Undead Origins

Dragon 205

Dragon 205
2e
Undead Dragon Slayer: An undead dragon slayer is a horrifying creature who returns from the dead to continue the pursuits it dedicated its former life to–namely, destroying dragons. Some dragon slayers return as the result of necromantic magic, others due to their own indomitable strength of will.
Any slayer of 9th level or greater who died before his holy task was finished can rise as an undead warrior. Most are called back from the grave by necromantic magic.
A small number of dragon slayers will themselves back from the dead. These individuals have the utmost faith in their cause, an undying hatred of dragons, and a supernatural strength of will.

Shadow: A spirit will rise to the heavens only if the corpse is given a proper burial by his fellow tribesmen. A man who was scalped, strangled, or not given the proper burial has a 10% chance to arise as a type of undead spirit; roll 1d6 to see what he becomes: 1-3 shadow; 4 wraith; 5 ghost; 6 spectre.
Wraith: A spirit will rise to the heavens only if the corpse is given a proper burial by his fellow tribesmen. A man who was scalped, strangled, or not given the proper burial has a 10% chance to arise as a type of undead spirit; roll 1d6 to see what he becomes: 1-3 shadow; 4 wraith; 5 ghost; 6 spectre.
Ghost: A spirit will rise to the heavens only if the corpse is given a proper burial by his fellow tribesmen. A man who was scalped, strangled, or not given the proper burial has a 10% chance to arise as a type of undead spirit; roll 1d6 to see what he becomes: 1-3 shadow; 4 wraith; 5 ghost; 6 spectre.
Spectre: A spirit will rise to the heavens only if the corpse is given a proper burial by his fellow tribesmen. A man who was scalped, strangled, or not given the proper burial has a 10% chance to arise as a type of undead spirit; roll 1d6 to see what he becomes: 1-3 shadow; 4 wraith; 5 ghost; 6 spectre.
 
Last edited:

log in or register to remove this ad

Dragon 206

Dragon 206
2e
Undead Steed: ?
Flying Skull: Tashara was brilliant at magecraft; she had the rare knack of being able to combine the enchantments of others into more powerful spells that hung together by themselves. Her power grew with great dispatch, until she mastered a means (doubtless by practicing on talentless farmers and later minor magelings, who ultimately became servants and guardians of her various abodes--and may survive still, in remote places around Faerun) of creating undead that retained their wits, yet were under her control.
Tashara perfected this undeath in the form of a flying, disembodied skull accompanied by animated skeletal hands--the former able to speak and cast spells, and the latter able to gesture and carry small, light items.
 
Last edited:

Dragon 210

Dragon 210
2e
Ekimmu: The Ekimmu was the departed spirit of a dead person unable to rest.
The ekimmu themselves were once humans. The ekimmu died far from home and were not given proper burial rites.
Casurua: The casurua is an undead phenomenon that results from a group suffering traumatic death. It is most likely to form where a massacre has taken place, but could be found anywhere a group might suffer violent death, such as a battlefield or a burned-out building. It is possible for the actions of the player characters to result in a casurua forming (for example, a high-level fireball exploding in a packed room).
A casurua is partly a ghost, hence its need for ectoplasm. But a casurua also is a kind of bizarre “recording.” The trauma of multiple violent deaths has imprinted itself upon the physical surroundings where the deaths occurred.
A casurua could form any place where violent death is common. Battlefields are usually exempt because a soldier has adjusted to the thought of violent death. If treachery was added, however, a casurua could form on a battlefield. Otherwise, a casurua is most likely to be found on the sites of disasters (natural or otherwise). Ruins, especially places that were looted, are prime habitats for casurua.
Keres: ?
Charuntes: Charuntes were once the priests of some neutral evil death god, goddess, or major fiend.
Dark Lord: A dark lord is an extremely high level, chaotic evil NPC who was slain by a sphere of annihilation and has managed to return to the world as one of the undead. In essence, when the dark lord was killed, it was sucked into another dimension.
 
