Undead Origins


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DL15 Mists of Krynn (1e)
1e
Fistandantillus, Lich Human Magic-User 23: ?
Lord Soth, Death Knight, Deathknight, Realist: Lord Soth was a Solamnic Knight of the Rose in the final days of Istar. He was considered to be a paragon, a shining symbol representing everything a Knight should be. But he was also a man of great passions; those passions led him down the road to Darkness.
Soth fell in love with an elfmaid, a disciple of the Kingpriest of Istar. He was married to another woman at the time, but he could not control his desires. He murdered his wife, claiming that she died in childbirth (although she was barren, the child was conceived by the elfmaid) and he brought the elfmaid and their son to live with him at Dargaard Keep.
Then the elfmaid learned what Lord Soth had done to his first wife. She did not abandon him, but prayed to the Goddess Mishakal that he be given an opportunity to redeem himself. Her prayers were answered: Soth would be given a chance for redemption and the power to prevent the Cataclysm, although it would cost him his life.
Soth departed for Istar, intent on stopping the Kingpriest. But he was waylaid by elven women, disciples of the Kingpriest, who knew of Lord Soth's crimes. They intimated that the elfmaid was unfaithful. Soth, overcome by rage, believed that she was luring him to his death at Istar not because she wanted to restore his honor, but because she wanted to be rid of him.
So Lord Soth turned aside from the path of honor forever. He returned to Dargaard Keep and shouted false accusations. But the Cataclysm had taken place; all he found were the images of his wife and son burnt into the stone around his throne. He thought he could hear her dying words, the words of a curse, condemning Soth to eternal torment.
Soth sat on his throne, and commanded his Knights to remain still, which they did, fearing his wrath. There they remained, until they died. But the gods punished them all. The elven women who lied to Soth about the elfmaid, delighting in their malice, were turned into groaning spirits, banshees. The warriors of Soth's guard, who had remained unquestioningly loyal, and who had murdered Soth's first wife at his command, were turned into skeleton warriors. Lord Soth's punishment was the most terrible of all—he was transformed into a death knight, a corrupted mockery of his former majesty. Every night, they were condemned to remember their crimes in song, a horrific cacophony later described by Ariakas as being far worse than the torments of the Tower of High Sorcery.
Forest Troll: Forest trolls are another matter entirely. These are not true trolls, but cursed soldiers from the ancient war with Edon who were transformed into undead with the appearance of trolls; they tried to pillage their ruined strongholds during the fall of Edon. It is debatable whether the curse was placed on them by the Edon mages, or by the Wizards of the Black Robes to prevent them from gaining the knowledge of Edon. Certainly this curse does not apply to anyone who scavenges the ruins today, although there are other difficulties.
Humans slain by a forest troll become forest trolls in three days, unless a proper burial ceremony is performed.
Forest Troll, Undead With the Appearance of Trolls: ?
Undead: ?
Ghast: ?
Ogre Ghost: ?
Ghoul: ?
Groaning Spirit, Banshee: Lord Soth was a Solamnic Knight of the Rose in the final days of Istar. He was considered to be a paragon, a shining symbol representing everything a Knight should be. But he was also a man of great passions; those passions led him down the road to Darkness.
Soth fell in love with an elfmaid, a disciple of the Kingpriest of Istar. He was married to another woman at the time, but he could not control his desires. He murdered his wife, claiming that she died in childbirth (although she was barren, the child was conceived by the elfmaid) and he brought the elfmaid and their son to live with him at Dargaard Keep.
Then the elfmaid learned what Lord Soth had done to his first wife. She did not abandon him, but prayed to the Goddess Mishakal that he be given an opportunity to redeem himself. Her prayers were answered: Soth would be given a chance for redemption and the power to prevent the Cataclysm, although it would cost him his life.
Soth departed for Istar, intent on stopping the Kingpriest. But he was waylaid by elven women, disciples of the Kingpriest, who knew of Lord Soth's crimes. They intimated that the elfmaid was unfaithful. Soth, overcome by rage, believed that she was luring him to his death at Istar not because she wanted to restore his honor, but because she wanted to be rid of him.
So Lord Soth turned aside from the path of honor forever. He returned to Dargaard Keep and shouted false accusations. But the Cataclysm had taken place; all he found were the images of his wife and son burnt into the stone around his throne. He thought he could hear her dying words, the words of a curse, condemning Soth to eternal torment.
