Undead Origins


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Oerth Journal 13
2e
Undead: ?
Ghoul: ?
Lich: ?
Lerrek Caerynith, Dweller of the Vesve, Lich, Lesser Known Lich, Former Lover, Favorite: Rather than see himself wither away into nothing, and still plotting revenge against Graz’zt, he used the notes he had from Iggwilv to become a lich so he could pursue his nemesis.
Skeleton: The first thing he did was slaughter all the slaves he had and brought them back to life as skeletons and zombies.
Vampire: ?
Thjederk, Skeleton Warrior: ?
Kalen, Vampire Wizard 13: ?
Drelzna, Vampire: ?
Lesser Vampire: ?
Zombie: The first thing he did was slaughter all the slaves he had and brought them back to life as skeletons and zombies.
Ju-Ju Zombie: ?
 

Oerth Journal 14
3.0
Undead: ?
Undead Spider: ?
Minor Undead: ?
Allip: ?
Medium-Sized Bodak: ?
Ghost High Elf Bard 8: ?
Ghoul: ?
Ghoul Ghast: ?
Lich: ?
Melrevee, Drow Lich Necromancer 11/Expert 7, Overseer: ?
Lich Wizard 17, Seeker: ?
Mohrg: ?
Shadow: ?
Spectre: ?
Drow Vampire Cleric 7/Fighter 4: ?
Jonest, Vampire Sewer Queen, Drow Vampire Rogue 10/Blackguard 5, Drow Hero: ?
Vampire Spawn: ?
Medium-Sized Zombie: ?

2e
Undead: ?
Minor Undead Creature: ?
Mindless Undead: ?
Undead That Is Stronger Than the Normal Variety: In order to further his research of the Defiled Glades, Maskaleyne has taken on two other researchers. The first is Corus Hazland, a priest of Incabulos, who once hailed from the Hool Marsh region many years ago. The other is a Schnai renegade named Thilan Cold-Heart, a priest of Nerull. Both these individuals were drawn to the raw power of the Glades in the hopes of harnessing it. Once they reached the outskirts, both came to realize that they would not survive if they entered. Maskaleyne, who had been watching them for some time, offered an alliance of sorts if they would combine their abilities to reveal the secrets of the area. They agreed in principle and warned each other of dire consequences if anyone reneged on the agreement. The two priests are carefully watched by members of Iuz’s clergy for any signs of treachery. Both priests have a small retinue of guards and assistants to aid in their research.
This unholy tripartite has had some success in finding out what the secrets of the glades are. They have been able to raise undead that are stronger than the normal variety.
Skeleton: ?
Maskaleyne, Vampire Mage 12, Commander, Vampire-Mage, Undead Lord, Researcher, Exile, Vampire, Vampire Lord: ?
Vampire Mage 7, Courtesan: ?
Zombie: ?
 


Oerth Journal 16
2e
Undead: Since Iuz has created a large force of undead to serve in his army, the Knights have made it their duty to locate these forces and bring the burning light of Pelor upon these unholy creations.
Undead Servitor: Vecna (demi‐god of destruction, evil secrets) and Kyuss (hero deity of creation and mastery of undead) are both reviled for their undead nature. Each has created numerous undead servitors and brought great darkness to Oerth.
Evil Form of Undead: Acererak let no corpse go buried or burnt in his kingdom, for each was instead raised as some evil form of undead.
Flan Undead: ?
Unholy Creation: ?
Creature Connected to the Negative Material Plane: ?
Foul Monster: ?
Vecna, Demi-God of Destruction and Evil Secrets: ?
Kyuss, Hero-Deity of Creation and Mastery of Undead: ?
Ghast: ?
Ghoul: ?
Acererak the Black, Lich, Dread Arch-Mage, Old Nemesis, Insidious Horror, Disciple: ?
Vecna, The Whispered One, The Lord of the Spider Throne, Arch-Lich, Archlich, Overlord, Deity, Previous Lord, Dark Lord, Arch-Liche, Greatest Lich: ?
Korreselov, Lich-Lord: ?
Grusyin of the Iron Skeletons, Grusyin the Mad, Lich: ?
Wight: ?
 



AC4 The Book of Marvelous Magic (Basic/1e)
1e
Undead, Undead Monster, Undead Creature: ?
Undead Crewmember: Cursed Figurehead magic item.
Neutral Ghost: ?
Ghoul: Cursed Figurehead magic item.
Haunt: ?
Phantom: ?
Skeleton, Human Skeleton, Animated Skeleton: Bone of Animation magic item.
Bugle of Reviving magic item.
Cursed Figurehead magic item.
Shovel of Animation magic item.
Spectre: Cursed Figurehead magic item.
Spirit: ?
Spirit Druj Hand: Death Nail magic item.
Spirit Druj Hand, Undead Spirit: ?
Vampire: ?
Wight: Cursed Figurehead magic item.
Wraith: Cursed Figurehead magic item.
Zombie: Bugle of Reviving magic item.
Cursed Figurehead magic item.
Shovel of Animation magic item.

