zombie magic item.
Apocalypse Zombie: Siege Shot Zombie Apocalypse magic item.

SIEGE SHOT, ZOMBIE PRICE 4,000 GP
Slot — CL 10th Weight variable
Aura moderate conjuration
Description
This mass of corpses is lashed together and imbued with dreadful necromantic power. When used to perform a plague bombardment during the Ranged Phase, during the Melee Phase the corpses animate as 20 plague zombies. These zombies are treated as a temporary squad (see Table 3: Army SizeUB) with ACR 1 that attacks for one Battle Phase and then is automatically destroyed. In addition, if the zombies damage an army with their melee attack, the kingdom’s Stability check to resist that army contracting disease takes a -2 penalty and the chance of a Plague event in the city is increased to 15%.
In an adventuring situation on the battlefield, the plague zombies have normal statistics for creatures of their kind as described in the Pathfinder Roleplaying Game Bestiary and attack all nearby living creatures until destroyed.
Construction Requirements Cost 2,000 gp
Craft Magic Arms and Armor, animate dead, contagion

SIEGE SHOT, ZOMBIE APOCALYPSE PRICE 8,000 GP
Slot — CL 10th Weight variable
Aura moderate conjuration
Description
This mass of corpses is lashed together and imbued with dreadful necromantic power. When used to perform a plague bombardment during the Ranged Phase, during the Melee Phase the corpses animate as 20 apocalypse zombies. These zombies are treated as a temporary platoon (see Table 3: Army SizeUB) with ACR 4 that attacks for one Battle Phase and then is automatically destroyed. In addition, if the apocalypse zombies damage an army with their melee attack, the kingdom’s Stability check to resist that army contracting disease takes a -4 penalty and the chance of a Plague event in the city is increased to 25%.
In an adventuring situation on the battlefield, the apocalypse zombies have normal statistics for creatures of their kind as described on d20pfsrd.com (and the bestiary section of Adventure Path #45) and attack all nearby living creatures until destroyed.
Construction Requirements Cost 4,000 gp
Craft Magic Arms and Armor, animate dead, contagion
 
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Voadam

Legend
Wayfinder Bestiary
Pathfinder 1e
Alchemical Dreadnought: An alchemical dreadnought is a towering composition of many fused corpses.
The first alchemical dreadnoughts were accidentally created from mass graves on battlefields where horrific alchemical weapons were used.
Aridnyk: When a healer of considerable power and selflessness dies from exposure to negative energy, there is a minute chance that the healer’s soul will cling to this world as an aridnyk. Born from the spirit’s regrets and unfinished duties, aridnyks crave above all else to heal the injured, cure the sick, and bolster the weak.
Aridnyks cannot be created by conventional necromancy. Attempts to engineer one (by deliberately killing a cleric of a good deity with massive amounts of negative energy, for example) always fail.
Charnel Pit: Charnel pits rise from the spirits of the dead at sites of terrible slaughter or mass graves, in particular at battlefields where the still living were interred with the newly dead.
At Castle Scarwall (see Pathfinder Adventure Path #11: Skeletons of Scarwall), a charnel pit formed within the courtyard where a legion of orcs was destroyed by the undead raised by Mandraivus’s curse. The skeletal defenders of the castle erupted from the courtyard beneath the legion and dragged them under the ground to die in agony. Encountered at area 9 in Castle Scarwall, its spirits are a mixture of orc and human.
Contra-Legem: A Contra-Legem creature is an intelligent undead who in life made a deal with the powers of hell for its soul but, by accident or design, became an undead and escaped. Hell doesn’t let go of its prizes easily, instead infusing the new undead with power and a sense of loyalty. It serves Hell on the material plane, gaining more infernal powers but losing some of its free will.
“Contra-Legem Creature” is an acquired template that can be added to any intelligent undead.
Contra-Legem Devourer: ?