Soth sat on his throne, and commanded his Knights to remain still, which they did, fearing his wrath. There they remained, until they died. But the gods punished them all. The elven women who lied to Soth about the elfmaid, delighting in their malice, were turned into groaning spirits, banshees. The warriors of Soth's guard, who had remained unquestioningly loyal, and who had murdered Soth's first wife at his command, were turned into skeleton warriors. Lord Soth's punishment was the most terrible of all—he was transformed into a death knight, a corrupted mockery of his former majesty. Every night, they were condemned to remember their crimes in song, a horrific cacophony later described by Ariakas as being far worse than the torments of the Tower of High Sorcery.
The banshee is the ghost of the evil female elf warrior lying on the ground, worshiping Takhisis to the very end.
Ogre Mummy: ?
Skeleton: This room is locked and is protected by ten skeletons animated by Rohzgan.
Ogre Skeleton: ?
Spectre: In the past, the two towers were the homes of two brothers who hated each other. Each stole the family of the other and horribly slew them. After the brothers themselves died, their spirits haunted the towers, hoping still to exact revenge.
Spectre, Former Prisoner: ?
Wraith: ?
Wraith, Bodyguard: ?
The Gray Wraith: ?
Zombie, Animated Zombie: The zombies have been animated and commanded by Deathrip using the Amulet of Chemosh.
The amulet of Chemosh is clearly visible around Deathrip's neck. The amulet enables its wearer to animate any corpses within 50 feet of himself, and command them for up to 48 hours.
Skeleton Warrior: Lord Soth was a Solamnic Knight of the Rose in the final days of Istar. He was considered to be a paragon, a shining symbol representing everything a Knight should be. But he was also a man of great passions; those passions led him down the road to Darkness.
Soth fell in love with an elfmaid, a disciple of the Kingpriest of Istar. He was married to another woman at the time, but he could not control his desires. He murdered his wife, claiming that she died in childbirth (although she was barren, the child was conceived by the elfmaid) and he brought the elfmaid and their son to live with him at Dargaard Keep.
Then the elfmaid learned what Lord Soth had done to his first wife. She did not abandon him, but prayed to the Goddess Mishakal that he be given an opportunity to redeem himself. Her prayers were answered: Soth would be given a chance for redemption and the power to prevent the Cataclysm, although it would cost him his life.
Soth departed for Istar, intent on stopping the Kingpriest. But he was waylaid by elven women, disciples of the Kingpriest, who knew of Lord Soth's crimes. They intimated that the elfmaid was unfaithful. Soth, overcome by rage, believed that she was luring him to his death at Istar not because she wanted to restore his honor, but because she wanted to be rid of him.
So Lord Soth turned aside from the path of honor forever. He returned to Dargaard Keep and shouted false accusations. But the Cataclysm had taken place; all he found were the images of his wife and son burnt into the stone around his throne. He thought he could hear her dying words, the words of a curse, condemning Soth to eternal torment.
Soth sat on his throne, and commanded his Knights to remain still, which they did, fearing his wrath. There they remained, until they died. But the gods punished them all. The elven women who lied to Soth about the elfmaid, delighting in their malice, were turned into groaning spirits, banshees. The warriors of Soth's guard, who had remained unquestioningly loyal, and who had murdered Soth's first wife at his command, were turned into skeleton warriors. Lord Soth's punishment was the most terrible of all—he was transformed into a death knight, a corrupted mockery of his former majesty. Every night, they were condemned to remember their crimes in song, a horrific cacophony later described by Ariakas as being far worse than the torments of the Tower of High Sorcery.
Pahkar-Ran Theremikos, Haunt, Ghostly Shape, Elven Haunt: Two rounds later, a ghostly shape appears. This is the elven archmage returning as a haunt. He doesn't like the fact that his tomb was disturbed and his coffin slid into the muck. He wants it restored to its proper place and his crypt righted again.
Guardian Spectral Minion: During the Age of Twilight, when the minotaurs began gathering in the eastern region of Istar, the temple was overthrown and dedicated to the god Sargas. The former inhabitants were forced into slavery or killed. Then with the coming of the Cataclysm, the temple was destroyed and again abandoned. Now the minotaurs studiously avoid this location, fearing the spectral minions that haunt the ruins.
The figures are guardian spectral minions. These are the spirits of the original inhabitants of the temple who were slain fighting the minotaurs. When the temple was destroyed in the Cataclysm, their spirits were charged with guarding the precious artifact that still lies within.
Ages ago, when the archmage was buried, they had volunteered to guard the tomb of their master.
Guardian Spectral Minion, Transparent Human Figure, Spirit of an Original Inhabitant of the Temple Who Was Slain Fighting the Minotaurs: ?
Guardian Spectral Minion, Long-Dead Elf Warrior: ?
 