Last edited:

Dragon 224

Dragon 224
2e
Undead: Dwarven tombs and mausoleums are never placed or marked above ground; such practices are only for elves and humans, and a dwarf buried less than 10' beneath the surface allegedly spends the afterlife in discomfort and might even rise again as undead.
 
Last edited:

Dragon 227

Dragon 227
2e
Bainligor Revered Ones: Eventually, the eldest of the bainligor leave their tribes, compelled by an inner voice to seek out dry, empty caverns where their bodies are transformed for the last time. Once they return from their seclusion, they are undead creatures of 10+9 hit-dice, called Revered Ones.
Elder bainligor can transform other creatures into undead. This requires a successful attack roll, and entitles the victim to a saving throw against death magic at +1/level or HD of the target (bainligor are not entitled to a saving throw). The creature becomes a zombie unless it is a bainligor, which becomes a Revered One with the HD it had in life.

Zombie: Elder bainligor can transform other creatures into undead. This requires a successful attack roll, and entitles the victim to a saving throw against death magic at +1/level or HD of the target (bainligor are not entitled to a saving throw). The creature becomes a zombie unless it is a bainligor, which becomes a Revered One with the HD it had in life.
 
Last edited:

Dragon 229

Dragon 229
2e
Skeleton Warrior: Bestow Major Curse spell.

Bestow Major Curse
(Abjuration/reversible)
Level: W9/P7
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: Special
Saving Throw: Negates
By touching a victim, the caster bestows a major curse upon him. The caster can choose whatever effect or parameters he wishes from the list of major curse effects. The victim is allowed a saving throw vs. spell; if successful, the curse is negated. The material component required is a personal possession of the target, which is not consumed in the casting. Only a wish or the reverse of this spell, remove major curse, eliminates any of the major curse effects.

Undeath: This is believed to be how skeleton warriors originated. This curse transforms the PC instantly into an undead creature. He retains all intelligence and former abilities The accursed is under the caster’s control unless the caster does not specify it as so or the caster dies. A raise dead spell reverses the curse. DMs may choose to make the undead PC unable to function in daylight, or apply other effects, such as having the PC’s body begin to decay or desiccate.
 
Last edited:

