Monstrous Compendium Dark Sun Appendix III Terrors of the Crimson Sun
2e
Dwarf Banshee, Dwarven Banshee: Dwarves who die before completing a major focus are often condemned to live out their afterlives as undead known as banshees.
A dwarf who dies while resolving a focus is doomed to spend the remainder of its existence as a banshee, forever wandering the wastelands in vain attempts to finish his work.
Dwarven banshees are created whenever dwarves forsake their life purpose.
Racked spirits are incorporeal undead animated by their own guilt over committing some act (or failing to complete one) that violated their basic nature. These guilty spirits suffer eternally and only gain joy and peace through acts of destruction. The dwarven banshee, created when a dwarf forsakes his life purpose, is the most common.
Undead Rezhatta: Hunting parties sent to procure rezhatta often suffer heavy casualties – the beast must be poisoned to preserve the specimen, but its thick carapace deflects most missile weapons. The common practice is to surround a rezhatta, engaging it from the front while the poisoner scrambles below to pierce the underbelly, a tactic fraught with danger.
The corpse is then loaded onto a large wagon and pulled to the site of preparation. There, workers pry the carapace off the beetle and hollow out its insides. They discard its internal organs but leave its limbs and jaws intact, so these can function normally after reanimation. The workers cut and reform the carapace's top to provide a covered upper deck and nine individual weapon ports. Inside the carapace there is sufficient room for missile ammunition, but little else.
Once ready, the entire beast is assembled and animated. Since the rezhatta is a 9 HD creature, raising it as a zombie requires an animate dead spell cast by a 10th-level priest or wizard.
Undead Watroach, Undead War Watroach: Watroaches are ideal undead war machines. Typically, an adult watroach is sought out, surrounded, and killed. A psionic kill is preferred, leaving the corpse unmarred. Once taken back to a city (usually on a large wagon), the carcass is prepared. The organs are removed, as is much of the hive material. The drones are smoked out and the proto-adult discarded. Usually, the top of the hive chamber is opened, a platform installed, and other weapons positions cut into the body sections. The beast is then raised from the dead by templar magic.
Caller in Darkness: The Caller is a multitude of spirits trapped in a supernatural storm that exists in the Ethereal Plane adjacent to Giustenal.
The people of Giustenal died in horror. Fear gave the supernatural storm its power, and the Caller seeks to replicate that terror in its victims before they die.
While the Caller consists of thousands of individual spirits, it believes itself to be a single entity. It was created from the mass carnage inflicted on Giustenal by the sorcerer-kings who killed Dregoth. The vortices which funnel the elemental powers of the sorcerer-kings produced a separate whirlwind in the Ethereal Plane adjacent to Giustenal. The spirits of the city's dead were caught in the storm, and over the centuries their powerful psionic energies have merged into a group consciousness.
Cursed Dead: The curse of the Black Waters reduces its victims to undead slaves of the oasis. These undead are either cursed dead or hungry bodies.
They are pitiful victims of the curse of Black Waters, tormented by a never-ending thirst that cannot be quenched.
Hungry Body: The curse of the Black Waters reduces its victims to undead slaves of the oasis. These undead are either cursed dead or hungry bodies.
Dhaot: Dhaots are incorporeal undead that are sometimes created when people die far away from their homes. The spirits of the deceased feel an overwhelming compulsion to return to their homes they had in life.
Many dhaots are halflings who died outside their forests.
While dhaots are solitary by nature, in rare and unexplainable cases, groups of dhaots have been spotted. They are possibly the remnants of entire caravans, halfling clans, or other groups of travellers who met their fates together.
Dregoth, The Dread King, Dragon, Undead Dragon King, God-King, God, Undead Sorcerer-King, Powerful Dragon Kaisharga, Master: Xontra was once a servant of Dregoth, the undead sorcerer-king of Giustenal. The powerful dragon kaisharga transformed her into a kaisharga using the same secret methods he had used upon himself.
Dune Runner: Dune runners are elves who died running to complete a quest or deliver an important message. They are undead, a type of racked spirit, forever trapped and forced to repeat their hopeless mission night after night.
Cursed Dead Dwarf: The demihumans of ancient Giustenal fled to the uppermost cavern beneath the city to escape the Cleansing Wars and the wrath of their sorcerer-king, Dregoth. Eventually, Dregoth discovered the place where the demihumans took sanctuary, and his troops were sent below to destroy them. The last group of defenders were the dwarves guarding the Hall of the Lion in the cavern that would come to be called the Groaning City. Dregoth personally helped defeat the dwarves, and he watched as each of them was hanged from the trees in front of the place they sought to defend. When his troops set fire to the remains of the settlement, Dregoth cursed the dwarves for defying him.