FRC1 Ruins of Adventure (1e)
1e
Undead, Undead Monster, Undead Thing, Undead Creature: As part of its final defense, the cleric of Sokol Keep placed a mighty enchantment on the tower before he died. Ever since the tower has been defended by a corps of skeletons. Indeed, those who are slain within its walls (and left there) will join this undead watch, as skeletons, zombies or whatever.
The keep is defended by a series of magical protections and undead guards, leftovers from the final resistance in the fall of Phlan. Undead soldiers regularly patrol the grounds, although they can be bypassed through the use of passwords. The magical protections work such that dead who remain overnight within the grounds of the keep rise the next morning and join these patrols. Thus, slain characters left behind will be added to the undead guard, along with the bodies of any humanoids killed (and left) within the grounds. This lasts until the spell is lifted.
Fearsome Undead: ?
Undead Guard: ?
Undead Soldier: ?
Ghost: ?
Ghostly King: ?
Ghoul: ?
Haunt: They were the original defenders of the keep, before the cleric's spells inadvertently bound them to this place.
Mummy: ?
Skeleton: As part of its final defense, the cleric of Sokol Keep placed a mighty enchantment on the tower before he died. Ever since the tower has been defended by a corps of skeletons. Indeed, those who are slain within its walls (and left there) will join this undead watch, as skeletons, zombies or whatever.
If the party goes to the graveyard, but doesn't complete the killing of the spectres, the undead in each section will continue to grow in number. There is a spectre generating skeletons, a spectre generating zombies, and a spectre generating wights.
A spectre is here and the party surprises it as it puts bones together to make skeletons.
If they ignore the vampire's departure, they can collect the treasure here, but the vampire will raise up new spectres, who will, in turn, raise up new skeletons, zombies, and wights, and the problem will continue.
Giant Skeleton: ?
Giant Skeleton, Huge Skeleton: ?
Skeletal Dragon: ?
Spectre, Ordinary Spectre: There is a vampire leading all of this activity. If the vampire is not killed it has the ability to bring back any one dead spectre every five game weeks.
If they ignore the vampire's departure, they can collect the treasure here, but the vampire will raise up new spectres, who will, in turn, raise up new skeletons, zombies, and wights, and the problem will continue.
Ferran Martinez, Spectre: ?
Skeleton-Generating Spectre: ?
Zombie-Generating Spectre: ?
Wight-Generating Spectre: ?
Vampire: ?
Vampire Magic-User: ?
Wight: There is a spectre generating skeletons, a spectre generating zombies, and a spectre generating wights.
If they ignore the vampire's departure, they can collect the treasure here, but the vampire will raise up new spectres, who will, in turn, raise up new skeletons, zombies, and wights, and the problem will continue.
Wraith: ?
Zombie: As part of its final defense, the cleric of Sokol Keep placed a mighty enchantment on the tower before he died. Ever since the tower has been defended by a corps of skeletons. Indeed, those who are slain within its walls (and left there) will join this undead watch, as skeletons, zombies or whatever.
If the party goes to the graveyard, but doesn't complete the killing of the spectres, the undead in each section will continue to grow in number. There is a spectre generating skeletons, a spectre generating zombies, and a spectre generating wights.
The party instantly becomes aware that a spectre is here and the party surprises it as it puts zombies together.
If they ignore the vampire's departure, they can collect the treasure here, but the vampire will raise up new spectres, who will, in turn, raise up new skeletons, zombies, and wights, and the problem will continue.
Juju Zombie: ?
Zombie Monster: ?
 

G1-3 Against the Giants (1e)
1e
Undead: ?
Skeleton: ?
Spectre: ?
Vampire: ?
Zombie: Energy Drain spell.