Dragon 234

Dragon 234
2e
Undead Dragon: Creation of an undead dragon is a difficult, expensive, and time-consuming task. The necromancer must have access to the animate dead spell as well as a fragment of the appropriate undead creature as an additional material component. The creation of a ghoul dragon, therefore, requires a bit of ghoul flesh, a spectre dragon requires a sample of spectre essence, etc. Finally, the project requires a reasonably intact dragon corpse, the exact condition of which depends upon the type of undead dragon to be created. Any true dragon species may be used, including dragon turtles. Dragonets and other creatures superficially resembling dragons, like wyverns and dragonnes, are unsuitable.
Once the required components are assembled, the necromancer must prepare the corpse so that it may receive the recalled spirit or — in the case of the non-corporeal undead types — serve as a link and guide to the departed spirit upon its return to the Prime Material Plane. The time and cost of this preparation are noted below for each undead type.
The process is not foolproof. As befits their powerful and magical nature, dragon spirits are extremely willful and difficult to control. Animation of the lesser undead types might require only a weak spirit or a small portion of the stronger one, but a necromancer seeking to create any of the intelligent undead types must summon the spirit of a comparatively powerful dragon and bend it to his own will — an arduous task for even an experienced mage. Once he has made his preparations and cast the necessary spells, the necromancer must then make a successful saving throw vs. spell (adjusted for Wisdom only), or the entire attempt has failed with a complete loss of time and money spent. This saving throw may require further adjustment depending upon the alignment, Hit Dice and personality of the original dragon. It is particularly difficult, for example, to force the lawful good spirit of a gold dragon into the form of a chaotic evil vampire dragon; apply a saving throw penalty of -1 for every degree of alignment difference between the undead type being created and the original dragon. Similarly, the intelligent undead tend to have certain personality traits in common (gluttonous ghouls and vengeful ghosts, for example); dragon species with the appropriate nature are noted in the individual descriptions below. Sympathetic traits allow the caster a +4 bonus to his save when attempting to create that type of undead dragon.
Attempts to create one of the more powerful undead dragon types are more likely to result in failure. The necromancer must not only summon and control increasingly powerful spirits but also allow the spirit a fair amount of self-will even as he strives to infuse it with power drawn from the Negative Material Plane. This bit of tricky magecraft incurs a further penalty to the saving throw for success determined by the undead type to be created. These penalties are noted in Table 1: Saving throw modifier summary. Likewise, older dragons possess stronger wills; therefore, a -1 saving throw penalty should be applied for every age category of the dragon beyond the adult stage, to a maximum of -6 in the case of a great wyrm.
By making his saving throw, the necromancer has successfully created an undead dragon under his direct control. Though this control could be temporarily suspended by clerical turning or a control undead spell, it is otherwise permanent.
If the saving throw fails, however, the necromancer has lost the battle of wills and must rest for a number of days equal to the difference between the saving throw rolled and the number required for success. If the saving throw roll would have failed even had no negative modifiers been applied, the dragon spirit has passed beyond reach and can never be recalled from the Outer Planes by that caster or any other. If the failed saving throw would have succeeded in the absence of any negative modifiers, however, the caster may try again at a later date when these modifiers have improved, either by attempting to create a more suitable undead type or when he has gained enough experience levels to improve his saving throw vs. spell.
Table 1: Saving throw modifier summary
Condition Modifier
Wisdom bonus of creator -4 to +4
Dragon species and undead type are different alignment -1 to -4
Dragon species is a “preferred” type +4
Dragon is a mature adult or older -1 to -6
Undead type being created see undead dragon summary
Example: A 9th-level necromancer (Wisdom 15) attempts to create a mummy dragon from an adult brass dragon of chaotic neutral alignment. His unmodified save vs. spell is 10, adjusted by +1 for Wisdom, -3 for three degrees of alignment difference (CN vs. LE), +4 for a preferred type, and -5 for a mummy dragon. A d20 roll of 13 grants success, a roll of 5–12 means failure, and a roll of 4 or lower means total failure and the spirit can never be recalled.
Dragon Zombie: A relatively intact dragon corpse (i.e., one with no missing limbs) is all that is required to create this type of undead dragon. Dragon zombies are often created from young or small dragons — or following a failed attempt to create one of the intelligent undead types. Because a spirit other than that of the actual dragon corpse animates the dragon zombie, modifiers for alignment and species are not necessary, and all saves are made at +4. Repeated attempts at creating a dragon zombie are possible should the necromancer fail on his first attempt, though he must repeat the preparation time and purchase new materials.