Bone of Animation: This bone grows into a human skeleton (as the monster) on command. The skeleton understands and obeys the person animating it but cannot speak, even with a speak with dead spell. If given a weapon, it fights on command (AC 4; hp 30, otherwise identical to the monster description). The skeleton can be damaged by any sort of weapon and disappears if "slain," resuming its original bone form. It can carry up to 1,000 en weight. If turned (as a spirit, as with any bone), the skeleton disappears, replaced by the original bone for 3-6 rounds; the skeleton then reappears and resumes its previous activity. Any dispel magic spell automatically causes the skeleton to stop, paralyzed, for 3-6

Bugle of Reviving: This bugle appears and is used as a bugle of waking. However, all dead creatures within 120 feet are also wakened, rising as skeletons or zombies as though animate dead spells were used and attacking the person commanding the bugle. The undead may be the remains of any once-living creatures.

Cursed Figurehead: This figurehead appears and functions as a figurehead of protection, but a horrible curse takes effect when and if the ship ventures more than 100 miles from land. At that time, the captain, pilots, and navigators of the vessel are all struck with a disease, incurable except by a wish; all other living creatures aboard except humans, demi-humans, rats, and bats are also affected. When the victims die one to four days later, the ship is utterly doomed; all upon her are unable to leave except by magical flight, and all remaining start to turn into undead monsters—skeletons, zombies, ghouls, wights, wraiths, and spectres (no saving throws). Player characters may make a saving throw vs. spells with a -8 penalty to the roll to resist this effect; the saving must be repeated each morning until failed. The process of changing takes one full week, and anyone slain while still changing is simply dead and not doomed to rise and serve as a member of the undead crew.
After all living crew have turned into undead, the ship itself starts to fade, becoming ethereal in another week's time, but doomed to remain at sea. Moonlight causes the ship and crew to rematerialize. The remainder of the curse causes all rats and bats aboard to survive without needing food or water and also prevents the ship from ever coming within 10 miles of land.
The curse can be removed only by a series of spells, which must all be cast upon the figurehead within one turn by a 36th-level or greater caster and without the aid of devices of any sort—all spells must be gained through meditation: animate object, to awaken the cursed figurehead; holy word, which stuns the thing; and dispel evil, which destroys it and the curse. This cure works only if applied before the ship becomes ethereal. After that time, no known power can save the vessel. The undead crew can be slain and released from their imprisonment if the ship is found in moonlight, boarded, and the undead engaged in normal combat. All non-undead boarders suffer a -4 penalty to their saving throws and hit rolls and a *4 penalty to armor class until all the undead are slain. Upon the destruction of all the crew, the vessel sinks beneath the waves within one tum, never to rise again.

Death Nail: This nail appears and functions as a nail of pointing in all respects. However, if commanded to function while within 120 feet of any undead creature, the finger of bones created turns into an undead spirit, a Druj (hand), which immediately splits and attacks (see the D&D* Companion Set for more details on the "Spirit Druj").

Nail of Pointing: The user may command this nail to point at anything nonmagical (door, stairway, gold piece, etc.); the nail then turns into a finger of bones and points toward the closest item of the type named. It continues to point at that item for one turn and then returns to nail form. There is no limit to the range of the nail's detection, but it cannot detect living or undead creatures of any type or any magical item or spell effect. The nail can function once per day.

Shovel of Animation: This shovel appears and functions as a shovel of digging in all respects. However, it can also animate a human or demi-human body within 30 feet on command (as the animate dead spell), producing an animated skeleton or zombie that obeys the user of the shovel. It can animate one body per 24 hours but only in moonlight. If the shovel is damaged in the least, all undead animated by it are instantly slain.

Basic
Undead, Undead Monster, Undead Creature: ?
Undead Crewmember: Cursed Figurehead magic item.
Neutral Ghost: ?
Ghoul: Cursed Figurehead magic item.
Haunt: ?
Phantom: ?
Skeleton, Human Skeleton, Animated Skeleton: Bone of Animation magic item.
Bugle of Reviving magic item.
Cursed Figurehead magic item.
Shovel of Animation magic item.
Spectre: Cursed Figurehead magic item.
Spirit: ?
Spirit Druj Hand: Death Nail magic item.
Spirit Druj Hand, Undead Spirit: ?
Vampire: ?
Wight: Cursed Figurehead magic item.
Wraith: Cursed Figurehead magic item.
Zombie: Bugle of Reviving magic item.
Cursed Figurehead magic item.
Shovel of Animation magic item.