Energy Drain (Evocation)
Level: 9 Range: Touch Duration: Permanent
Area of Effect: 1 creature Components: V, S, M
Casting Time: 3 segments Saving Throw: None
By casting this spell the magic-user opens a channel between the plane he or she is on and the Negative Material Plane, the caster becoming the conductor between the two planes. As soon as he or she touches (equal to a hit if melee is involved) any living creature, the victim loses two energy levels (cf. spectre in Monster Manual) A monster loses two hit dice permanently, both for hit points and attack ability. A character loses levels, hit dice and points, and abilities permanently (until regained through adventuring, if applicable). The material components of this spell is essence of spectre or vampire dust. Preparation requires three segments, the material component is cast forth, and upon touching the victim the magic-user speaks the triggering word ("entropy", "nihil est", or whatever), and the dweomer takes effect instantly. There is always a 1 in 20 chance that the caster will also be affected by the energy drain and lose 1 energy level also when the victim is drained of two. Humans or humanoids brought to zero energy levels by this spell become zombies.
 


L3 Deep Dwarven Delve (1e)
1e
Undead Creature: ?
Undead Dwarf: ?
Dwarven Skeleton: ?
Wraith, Ghostly Smith, Dwarven Smith, Smith: ?
Zombie: Assuming the PCs leave the Delve for rest and recuperation, Frelpic casts animate dead on any PCs who died in the Delve, adding them to his force of zombies. Any other living creatures (including the humanoids on the first level) killed by the PCs are similarly animated unless their bodies are destroyed.
Dwarven Zombie: ?
Dwarven Zombie Fighter 3: ?
Dwarven Zombie Cleric 3: ?
Dwarven Zombie Cleric 3/Fighter 3: ?
 

REF3: The Book of Lairs (1e)
1e
Undead, Undead Creature, Undead Spirit: ?
Ghast: ?
Wizard's Ghost: The whole town is talking about an evil wizard who died and swore he would rise from the dead-it appears he has made good on his claim.
A wicked wizard died and had his body placed in an unusually protected crypt. Now he roams the cemetery from sunset to sunrise in ghost form.
Wizard's Ghost, Magical Guardian of Awesome Power, Spirit, Whimsical Ghost: ?
Ghoul: ?
Ghoul, Savage Creature: ?
Lacedon, Aquatic Ghoul, Water Ghoul: ?
Ghoul, Graveyard Ghoul: ?
Girl Ghoul, Young Girl, Young Girl Ghoul, Female Ghoul: ?
Ogre Ghoul: ?
Groaning Spirit, Banshee: One hundred and seventy-nine years ago, a newly married pair of elves was captured in the swamps. The husband was tortured and killed before his bride’s eyes. She also died in the moors. Her spirit now roams the area seeking eternal revenge on all who pass that way. In the form of a groaning spirit (banshee), she was able to take revenge on those who killed her, but this wasn’t enough to quell her hate.
Lich: ?
Mummy: An ancient mystic with knowledge in the magical and clerical arts learned how to create mummies.
Mummy Dog: An ancient mystic with knowledge in the magical and clerical arts learned how to create mummies. In experimenting with the technique, he created a new type of mummy unlike any ever known.
Mummy Dog, Huge Black-Skinned Hairless Dog: ?
Mummy Frost Giant: An ancient mystic with knowledge in the magical and clerical arts learned how to create mummies. In experimenting with the technique, he created a new type of mummy unlike any ever known.
Mummy Frost Giant, Frost Giant, Giant: ?
Mummy Treant Apple Tree: An ancient mystic with knowledge in the magical and clerical arts learned how to create mummies. In experimenting with the technique, he created a new type of mummy unlike any ever known.
Mummy Treant Apple Tree, Huge Apple Tree in Full Bloom, Mummy Tree: ?
Mummy Mystic: An ancient mystic with knowledge in the magical and clerical arts learned how to create mummies. In experimenting with the technique, he created a new type of mummy unlike any ever known. When he died, his last magical act was to command his new creations to take his mummified body to his tomb.
Shadow: ?
Skeleton: Centuries ago an evil wizard built a four-story obsidian tower in the midst of the desert. He spent his long life experimenting with the undead. This magic-user developed a gaseous fountain that generated fumes to magically form skeletons from the dead.
Skeleton, Unusual Skeleton, Glowing Skeleton: ?
Ogre Skeleton: Centuries ago an evil wizard built a four-story obsidian tower in the midst of the desert. He spent his long life experimenting with the undead. This magic-user developed a gaseous fountain that generated fumes to magically form skeletons from the dead.
Of these 30 skeletons, 10 glow bright green when the fighting starts. If magic is used to destroy any of these 10 unusual skeletons, a special effect is produced after all the skeletons are dead. When the trap door leading to the third chamber is opened and the characters go down the stairs, these glowing skeletons reassemble into two large ogre skeletons that rush down the stairs and attack the party.
The chamber and the gas causes the bones to transform, not the glowing bones themselves.
Wizard Skeleton: Centuries ago an evil wizard built a four-story obsidian tower in the midst of the desert. He spent his long life experimenting with the undead. This magic-user developed a gaseous fountain that generated fumes to magically form skeletons from the dead. The foul fumes of this enchanted fountain eventually claimed their creator who now rests by his creation, awaiting a final release the fountain denies him.
Wizard Skeleton, Master: ?
Spectre: ?
John, Spectre, Inn Keeper: A wicked magic-user/cleric was robbed and killed by the tavern keeper of a lonely inn. His body was tossed in the dung heap. At the next full moon, a spectre rose from the pile and destroyed the inn keeper and started haunting the inn.
Half Spectre: ?
Vampire: ?
Vampire, Master: ?
The Lady, Vampire Cleric 12, Clerical Vampiress, Vampiress, Proper Hostess: A 12th-level cleric made a study of undead all her life until she was killed by a vampire. When that vampire was itself killed, the enslaved clerical vampiress left the lair of her master and settled in the forest, wanting nothing but to be left alone to commune with her chaotic evil gods.
Wight: A powerful and noble king fell in battle centuries ago and was buried in the hills with his four bravest knights. A wizard placed a curse on the tomb: if it was opened the king and his knights would rise up and slay the intruder. Centuries Later, an earthquake opened the tomb and the wizard's magic created five wights out of the bodies.
Wight, Original Wight, More Powerful Master, Wight Warrior: ?
Lesser Wight: These are the humans the original wights caught and drained of their life forces.
Lesser Wight, Half-Strength Wight, Half-Wight: ?
Wraith: ?
Zombie: Fifty years ago, an illusionist/wizard (12/9) came to a small monastery in the mountains looking for the fountain of youth. He never found it, but he did find a small fountain at the heart of the monastery with minerals suitable for the creation of unusually perfect zombies.
The Zombie Fountain
The waters of the fountain can turn a dead body into a zombie in 12 hours.
The higher level cleric has created 30 zombies that accompany the brigands by use of his animate dead spell on peasants killed by the brigands.
Zombie, Terrible Evil, Unusually Perfect Zombie: ?
Zombie Eagle: ?
Zombie Eagle, Huge Eagle That Appears To Be Stuffed: ?
Zombie, Monk, Human Zombie, Fake Monk: ?
Zombie Dwarf, Armored Dwarf, Dwarf, Armored Dwarf Zombie: ?
Zombie Leopard: ?
Zombie Leopard, Guard: ?
Wizard Zombie: ?
 