Dragon Skeleton: An intact dragon skeleton is not necessary for creation of this undead type; the skull, spine and claws of the dragon are the only pieces that are absolutely required. The bones of some other large creature may be substituted for any other part that is missing from the dragon skeleton. Dragon skeletons may be created ‘from any dragon species but are usually created from young or small dragons that are unsuitable for the creation of a more powerful undead types. As with dragon zombies, any available spirit can serve to animate the skeleton, and modifiers for alignment and species are unnecessary. Repeated attempts at creating a skeleton dragon are possible if the necromancer does not succeed on his first attempt.
Ghoul Dragon: Ghoul and ghast dragons may be created from the intact corpse of any dragon of young age or older. Evil and greedy dragons make the most suitable ghoul and ghast dragons. The preferred types are red, white, black, topaz, deep, shadow, yellow, and brown dragons.
Ghast Dragon: Ghoul and ghast dragons may be created from the intact corpse of any dragon of young age or older. Evil and greedy dragons make the most suitable ghoul and ghast dragons. The preferred types are red, white, black, topaz, deep, shadow, yellow, and brown dragons.
Wight Dragon: A wight dragon spirit must inhabit an intact dragon corpse; however, the time required to prepare the body generally means that the animated body is in a state of advanced decomposition. Most are similar in appearance to a dragon zombie, except that they have glowing eyes (and could be mistaken for dracoliches). The dragon that supplies the corpse must have been at least of young adult age when it died; wight dragons are best created from especially vicious or territorial evil dragons. The black, red, white, topaz, and brown dragon species make excellent candidates.
Wraith Dragon: To create a wraith dragon, a complete adult dragon corpse is necessary, though it may be ‘in any condition, even skeletal. The more cunning and intelligent dragon species are most suitable for the creation of a wraith dragon: blue, green, emerald, sapphire, and cloud dragons.
Mummy Dragon: The method by which the mummy dragon is created is ancient, probably among the first methods known and used by early necromancers and cultists. Desert-dwelling dragons of adult age or older are most commonly made into mummy dragons; this includes blue, yellow, brass, sapphire, and brown dragons.
Creating this type of undead dragon is a long, labor-intensive process. The dragon corpse must be intact and relatively fresh and is prepared for mummification with surgery, wrapping, and treatment with preservatives. The body must then be desiccated, either by entombment in a dry environment (requiring another 3d6 weeks of creation time) or magically (with applications of dust of dryness, destroy water spells, etc.).
Spectre Dragon: Exceptionally evil and cunning dragons of old age or older can become spectre dragons. Preferred species are blue, green, sapphire, deep, and shadow dragons. A spectre dragon appears to be a transparent, non-corporeal image of the dragon as it appeared in life.
Ghost Dragon: Generally created to serve as guardians of powerful magic, only the most powerful and evil dragons can become ghost dragons. Blue, green, and sapphire dragons of adult age or above are usual.
Vampire Dragon: They are best created from the most evil, chaotic, and powerful dragon species available; red, white, deep, shadow, and yellow dragons of old age or older are the most viable stock.
Boneless: Boneless are the animated shells of humanoid creatures that have had their skeletons removed (generally for some nefarious purpose).
Penanggalan: ?
Dracolich Daurgothoth the Creeping Doom: Daurgothoth was transformed into a dracolich by the crazed Cult mage Huulukharn.
Bone Lurker: Created by the Creeping Doom.
Spike Skeleton: A spike skeleton's thorns must be specially carved from bones taken from the same type of creature that is to be animated (i.e. human bones for a human skeleton). A glyph is carved into each thorn before it is attached to the skeleton with a resin made with fresh bone marrow. During animation, a shatter spell is cast in conjunction with animate dead. After animation, the 6th-level necromancy spell imbue undead with spell ability is cast, along with Beltyn’s burning blood.
Acid Zombie: Before animation, each body must be coated in oil of acid resistance. The spell Melf’s acid arrow must be cast in conjunction with animate dead. A mixture of bear’s blood and snake scales must be poured into the body’s mouth before animation to “teach” the creature how to bear hug.
Dust Skeleton: Bones used to create dust skeletons must be specially dried to the point where they are ready to crumble. A special resin containing a paralyzing venom is then used to coat the bones. Transmute water to dust is used in conjunction with animate dead to dry the bones further.
Quick Zombie: A paste made from a potion of speed must be smeared on the bodies before animation. During animation, a haste spell must be cast.
Absorbing Zombie: A protection from magic scroll must be burned and the ashes inserted into the mouth of the body before animation. Shocking grasp must be cast during animation.
Defiling Skeleton: An obsidian jewel must be implanted in the skeleton’s forehead. The jewel is inscribed with a special glyph. A second animate dead spell must be cast in conjunction with the first, along with vampiric touch.