Bone of Animation: This bone grows into a human skeleton (as the monster) on command. The skeleton understands and obeys the person animating it but cannot speak, even with a speak with dead spell. If given a weapon, it fights on command (AC 4; hp 30, otherwise identical to the monster description). The skeleton can be damaged by any sort of weapon and disappears if "slain," resuming its original bone form. It can carry up to 1,000 en weight. If turned (as a spirit, as with any bone), the skeleton disappears, replaced by the original bone for 3-6 rounds; the skeleton then reappears and resumes its previous activity. Any dispel magic spell automatically causes the skeleton to stop, paralyzed, for 3-6

Bugle of Reviving: This bugle appears and is used as a bugle of waking. However, all dead creatures within 120 feet are also wakened, rising as skeletons or zombies as though animate dead spells were used and attacking the person commanding the bugle. The undead may be the remains of any once-living creatures.

Cursed Figurehead: This figurehead appears and functions as a figurehead of protection, but a horrible curse takes effect when and if the ship ventures more than 100 miles from land. At that time, the captain, pilots, and navigators of the vessel are all struck with a disease, incurable except by a wish; all other living creatures aboard except humans, demi-humans, rats, and bats are also affected. When the victims die one to four days later, the ship is utterly doomed; all upon her are unable to leave except by magical flight, and all remaining start to turn into undead monsters—skeletons, zombies, ghouls, wights, wraiths, and spectres (no saving throws). Player characters may make a saving throw vs. spells with a -8 penalty to the roll to resist this effect; the saving must be repeated each morning until failed. The process of changing takes one full week, and anyone slain while still changing is simply dead and not doomed to rise and serve as a member of the undead crew.
After all living crew have turned into undead, the ship itself starts to fade, becoming ethereal in another week's time, but doomed to remain at sea. Moonlight causes the ship and crew to rematerialize. The remainder of the curse causes all rats and bats aboard to survive without needing food or water and also prevents the ship from ever coming within 10 miles of land.
The curse can be removed only by a series of spells, which must all be cast upon the figurehead within one turn by a 36th-level or greater caster and without the aid of devices of any sort—all spells must be gained through meditation: animate object, to awaken the cursed figurehead; holy word, which stuns the thing; and dispel evil, which destroys it and the curse. This cure works only if applied before the ship becomes ethereal. After that time, no known power can save the vessel. The undead crew can be slain and released from their imprisonment if the ship is found in moonlight, boarded, and the undead engaged in normal combat. All non-undead boarders suffer a -4 penalty to their saving throws and hit rolls and a *4 penalty to armor class until all the undead are slain. Upon the destruction of all the crew, the vessel sinks beneath the waves within one tum, never to rise again.

Death Nail: This nail appears and functions as a nail of pointing in all respects. However, if commanded to function while within 120 feet of any undead creature, the finger of bones created turns into an undead spirit, a Druj (hand), which immediately splits and attacks (see the D&D* Companion Set for more details on the "Spirit Druj").

Nail of Pointing: The user may command this nail to point at anything nonmagical (door, stairway, gold piece, etc.); the nail then turns into a finger of bones and points toward the closest item of the type named. It continues to point at that item for one turn and then returns to nail form. There is no limit to the range of the nail's detection, but it cannot detect living or undead creatures of any type or any magical item or spell effect. The nail can function once per day.

Shovel of Animation: This shovel appears and functions as a shovel of digging in all respects. However, it can also animate a human or demi-human body within 30 feet on command (as the animate dead spell), producing an animated skeleton or zombie that obeys the user of the shovel. It can animate one body per 24 hours but only in moonlight. If the shovel is damaged in the least, all undead animated by it are instantly slain.
 

AC11 The Book of Wondrous Inventions (Basic)
1e
Undead: ?
Lesser Undead: ?
Beldane, Lich: ?
Skeleton, Animated Skeleton, Reanimated Skeleton: ?
Skeleton, Simple Creature: ?
Skeleton, Hapless Skeleton: ?
Vampire: ?
Zombie: ?

Basic
Undead: ?
Lesser Undead: ?
Beldane, Lich: ?
Skeleton, Animated Skeleton, Reanimated Skeleton: ?
Skeleton, Simple Creature: ?
Skeleton, Hapless Skeleton: ?
Vampire: ?
Zombie: ?
 

Atlas of the Dragonlance World (1e)
1e
Undead: ?
Undead of Sea: ?
Lord Soth, Death Knight: Lord Soth was a Knight of Solamnia before the Cataclysm. He was lord of Dargaard Keep when it was a beautiful citadel, its "rose-colored walls rising . . . from the rock in the very likeness of a rose itself." Whether by chance or intent, the impact of the Cataclysm on Dargaard Keep made it a fitting dwelling for one whose personal failings caused him to become a "death knight."
Spectre: ?
Spectre, Haunted Spirit, Spectre Guard: ?
 

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