Desert Fury: The deserts of northern Garund, Casmaron, and other hot, dry places on Golarion are littered with the remains of those who were unprepared to travel into such harsh climates or who fell victim to sudden vicious storms against which no preparation could defend them. Too often, these tragedies do not end in the swift death of one or two people, but in the slow, anguished decline of an entire party. As their numbers dwindle, survivors of such groups must watch friends and loved ones perish, one by one, all the while knowing that their time is coming and there is nothing they can do to stop it. In the end, one last survivor remains from an entire caravan of doomed souls. The animated corpse of that final victim lurks at the heart of a desert fury.
Disemboweled Prophet: Troll soothsayers practice a grisly form of divination; reading their own constantly regenerating entrails. Trollish regeneration is powerful, but it is no guarantee against death. Still, the trolls who conduct such auguries sometimes possess a strength of will that animates them even after they have fallen prey to accident, illness, old age, starvation, magical backlash, or a competitor’s curse. The augur’s unquenchable thirst for information drawn from the hidden forces of the world transforms them into undead abominations.
Doomed Derelict: Some pirate crews are so vile that when their reign of terror finally meets its end, the vessel on which they sail absorbs the souls of the crew and travels the seas as a doomed derelict. The malevolent energy powering the derelict will even raise a sunken vessel from the depths.
Einherjar, Lone Warrior, The Honored Dead: Einherjar (“lone warriors”) are the honored dead of the Ulfen, many of them former Linnorm Kings who were restored to a semblance of life following their arrival at Valenhall.
“Einherjar” is an acquired template that can be added to any living, corporeal humanoid.
Most einherjar die on a field of battle and rise from the ashes of their pyres during their funeral celebrations, bereft of the visitation of a valkyrie to guide their soul to the outer planes.
Although there have been einherjar for far longer than Cayden Cailean has been a god, some outsiders (including some followers of the Drunken Hero) believe that he is responsible for the creation of the einherjar. In truth, while many einherjar are more than willing to raise a mug to Cayden, the beliefs of the lone warriors run the whole gamut of Ulfen faiths.
Besides Ragadahn, it is likely that the einherjar have ties to another of the Eldest, but which is up to speculation. The energy which animates their forms seeps through the thin barrier separating the First World from Valenhall, but there is a directing force which selects which of the honored dead that arrive at those halls will rise as einherjar.
Einherjar Human Barbarian 5: ?
Ferrywight: When a humanoid drowns in desperation to cross a body of water, it may rise again as a ferrywight.
The presence of ferrywights is a tragic feature of many waterways in the River Kingdoms as the turmoil in those lands lead to many desperate river crossings and many drownings.
Ghoul Bloated Devourer: In rare circumstances, a newly risen ghoul gorges itself on tainted flesh, especially the corpses of other ghouls, resulting in a terrible transformation. The alchemist-necromancers of the ghoul kingdom of Nemret Noktoria studied this phenomenon and, with experimentation and practice, learned how to feed ghouls necrotic flesh and alchemical concoctions, forcing them to mutate into a stronger but dumber breed of ghoul to serve as workers, soldiers and walking reservoirs of negative energy.
Ghoul Gaunt Ascetic: Few ghouls can resist the urge to feed. Even fewer are capable of deliberate fasting. However, among those rare few, some choose to delve into the depths of deathless hunger. There they find darkmork enlightenment, an answer to the very nature of the consuming darkness that animates all undead beings. They learn that appeasing hunger only blinds one to the truth, stopping a ghoul from achieving more.
Grave Guard, Typical Grave Guard: Grave guards are undead often created by clerics worshipping deities with death in their portfolio as guardians of libraries, temples and tombs.
A cleric of at least 12th level can use create undead to construct a grave guard.
Variant Grave Guard: ?
Osirian Tomb Guard, Advanced Variant Grave Guard: Grave guards were originally created in Osirion, and many of these skeletal creations have the heads of large dogs, birds, or other animals. They serve as guardians of sacred vaults and tombs, often replacing their bastard swords with khopeshes.
Grave Knight of Geb, Large Advanced Grave Guard: In his wars with the Nex, Geb created his own potent version of the grave guards, using them to defend his libraries and other secret caches across the land.