On that day the cursed dead were born.
Fael: Faels are ravenous undead beings who never quenched their need for material consumption during life. They are animated in undeath to continue their feeding.
Rich humans and demihumans are often subject to this form of undeath.
Faels are never full as their hunger is derived from their insatiable hunger for excesses they had in life. Most faels are from the upper echelons of society and most are elves or humans.
Bugdead, Bugdead Insect Swarm: ?
Bugdead Locust Swarm: ?
Bugdead Mini-Kank: ?
Kaisharga, Dead Lord: They have sought undeath, unnaturally extending their lives past the endurance of their mortal frames.
Within Ur Draxa, the Dragon confers undeath on any of its servants who prove exceptionally capable, loyal, and efficient.
Especially since the development of spells to create kaishargas, in which the kaisharga’s loyalty can be magically guaranteed, fewer morgs have been created.
They voluntarily sought undeath, believing it to be a form of immortality.
Jagmargal, Kaisharga Human Cleric 19: Jagmargal was a great hero of ages past. While he was a great priest, he was better known as an explorer. He was captured by Hrutghel, a powerful kaisharga who was Jagmargal's greatest enemy, and was transformed into a kaisharga himself.
Jagmargal, Disembodied Tortured Spirit: Jagmargal managed to escape from Hrutghel's clutches, but he is still cursed as a kaisharga and he now wanders the world seeking release from his miserable condition. He fears death in his present condition, believing he will become a disembodied tortured spirit for eternity.
Hrutghel, Powerful Kaisharga, Greatest Enemy: ?
Xontra, Kaisharga Dray Defiler 21: Xontra was once a servant of Dregoth, the undead sorcerer-king of Giustenal. The powerful dragon kaisharga transformed her into a kaisharga using the same secret methods he had used upon himself.
Naltor, Kaisharga Human Gladiator 23: Neltor was a former gladiator who was a little past his prime. He was recently transformed into a kaisharga by the Dragon, Lord of the Ring of Fire.
Krag: Krags are undead created when a cleric aligned to an element or paraelement dies in the medium diametrically opposed to his own, such as a fire cleric drowning in water. The anguish and trauma of dying to the very force he devoted his life to opposing is sometimes enough to transform a cleric into a wicked and bitter undead. The elemental lords of the new power quickly enslave such an undead cleric to their service. Krags become infused with elemental power, but are tortured by it, spending their unlives in anger, pain, and hatred.
Kragling: Kraglings are creatures who have perished from the elemental transfusion attack of a krag. Anything that dies in this manner has a 45% chance of coming back as a kragling in 1d4 days.
Any creature can become a kragling if it was killed by the elemental transfusion of a krag. Silt spawn, humanoids, demihumans, humans, and even non-humanoid monsters are all subject to the transfusion attack of a krag and thus can become kraglings. What type of kragling and how powerful it is depends on the creature's Hit Dice.
A [krag] bitten character must make a saving throw versus death, or his blood will slowly turn into the krag's element. As the blood changes, the victim suffers 1d4 additional points of damage per round. If death results, there is a 45% chance that the victim will become a kragling in 1d4 days. This infection counts as a poison or a disease for purposes of countering, so sweet water or even a cure disease spell will halt the process instantly.
Krags are able to create spawn with their elemental transfusion ability. These spawn are known as kraglings and come in greater and lesser varieties.
Kragling Lesser: Greater kraglings are created when creatures with more than 4 Hit Dice are killed by a krag's elemental transfusion. Lesser kraglings are created via the same process, though the creatures must have less than 4 Hit Dice to fall into this weaker category.
Krags are able to create spawn with their elemental transfusion ability. These spawn are known as kraglings and come in greater and lesser varieties.
Kragling Greater: Greater kraglings are created when creatures with more than 4 Hit Dice are killed by a krag's elemental transfusion.
Krags are able to create spawn with their elemental transfusion ability. These spawn are known as kraglings and come in greater and lesser varieties.
Meorty: Meorties were created long ago through the necromancies of high priests and long-lost psionic abilities for the purpose of serving as the protectors of various Green-Age domains.
Each domain selected a guardian to be turned into a meorty, thus creating a protector to enforce the laws for all time.
