DARK•HERITAGE Microlite20 v 2.4.1 (843)
Microlite20
Fell Ghast: Large, dragon-sized and dragon-like undead monsters that are forces of pure necromancy, these animated collections of bones, dried, mummified skin, and stiff, dead flesh are terrifying creatures that only the most powerful of evil sorcerers can hope to deal with as equals.
Ghost, Normal Ghost: The spirit of the departed, which for reasons which are unknown, lingers on earth to bring misery and fear to those who remain.
Ghoul: Humans wounded by ghouls are cursed if they fail a MND + level check (DC 12) and will slowly turn into ghouls themselves. This process involves taking 1 point of MND damage every day (which does not heal overnight) until they reach -5, at which point the conversion is complete. GM may provide antidote/remedy to counter this curse.
Formerly humans, who fell prey to daemonic, cannibal rituals, and were transformed via blackest necromancy into feral, subhuman monsters that endure endless hunger for human(oid) flesh. Their most fearsome ability is their tendency to spread their curse to those who survive their attacks.
Humans wounded by ghoul-hounds are cursed if they fail a MND + level check (DC 12) and will slowly turn into ghouls themselves. This process involves taking 1 point of MND damage every day (which does not heal overnight) until they reach -5, at which point the conversion is complete. GM may provide antidote/remedy to counter this curse.
Ghoul Hound: Ghouls hounds are to wolves or large dogs what ghouls are to people; a kind of undead monstrosity with many of the traits of a ghoul.
Flesh Golem: The stitched together remains of human(oids) given an evil unlife by foul magic. Flesh golems are notoriously tough and difficult to kill, although luckily they are very rare, and the research into the creation of one is usually punishable by death in most civilized lands.
Headless Horseman: ?
Lich: One of several end-states for evil, necromantic sorcerers, who prolong their life with their magic. These skeletal, undead wizards usually create horcruxes, which allow them to return even from death if defeated, unless the horcrux is itself destroyed.
Mummy: Cursed by evil sorcerers, in ancient times, some victims were doomed to become mummies, powerful undead creatures bound to their place of origin.
Nizrekh Royal Heresiarch: ?
Skeleton, Magically Animated Skeleton, Undead Skeleton: A magically animated skeleton, which can serve necromancers as servitors or even warriors—although they are relatively poor at the latter.
Command of Tarush spell.
Vampire: Creatures reduced to -5 STR [by a vampire] die and will rise 24 hours later as a vampire under the control of their creator.
Wight: Creatures reduced to -5 STR [by a wight] will rise 24 hours later as a wight.
The reanimated corpses of powerful warriors or other champions, wights are powerful and deadly undead creatures.
Undead Zombie: Command of Tarush spell.
Haunt: ?
Haunt Bleeding Walls: ?
Haunt Slamming Doors: ?
Haunt Choking Hands: ?
Haunt Ghastly Whispers:
Haunt Headless Horseman:
Haunt Black Carriage:
Fell Ghast, Large Dragon-Sized Dragon-Like Undead Monster, Force of Pure Necromancy, Animated Collection of Bones Dried Mummified Skin and Stiff Dead Flesh, Terrifying Creature: ?
Ghost, Spirit: ?
Ghoul, Feral Subhuman Monster That Endures Endless Hunger for Human(oid) Flesh: ?
Ghoul Hound, Undead Monstrosity, Horrible Canine Monster: ?
Flesh Golem, Stitched Together Remains of Human(oids): ?
Lich, Skeletal Undead Wizard: ?
Mummy, Powerful Undead Creature: ?
Nizrekh Royal Heresiarch, True Master of Undeath, Powerful Scion of Undeath and Thaumaurgy: ?
Skeleton, Servitor: ?
Skeleton, Warrior: ?
Wight, Reanimated Corpse of a Champion, Deadly Undead Creature: ?
Wight, Reanimated Corpse of a Powerful Warrior: ?
Powerful Undead: ?
Vampire Lord, Powerful Undead: ?
Vampire of Timischburg, Pale Shadow: ?
5th Level
Command of Tarush: Create undead skeletons or zombies under control of caster from dead bodies, 1d6 creatures/caster level. R: GM discretion. D: permanent.