Never content to let an undead remain something less than great, Geb infused the bones of ogres with the same ritual that produced the original grave guards
Grim Harvester: Grim harvesters are the degenerate successors of a long forgotten order dedicated to the preservation of knowledge in ancient Azlant. Turning to foul necromantic rituals, these abominable creatures not only managed to survive the extinction of their own civilization, but also found a way to preserve the memories of exceptional individuals by turning them into undead.
Hearth Wraith: Hearth wraiths are born from the souls of dying travelers longing for home who have felt the touch of unholy fire.
Many Mendevian crusaders returning from or deserting the war find dark fates on their journeys home and rise again to haunt the living.
Mummy Pesh: Learning the arts of mummification and reanimation from an Osirian necromancer compatriot, the leader of the cult of Hastur in Katapesh created these odd variants to guard the cult’s properties and sow chaos and woe among the populace at the appointed time to herald the arrival of the King in Yellow.
Pesh mummies are made through a long, complicated procedure during which all the body’s internal organs are removed and its internal cavities lined with pesh. The body is then wrapped with linens soaked in pesh whey, and smoked with burning pesh to preserve the body. The creator then finishes the ritual with a create undead spell.
Nachzehrer, Typical Nachzehrer: Legend states that they arise from the bodies of those who die from an accident or sickness with great regrets in their hearts.
No-Life King: No-life kings are the remains of ancient and powerful warriors who became fixated on reaching martial perfection in their lives. They left civilization to train and fight monsters, for their mortal peers no longer posed a challenge to them. When such a warrior is denied their death in battle and dies due to starvation, hypothermia, dehydration, or disease, their soul is anchored to their body, and they are reborn into a being who lives only to train and defeat more powerful opponents.
Obour: They are the remnants of evil humanoids who in life sought to emulate the feeding habits of vampires, and this all-consuming thirst for blood remains when an obour spirit returns from death.
Ravening Jackal: Occasionally, the jackal-headed god Set notes when jackals die of starvation and uses the bodies of his rival Anubis’s sacred animals for his own ends. Set infuses them with the souls of cultists who disappointed him in life and gives them another chance to serve him in the form of ravening jackals.
River Wraith: “River-wraith” is an acquired template that can be added to any living, corporeal creature
Rusalka: The Witch Queen of Irrisen demands a lifetime of service from every subject—even those who die unnaturally are forced to remain in Irrisen for the length of a natural lifetime. Rusalka are perhaps the most tragic of these undead: spirits of young women who die heartbroken or murdered by their lovers. Such bodies inevitably find their ways into nearby waterways and birth a rusalka.
Scarwall Guard: The skeletal remains of Kazavon’s elite minotaur guards, the Scarwall guards arose after the hero Mandraivus defeated the blue dragon and cursed its remains.
Segruchen, The Fallen King, The Iron Gargoyle, Crumbling Statue, Undead Recreation: Segruchen the Iron Gargoyle was once called the King of the Barrowood, and his reign of cruelty inspired fear in the hearts of those who dared live near the wood’s dreaded boughs. As her Third Act, Iomedae dismembered Segruchen’s wings during an amazing aerial battle, leaving a crater where he fell, then finished him off.
Centuries later, evil stirred within that crater. His hatred and the last of his lifeblood infused his undying vengeance into the earth, and the stone twisted into a crumbling statue of his former self, with gouts of blood oozing from the stumps of his wings.
Skinshroud: A skinshroud with a sharp instrument can spend 4 hours flaying a dead body and use its own black blood as a necromantic catalyst to create another skinshroud.
One of the grisly drow experiments in Orv’s Bloodforge was the first skinshroud, which became self-replicating.
Sphinx Riddleborn: They derive from particularly cruel gynosphinxes that spent a lifetime asking fiendishly difficult riddles and devouring all whom they deemed too witless. As a gynosphinx’s lair becomes littered with bones and treasures, it also fills with the misery of unanswered riddles. This misery manifests itself in negative energy that reanimates the gynosphinx’s corpse after its death, leaving little but a savage hunger for riddles.
Taotaomona: “Taotaomona” is an acquired template that is added to any living creature that died defending their communities or family and has a Charisma score of at least 6.