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S1-4 Realms of Horror (1e)
1e
Undead, Undead Creature, Undead Monster: ?
Apparition: ?
Ghast: ?
Lacedon-Ghast: ?
Acererak, Dust Ghost, Man-Like Shape, Bone Dust of a Demi-Lich, Dust-Creature: The demi-lich Acererak also lingers in the crypt, for in the far recesses, upon a sort of altar, are the dust of his bones and his skull. This bit is enough! If the treasure in the crypt is touched, the dust swirls into the air and forms into a man-like shape.
Acererak, Ghost: However, the dust ghost gains power factors from physical or magical attacks; the more potent the attack, the more power gained. When it gains a total of 50 power factors, it becomes a ghost controlled by Acererak, with all of the ghost's abilities.
Ghoul: ?
Lich: ?
Acererak, Demi-Lich: When his Tomb was complete, he destroyed all his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt, while his soul roamed strange planes unknown to even the wisest of sages.
Acererak, Lich: Ages past, a human magic-user/cleric of surpassing evil took the steps necessary to preserve his life-force beyond the centuries he had already lived, and this creature became the lich, Acererak.
Mummy, Undead Mummy: This 5000-gp gem has an evil magic placed upon it. If it is removed from the eye-socket the remains become an undead mummy, made more deadly than normal because of the resist fire that has been cast upon its wrappings, the haste that has been cast upon the body, and the ring of fire resistance it wears on its right hand.
Shadow: ?
Skeleton Giant, Animated Skeleton of a Giant, Skeleton: ?
Ctenmiir, Vampire: ?
Drelnza, Fighter Vampire, Maiden, Woman, Warrior-Maid, Daughter, Treasure, Guardian: ?
Wight: If the door [of the foyer in the Tomb of Horrors] is bludgeoned, body-slammed, or attacked with blunt weapons, it doesn't budge. If it is scratched or nicked, however, the scratch becomes a blood-red line almost immediately. If the door is hacked at by an edged weapon, the wound begins to gush blood . . . the blood of all those who have died in the Tomb! The red flow cascades down the steps and fills the area to the top of the first step in six rounds. Each round thereafter, the level rises higher by one step. In 20 rounds it completely fills the foyer to the ceiling. A cure critical wounds applied to the cut stanches the flow of blood, as does a heal, two cure serious wounds, or four cure light wounds spells. Magic may be used against the blood, but the effect may not be what is expected. In fact, only the following spells have any effect at all:
Spell Results
cone of cold freezes blood; stops flow for 3 rounds
create water turns blood to normal water
disintegrate destroys all blood
levitate coagulates the blood into a huge ochre jelly as it levitates
polymorph it creates 1d12 wights, which attack at once
purify water turns all blood to a weakness gas, which weakens all in the area to STR 3 for 1 day
raise dead/resurrection either spell destroys the blood and will bring a shade to stand on the top stair and bless all the party so that they regain up to 10 lost hit points each and are completely refreshed
Cave Wight: ?
Zombie: If the PCs inspect the face of the great green devil, display Graphic #1-5B from the Illustration Booklet. The whole area radiates evil and magic; both of which may be detected using appropriate spells, abilities, or devices. The mouth opening is a lethal teleportation device that removes any character entering it from play. The character is killed and turned into a zombie.
If a PC is here as a zombie because of stepping through the deadly mouth of the green devil mosaic (area 5), this creature is flung out of the chest with great force before the skeleton makes its appearance.
The tome gives details on embalming methods, according to the gold leaf on the cover, but the paper pages are so old they crumble to dust at the first turning. Patient exploration of this decaying volume, however, provides details on preparing a body that will be turned into a zombie; this should provide a clue about the true nature of the monster in the False Crypt (area 18).
Zombie Lich: The figure, which your players may interpret as being a lich, is actually a magically-prepared zombie.
Zombie Lich, Lich, Magically-Prepared Zombie: ?
 