Meorties are undead who were once protectors of domain that vanished more than 2,000 years ago. They were placed in crypts with large amounts of treasure, so they might continue to look after their realms in death.
Proctor Drelto of Antalus, Meorty Human Fighter 20: Proctor Drelto was once a feared and powerful lawkeeper in the long-forgotten province of Antalus. He was voluntarily transformed into a meorty so he could continue to defend Antalus for eternity.
Ordella 5th Lawkeeper of Bodach, Meorty Human Fighter 15: Odrela was one of the most respected lawkeepers in the history of ancient Bodach. When the time came to select a new meorty to administer to the domain, she accepted her fate and joined the ranks of the undead protectors.
Morg: A morg is a powerful undead similar to a kaisharga or t’liz but with one critical difference: a morg cannot bring himself into the eternity of undeath. The process of creating a morg is extremely complex and requires that the subject be dead before it commences. The lore of creating morgs was developed by Gretch and passed by Rajaat to his Champions during the wars; Kalid-Ma improved the spells. How many others know the secret is unknown, but certainly very few.
Morgs’ desiccated, near-mummified features and brown-gray pallor mark them as noticeably dead. Their bodies often appear emaciated but not skeletal, for the mummification process leeches most of the liquids from the body, replacing them with spiced unguents and balms. The result is a smooth-skinned, sweet-smelling corpse, with flesh tight but not shriveled around the bones. Unlike t’lizes, which must constantly anoint their corpses with oils, morgs’ bodies are preserved fully during the initial mummification and require no further application of unguents or balms.
The process of creating a morg involves a considerable amount of time and effort. The unguents that initially preserve a morg’s body require very expensive materials, and the entire process requires an investment of personal energy from the sorcerer-king, as well as the life force of 1,000 citizens loyal to the monarch.
Morgs are most often found in the service and residences of the sorcerer-kings. Few other than these powerful defilers know the secrets of the morg-birth, and no others have the resources to bring about the transformation.
Morgs are created undead, similar to the greater mummies of other worlds. Morgs can only be created by the sorcerer-kings themselves. The creation of so powerful an undead servant requires an expenditure of personal energy by the sorcerer-king and the life forces of 1,000 loyal citizens.
Sekdo Azreg, Morg Human Fighter 14: ?
Absalom, Morg, High Priest, Awe-Inspiring Figure: When Dregoth the undead dragon king decided it was time to appoint a new High Priest, he chose the powerful templar Absalom. Of course, Dregoth wanted someone special to oversee his quest for true godhood. He wanted a High Priest made in his own image – a dray. At the time, which was shortly after Dregoth's death and Giustenal's destruction, the dragon king had not yet perfected the dray transformation process. Only in death did the transformation stabilize. So to become Dregoth's High Priest, Absalom had to die.
Absalom underwent the imperfect transformation process, mutated into a perfect dray, then was killed to halt the process from changing him further. Death was not the end. Dregoth brought Absalom back as a morg, an undead creature similar to a greater mummy of other worlds.
Morgs can only be created by the sorcerer-kings of Athas. The creation of so powerful an undead servant requires an expenditure of personal energy and the life forces of 1,000 loyal citizens. Absalom was created in this way, after being subjected to an early version of the dray transformation process.
Raaig: Eldena longs for companionship with others, but finds that she cannot be with the living for long periods of time without becoming depressed completely. She does have the power to turn a dead spirit into a raaig, but only at the moment of the person’s death, and only if the spirit is truly willing to become one.
Eldena, Guardian of the Mountain Temple, Raaig, Elf Cleric 14, great Healer: Millennia ago, Eldena was the last high priestess of the mountain temple before the great wars started that would destroy the world as she knew it. In hopes of protecting her temple, she called upon her god to transform her into one of the undead so she could always watch over the sacred place and protect it from the evils of the world.
The deities do not recognize Athas. so their was nothing resulted from her plea. Despairing, she poisoned herself. However, Eldena’s belief was so strong, that upon her death she was transformed into a raaig and remains bound to the temple.
Nameless Sentinel of the Forbidden Caverns, Raaig Human Fighter 9, Enigmatic Watchman, Guardian: ?
Varoxil Rante, Sentinel of the Forbidden Caverns, Raaig Human Cleric 10, Evil Being: ?
Racked Spirit, Evil Remnants of a Person Who Committed Acts During Their lives That Violated the Very Nature of Their Being: Racked spirits are the evil remnants of persons who committed acts during their lives that violated the very nature of their being.