Undead: A few undead dragons possess the power to create half-strength undead under their control.
The process of creating specialized undead is basically the same as the process for creating a magic item. The best materials must be used. Bodies to be animated have to be in almost perfect condition, as well as tougher and more resilient then the average corpse found moldering in a graveyard. Preparation is lengthy and complex, creating additional strains on the raw material.
Crawling Claw: Crawling claws are made from the severed hands or paws of living creatures (although the creatures are killed in the process).
Spectre: Intelligent living creatures slain by a spectre dragon’s breath weapon arise as normal half-strength spectres upon the following sunset.
Wight: An intelligent living creature completely drained of life levels by a wight dragon becomes a normal half-strength wight under the control of the wight dragon.
Wraith: Wraith dragons may employ their level-draining breath weapon every other round, three times per day. An intelligent living creature completely drained of life levels in this manner becomes a normal half-strength wraith under the control of the wraith dragon.
 
Last edited:

Dragon 236

Dragon 236
2e
Hill Giant Vampire Shaman, Morg: As monsters closed in on him, Morg uttered a desperate prayer to his evil deity, Grolantor, and he asked for the strength to survive the battle. He promised to dedicate his life to Grolantor in exchange for a reprieve from certain death. Something dark and foul took interest in the hill giants plight, and a cloud of blackness descended on Morg and his opponents.
When it lifted, Morg discovered that he had no further wounds and that the creatures in the dwarven stronghold served him. He also learned (quickly and painfully) that he could no longer abide sunlight; he had become a vampire. Somehow, a symbol of Grolantor was around his neck, and he was able to receive spells. Morg believed that it was his god who saved him, not knowing that it was really a far darker power that had come to his aid.
Vampire Thief, Saestra Karanok, The Lady of the Night: Another notable family member is Naeros “the Marker” (CE F12), Saestra’s cruel older brother. He was responsible for his sister becoming undead. As a practical joke, Naeros locked her in a crypt for several days, but he did not know that it was the lair of a vampire. The creature took a liking to the attractive Saestra and made her his servant.
Vampire Psionicist, Saed, Beast Chieftain of Veldorn: Saed put out discreet inquiries for potions of longevity to keep himself young and in power forever. A response came one dark night from a mysterious stranger from the north who promised him something better: immortality. All Saed had to do was follow the stranger to an abandoned shrine of the goddess Shar and swear loyalty on her altar. The stranger was a friendly, open fellow, and Saed trusted him, not realizing that he had fallen prey to vampiric charm.
Saed followed his new “friend” to the desolate place in an old city under a large hill, and he swore loyalty to Shar. The ruler of Turelve gained immortality, but he became a slave in the process.
 
Last edited:

Dragon 237

Dragon 237
2e
Bog Mummy: The bog mummy is created through an intricate set of events. The death that causes one is never natural. Bog mummies are the product of a ritual killing. The victim is strangled with a garotte to avoid spilling blood and offending the gods. The body is then cast, while still alive, dying as the leather thong or cord cuts off its breath. Perhaps the victim was a criminal or other evil individual. Perhaps he was some feared enemy captured in battle who was sent back to his gods with all of his possessions. Whatever the circumstances, as life ceases, undeath begins.
Ice Mummy: Ice mummies are the freeze-dried remains of travelers who lost their way in the icy wastes of the mountains. Bitter and afraid, they died alone, hating those who never came to their rescue.
 
Last edited:

Dragon 243

Dragon 243
2e
Tome-Haunt: Darazell met an ironic fate when he himself was assassinated by unknown hands, his body found slumped over his beloved spellbook. It is a puzzle to those who know his tale that such an efficient killer was taken unawares and murdered. It is sometimes said that Darazell knew rare rituals and had made a pact with a dark power, one that would allow him to rise in eternal undeath. Indeed, it is said that Darazell ordered his own assassination as the final stage of the ritual.
A rumor persists that Darazell, cheated by the dark power, lives on within the book as a rare form of undead, a “tome-haunt.”
 
Last edited:

Remove ads

Top