Baklin, Jewel of the Seas
1e
Undead: ?
Lurking Undead: ?
Undead Inhabitant: ?
Vampire Ghost: ?
Farbus Mork, Ghost Regular: ?
Ylmer, Ghostly Form: ?
Ghoul: These horrid creatures are explorers who have been lost in the sewers, and have eaten most of their own equipment in their terrible hunger.
Ghoul, Horrid Creature: ?
Mummy: ?
Mummified Pirate: ?
Dead Lord: ?
Undead Shadow: Arrows of the Night magic item.
Alchemister the Enchanting, Shadow Guardian, Shade: ?
Skeleton: ?
Pirate Skeleton: ?
Wraith, Nightmare: ?
Wraith Queen Arxenia: ?
Zombie: ?
Neanderthal Zombie, Dark Figure: ?
Halfred the Fossilized, Juju Zombie, Mummified Corpse: ?
Corpse Candle Swarm: ?
Arghul the Demented, Massive Brutal Figure, Corpse: ?

Arrows of the night: Forged from the darkest night, they drain 2d6 Strength on a hit. Those reduced to zero must save vs. death or become undead shadows. 1d3+1 are found.
 

Brink of Calamity
1e
Undead: ?
Ghast: ?
Ghoul: ?
Lacedon: ?
Elf-Lacedon: ?
Worm-Mummy: [Worm-mummy SA] spit worm (once per round in melee - roll to hit, begin burrowing after 1 rd; 1d4 rounds to burrow to brain, killing victim & transforming into a worm-mummy).
Worm-Mummy, Hideously Desiccated and Worm-Infested Mummy: ?
Shadow: [Shadow] SA strength drain (1 point per hit - returns after 2d4 turns, anyone reduced to 0 str becomes a shadow).
Shadow, Malevolent Shadow: ?
Obfuscial: ?
Obfuscial, Neutral-Aligned Shadow: ?
Obfuscial, Servant: ?
Obfuscial, Messenger: ?
Skeleton: ?
Wight: ?
Monster Zombie: ?
 

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