Racked spirits are incorporeal undead animated by their own guilt over committing some act (or failing to complete one) that violated their basic nature. These guilty spirits suffer eternally and only gain joy and peace
Thinking zombies hold no natural place among the living and seek an end to their own existence. They cannot actively seek any other end to their existence except through completion of their assigned task. They do not rest until it is done. They might return as racked spirits because they were unable to complete their tasks as thinking zombies.
Scarlet Warden: The origins of the scarlet warden or shrouded in myth, although they seem to be of an ancient race, and they were missed during Rajaat’s Cleansing Wars.
It is possible that unlife is the natural state of dead scarlet wardens, but this is a matter for speculation.
T'liz: T’lizes are undead defilers whose spirits have outlived their bodies.
T’lizes are powerful defilers who died before completing their magical studies.
Nevarli, T'liz Human Defiler 19, Evil Incarnate: Nevarli’s love of magic was so powerful that when she found the spells and anointments that would sustain her in undeath so she could continue her magical studies, she used them.
Kedomir, T'liz Human Defiler 23, Mysterious Powerful Slaver: ?
Venger: A venger is the animated remains of some strong-willed being who suffered a great wrong in life. The wrong must have been committed by an intelligent creature who survives beyond the death of the being who will become the venger. At the moment of death, the consciousness of the wronged person is trapped by its rage and frustration within its corpse, and it rises as an undead venger 2d6 days later.
Though a venger can communicate as it did in life, the rage and desperation that have animated it usually keep it from doing more than making pained sounds.
Vengers are the animated remains of strong-willed beings who suffered a great wrong in life committed by an intelligent creature who survived beyond the death of the being who became the venger. At the moment of death, the consciousness of the wronged person is trapped by its rage and frustration within its corpse, and it rises as an undead venger to seek justice.
Unfortunately, vengers aren’t as rare as one would hope in the world of Athas. The strong will of the inhabitants that live here and the cruel injustices often inflicted upon them create several of these undead creatures every year.
Athasian Wraith: The Gray, one of the two parallel planes of existence next to the Prime Material Plane of Athas (the other is the Black), is the natural home of Athasian wraiths. In the Gray, the spirits of the dead slowly dissolve and are absorbed. Some spirits, like wraiths, don’t suffer this fate. They are sustained by a force even more powerful than the Gray – their everlasting faith in a cause greater than themselves.
All wraiths need something important from their lives to serve as magnets for their spirits. These items can be candles of faith, like in the Crimson Shrine, or brilliant gems full of life force, such as the gems used by the Dragon’s wraith knights.
Nikolo, Athasian Wraith Human Fighter 11, Wraith Knight, Gray Shade Armored in Gray Plate, Consummate Knight: ?
Zhen: The zhen came into being with the Cataclysm. Born to unlife out of the planar life-stuff contained in obsidian, they are unique and terrible creatures. Formerly humans (although there are exceptions), defilers in the service of Rajaat, they died and were transformed in fiery agony as torrents of liquid obsidian poured from the demiplane into the open gate, enveloping them. The obsidian consumed all within the proximity of the gate without regard to rank or position. Gardeners and defilers, preservers and cooks, all met the same fate.
And when it raised them to unlife, it restored most of the powers and abilities they possessed in life, although some were impaired and a few were enhanced.
The zhen are those who died in the Cataclysm that created the Dead Lands. They died and were transformed in fiery agony when liquid obsidian poured into Athas without regard to rank or position. Gardeners and defilers, preservers and cooks, all met the same fate.
Badna Zombie: The badna zombie is a cursed guardian of the Star of Badna, a powerful artifact created by the late sorcerer-queen Abalach-Re. After being in possession of the Star of Badna for a period of time, the energy from the artifact turns the owner into an undead guardian.
Once the curse has taken hold, the possessor's skin turns a wrinkled light blue in colour, matching the hue of Star of Badna. The claws, eyes, and teeth of the zombie become pitch black, while its hair (if any) remains the same as in life. Embedded in the centre of the creature's chest is the Star of Badna, which can only be removed if the zombie is dead or dropped below –10 hit points. Though undead the physical form of the badna zombie does not rot, preserved by the Star of Badna.
The Star of Badna is a perfect sapphire of 200 carats. It is the size of a human fist, the largest gem of its kind ever found on Athas. The gem is most often found embedded in the chest of a Badna zombie, a guardian who is cursed with an undead existence by the magic of the sapphire.