Anufat, Human Taotaomona Savage Barbarian 9, Translucent Warrior: Anufat was a mighty warrior in his tribe, surviving countless battles, even a spear blow through his head. Eventually he did fall in combat, the last warrior standing against an attack by a rival tribe. Though his body had failed him, his spirit lifted itself from his corpse and continued to fight on.
Thespis: When dedicated performing artists are unable to complete their masterpieces due to an untimely demise, their souls sometimes become so frustrated by the unfulfilled ambition that they manifest as malevolent spirits known as thespi.
Ustrel: If a stillborn child sired by a vampire is not burned or buried in consecrated ground, they sometimes return from the grave as an ustrel—an undead infant with a vampire’s craving for blood.
Varkolak: A creature of Shoanti legend, a varkolak sometimes forms when a Shoanti warrior dies alone in the wilderness after betraying his quah through murder or treachery.
Wraith Coin: Coin wraiths are the unquiet spirits of individuals whose hearts were consumed by avarice. Those who covet personal wealth or attempted to steal it—bandits, bankers, grasping nobles, misers, profiteers, thieves, and despots—all have the potential to become coin wraiths following their deaths. Followers of Abadar, Besmara, Gyronna, Shax, and Mammon are often cursed with this existence for failure to show proper devotion.
Alchemical Dreadnought, Titanic Humanoid Form, Towering Composition of Many Fused Corpses: ?
Aridnyk, Floating Crystalline Mass, Especially Malicious Undead, Spirit, Mass of White Shining Crystal, Rare Unusual Undead, Naturally Occurring Wellspring of Unholy Power: ?
Contra-Legem, Intelligent Undead: ?
Contra-Legem Devourer, Corpse: ?
Desert Fury, Furious Cyclone of Sand, Animated Corpse, Desiccated Husk, Animated Husk, Desert Fury Husk: ?
Disemboweled Prophet, Dried Troll Husk, Undead Abomination: ?
Doomed Derelict, Ship: ?
Einherjar, The Honored Dead, Undead Warrior: ?
Einherjar, Guardian: ?
Ferrywight, Bipedal Figure, Wretched Being: ?
Ghoul Bloated Devourer, Worker: ?
Ghoul Bloated Devourer, Soldier: ?
Ghoul Bloated Devourer, Walking Reservoir of Negative Energy: ?
Ghoul Gaunt Ascetic, Skeletally Thin Humanoid With Pale Skin Inscribed With Arcane Symbols: ?
Grave Guard, Skeletal Creature, Skeletal Creation: ?
Grave Guard, Guardian of a Library: ?
Grave Guard, Guardian of a Temple: ?
Grave Guard, Guardian of a Tomb: ?
Grave Guard, Guardian of a Sacred Vault: ?
Advanced Variant Grave Guard, Sickle-Bladed Bronze Armored Skeletal Creature: ?
Large Advanced Grave Guard, Hulking Monstrosity, Construct: ?
Grim Harvester, Cowled Humanoid Figure, Degenerate Successors of a Long Forgotten Order Dedicated to the Preservation of Knowledge in Ancient Azlant, Abominable Creature: ?
Hearth Wraith, Ghostly Figure: ?
Mummy Pesh, Humanoid Form Wrapped Tightly in Strips of Linen, Odd Variant: ?
Greater Variety of Mummy Pesh: No greater varieties of pesh mummy have yet been created, though nothing is beyond the mad dreams of the cult or its leader.
Nachzehrer, Peculiar Undead: ?
No-Life King, Ancient Skeleton: ?
Obour, Invisible Vampire Spirit, Vampire-Spirit: ?
Ravening Jackal, Man-Sized Jackal, Abomination: ?
Rusalka, Stunning Young Woman: ?
Rusalka, Spirit of a Young Woman Who Died Heartbroken: ?
Rusalka, Spirit of a Young Woman Who Died Murdered by Her Lover: ?
Scarwall Guard, Skeletal Minotaur, Skeletal Remains of an Elite Minotaur Guard: ?
Skinshroud, Humanoid-Shaped Sack of Flesh, Grisly Drow Experiment, Undead Dermis of a Humanoid Turned Inside-Out and Covered in Black Blood: ?
Sphinx Riddleborn, Skeletal Sphinx, Undead Abomination: ?
Taotaomona, Free-Willed Undead: ?
Thespis, Translucent Apparition, Malevolent Spirit: ?
Ustrel, Cooing Human Infant, Abomination of Rotting Filth-Caked Flesh Sharp Claws and a Maw of Jagged Shark-Like Teeth, Undead Infant With a Vampire’s Craving for Blood: ?
Varkolak, Feral Red-Eyed Creature, Creature of Shoanti Legend, Rotting Vaguely Wolf-Like Beast With a Craving for Human Blood: ?
Wraith Coin, Whirling Maelstrom of Coins and Treasure, Undead Who Manifest in a Physical Body Composed of Floating Coins and Treasure, Unquiet Spirit of an Individual Whose Heart Was Consumed by Avarice: ?
Undead, Undead Creature, Undead Being: Some pirate crews are so vile that when their reign of terror finally meets its end, the vessel on which they sail absorbs the souls of the crew and travels the seas as a doomed derelict. The malevolent energy powering the derelict will even raise a sunken vessel from the depths. Crew members who have proven themselves especially terrible in life remain on board the ship as undead mockeries of their former selves.
Few ghouls can resist the urge to feed. Even fewer are capable of deliberate fasting. However, among those rare few, some choose to delve into the depths of deathless hunger. There they find dark enlightenment, an answer to the very nature of the consuming darkness that animates all undead beings.
Sentient Undead: ?
Undead Mockery, Undead Crew Member: ?
Undying Denizen: ?
Ghast: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Ghost, Regular Ghost: ?
Ghoul, Normal Ghoul: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Lich: ?
Shadow, Undead Shadow: ?
Skeleton: As a standard action, a gaunt ascetic can expend a single channel energy use to animate a corpse with a touch, raising the body as an uncontrolled zombie or a skeleton with a maximum number of hit dice equal to the ascetic’s HD.
Skeletal Defender: ?
Dinosaur Skeleton, Undead Dinosaur, Walking Skeleton: ?
Vampire, True Free-Willed Vampire: An obour is rather short-lived in its invisible, incorporeal form. After it rises from the grave, the vampire-spirit haunts a community for 40 nights, after which it returns to the soil just before dawn on the 40th night to regenerate its original physical form. During this transformation period, an obour is quite vulnerable. If its resting place is discovered and its transitioning form is doused with just a vial of holy water, the obour is utterly destroyed. If the obour’s transformation isn’t interrupted by the following midnight, the creature rises from the grave as a true, free-willed vampire.
Wight, Typical Wight, Full-Fledged Free-Willed Wight: Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the command of the ferrywight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights.
Wight Spawn: Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD.
Wraith, True Wraith: ?
Zombie: A fulgur beetle can animate a mostly-intact corpse, as per the spell animate dead (CL 1st), except that the zombie remains animated for only a number of rounds equal to the beetle’s HD + Constitution modifier (usually 5 rounds). A newly animated zombie acts on the fulgur beetle’s next turn.
As a standard action, a gaunt ascetic can expend a single channel energy use to animate a corpse with a touch, raising the body as an uncontrolled zombie or a skeleton with a maximum number of hit dice equal to the ascetic’s HD.
Victims drowned by a rusalka rise under the next full moon as zombies under the rusalka’s control.
Draugr: Any humanoid slain by a doomed derelict becomes a draugr under the control of the doomed derelict.
Soulbound Beheaded: When a grim harvester confirms a critical hit with a slashing weapon against an opponent, the weapon severs the creature’s head (if it has one) from its body, instantly killing it (Fort DC 22 negates). On the following round, the severed head reanimates as a soulbound beheaded (Bestiary 4 17, see below) under the grim harvester’s control.
Turning to foul necromantic rituals, these abominable creatures [grim harvesters] not only managed to survive the extinction of their own civilization, but also found a way to preserve the memories of exceptional individuals by turning them into undead.
When the time is ripe, they [grim harvesters] seek out these unfortunate souls and take their heads, lest their knowledge be lost forever.
Geb: ?
 
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