For each month a person possesses the Star of Badna, there is a cumulative 8% chance of becoming a Badna zombie.
Lightning Zombie, Reanimated Remains of a Templar-Wife of the Sorcerer-King Nibenay Brought Into Unlife by the Energies of the Entity Known as Zwuun: Lightning zombies are the reanimated remains of the templar-wives of the sorcerer-king Nibenay, brought into unlife by the energies of the entity known as the Zwuun.
Lightning zombies are named for the magical energies that raised them from death and for the incredible speed of their attacks.
The lightning zombies have no society – they are undead creatures raised from their eternal sleep by magical catastrophe.
Salt Zombie: The salt zombie is an undead creature born of hate (and possibly a subtle magic of the Great Ivory Plain). Resembling the common zombie, these animated corpses are much more powerful and even a little more intelligent, and are formed when a human or demihuman dies of thirst in the Great Ivory Plain.
There appear to be several areas of the Great Ivory Plain where a person who has died of thirst will become a salt zombie. (A person who dies of thirst through hit point loss does not become a salt zombie.) The sheer force of will of an individual refusing to die seems to somehow reanimate their corpse in these peculiar regions. It is unknown what sort of residual magic may linger in these areas to cause such an effect. There is a 5% chance that any person dying of thirst in the Great Ivory Plain will reanimate.
Thinking Zombie: A thinking zombie is a creature who has died and its spirit cannot rest until it has completed the task. The body remains animate and the zombie is semi-free willed, bound only by its dedication to completing its assigned duties.
Thinking zombies are easy to identify because their bodies are usually in good condition since they reanimated shortly after death. Their eyes burn with hate for all living things and a desire to complete their task and achieve final rest. Most are giants or half-giants as those creatures are often subject to the geas and quest spells that create them.
Creatures who die before completing an important task (often under the compulsion of a geas or quest spell) often become thinking zombies.
Many thinking zombies are giants and half-giants, as they are often selected for quests because of their size and strength.
Evirdel Ironhand, Thinking Zombie Templar 6: Evirdel served as a loyal templar in the service of Dictator Andropinis, sorcerer-king of Balic, until she was falsely accused and condemned as a traitor. She was tortured into a false confession before her peers, as an example, and then slain and revived as a thinking zombie.
Evirdel hates her masters and the magic that sustains her allows her no peace. She must hunt down five former templars who did actually betray Dictator Andropinis, and who were also said to be her co-conspirators.
Claktor Bloodfist, Thinking Zombie Mul Gladiator 6: Claktor was making a living as a burglar, working with a thief. The pair accidentally chose the wrong home to burglarise and were killed by the powerful defiler who lived there. The thieves were raised from the dead by the defiler almost as a joke.
The thinking zombies were sent out to find a particular preserver with whom the defiler had previous run-ins. The pair are supposed to steal one particular magical item of great power and as many other magical items as they can find and return with the items as soon as possible.
Bali Iton, Thinking Zombie Half-Giant Ranger 7/Psion 6: Beli Iton was exploring the lair of a t’liz with a group of adventurers when she was attacked and killed by rot grubs. Her party left her and intended to come back for her body, but were unable to do so, as they were forced to make a quick escape from the undead of the lair. The t’liz found the dead adventurer and transformed her into a thinking zombie. She was sent out by the t’liz to kill her friends for trespassing in the lair of the t’liz.
Levgar Giantslayer, Thinking Zombie Gladiator 8: His quest requires him to hunt down and slay all half-giants and giants of a particular lineage.
Dwarf Banshee, Racked Spirit: ?
Undead Rezhatta, Undead War Beetle, Zombie: ?
Undead Watroach, Ideal War Machine: ?
Cursed Dead, Undead Slave, Pitiful Victim: ?
Hungry Body, Undead Slave, Bloated Zombie: ?
Dhaot, Incorporeal Undead, Solitary Spirit: ?
Dune Runner, Racked Spirit, Muscular Elf, Bane: ?
Free Cursed Dead Dwarf: Occasionally, a rope breaks and a cursed dead is freed from its tree to roam the cavern.
Cursed Dead Dwarf, Racked Spirit: ?
Fael, Ravenous Undead Being, Gluttonous Undead: ?
Bugdead, Dust Storm: ?
Bugdead, Cloud: ?
Bugdead, Carnivorous Swarm of Undead Bugs, Scavengers: ?
Bugdead Mini-Kank, Speicalists at Clogging the Victim's Air Passages: ?
Kaisharga, Athasian Undead, Gaunt Wasted Human With Grayish Thinly Stretched Skin, Dreadful Creature, Powerful Undead, Lich-Like Creature, Powerful Lich-Like Creature: ?
Kaisharga, Solitary Mage: ?
Kaisharga, Advisor: ?
Kaisharga, Bodyguard: ?
Krag, Wicked Bitter Undead, Undead Cleric: ?
Silt Krag: ?
Magma Krag, Mass of Dripping Molten Earth: ?
Rain Krag: ?
Water Krag: ?
Earth Krag: ?
Air Krag: ?
Kragling: ?
Sun Kragling: ?
Rain Kragling: ?
Magma Kragling: ?
Fire Kragling: ?
Water Kragling: ?
Kragling of Low Intelligence: ?
Kragling Zhackal, Kragling of Low Intelligence: ?
Kragling With More Intelligence: ?
Meorty, Undead Guardian, Gaunt Mummified Corpse, Ancient Undead, Ancient Guardian, Undead Protector: ?
Morg, Powerful Undead: ?
Raaig, Incorporeal Undead, Incorporeal Spirit, Guardian: ?
Racked Spirit, Incorporeal Undead: ?
Lesser Spirit A being drained of all its life energy becomes a lesser spirit that has only half its former experience level and none of the racked spirit psionic powers.
Scarlet Warden, Undead Brother: ?
T'liz, Powerful Undead, Undead Defiler, Rival, Most Powerful Dangerous of the Undead, Valuable Source of Information: ?
Venger, Animated Remains of Some Strong-Willed Being Who Suffered a Great Wrong in Life, Undead Spirit: ?
Athasian Wraith, Non-Corporeal Undead, Undead Shadow: ?
Wraith Knight, Athasian Wraith: ?
Crimson Knight, Athasian Wraith, Extremely Dedicated Wraith: ?
Zhen, Unique Terrible Being: ?
Badna Zombie, Cursed Guardian: ?
Lightning Zombie: ?
Salt Zombie, Undead Creature Born of Hate, Animated Corpse, Thin Desic cated Husk: ?
Thinking Zombie, Clever Undead, Free-Willed Zombie: ?
Undead, Undead Creature, Undead Monster: The type of undead a creature becomes is based upon the motivation or event that caused the undead to resist death. While certain races are more likely to become certain types of undead, this is because members of that race often share similar motivations.
Powerful Undead: Hungry bodies desire more than anything else to become powerful undead. They believe that they can accomplish this by luring others to their end at the Black Waters Oasis and make every effort to do this.
Undead Spy: ?
Ancient Undead: ?
Undead Minion, Lesser Undead, Minion: ?
Undead Warrior: ?
Free-Willed Undead: Free-willed undead once belonged to an intelligent species and in undeath continue to think for themselves.
Controlled Undead, Walking Dead: Controlled undead are animated corpses such as skeletons and zombies that may not belong to an intelligent species.
Athasian Undead: ?
Ghoul: ?
Lich: ?
Greater Mummy: ?
Shadow, Undead Shadow: Any creature reduced to zero hit points through a psi-shadow’s life draining power becomes an undead shadow under control of the psi-shadow.
Sages theorize psi-shadows were the original cause of all undead shadows.
Shadow, Undead Servant: ?
Skeleton, Animated Skeleton: The swarms must eat rotting flesh. They di[n]e on zombies anywhere on the Black Basin to eat away the flesh. Interestingly, the attack rarely destroys the victim; they just turn into skeletons and exoskeletons after a complete loss of rancid flesh.
Produce Undead, special undead power.
Skeleton, Controlled Undead, Animated Corpse, Walking Dead, Lesser Controlled Undead: ?
Mekillot Skeleton: Larger corpses such as mekillot skeletons, undead war beetles, and zombie giants are often animated by more powerful necromancers.
Mekillot Skeleton, Larger Corpse: ?
Wight: ?
Wraith: ?
Zombie, Typical Zombie, Animated Zombie, Regular Zombie, Common Zombie: Produce Undead, special undead power.
Zombie, Controlled Undead, Animated Corpse, Walking Dead, Lesser Controlled Undead: ?
Zombie Giant: Larger corpses such as mekillot skeletons, undead war beetles, and zombie giants are often animated by more powerful necromancers.
Zombie Giant, Larger Corpse: ?
Produce Undead: The undead can produce one lesser controlled undead (animated skeletons or zombies) for each HD they have. This may be used once per day and there must be skeletons or corpses present.