Undead Origins

Statues
1e
Ghost: A critical mass of the corpses of hundreds of victims of organized crime were stuffed into a disused municipal underground cistern.
Angry Ghost: ?
Lamia Morthylla, Sad Beautiful Predatory Ghost, Mysterious Sad Beautiful Woman: ?
Shadow: ?
Ghoul: ?
Inhuman Devotee of Forgotten Gods, Fanged Man-Shaped Naked Creature With Dust-Streaked Greyish Skin Tattooed With Intricate Diagrams and Symbols: ?
 

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Swords of Cthulhu
1e
Undead: ?
Animate Creature: ?
Corporeal Undead: ?
Non-Corporeal Undead: ?
Ghast: ?
Ghost, Non-Corporeal Undead: ?
Ghoul, Corporeal Undead: ?
King of Ghouls: ?
Groaning Spirit: ?
Skeleton: Mind Transference spell.
Skeleton, Corporeal Undead: ?
Specter, Non-Corporeal Undead: ?
Lich: ?
Mummy: ?
Zombie: Mind Transference spell.

Mind Transference (Alteration)
Level: 5 Components: Special
Range: Special Casting Time: 6 segments
Duration: Special Saving Throw: Special
Area of Effect: Special
This spell allows the caster to swap his or her mind into the body of another, forcing the target’s mind into his or her own. In all cases, the subject is entitled to a special saving throw. Compare the INT + WIS + 1d6 of the target to the INT + WIS + 1d6 of the spellcaster. If the total of the target is higher than or tied with that of the spellcaster, the spell does not work. If the total of the spellcaster is higher than that of the target, the spell is successful. If the WIS of the target is unavailable (as in the case of monsters), simply use the INT score again. The spell is achieved by pure force of will; no somatic, verbal, or material components are required (other than having line of sight, as described below).
When the minds of the spellcaster and the target are switched, purely mental abilities (secondary skills, languages, and character class abilities) are also transferred. The INT and WIS scores are those of the new mind, and the CHA score is averaged between the two (reflecting the dual nature of charisma as reflecting both physical beauty and persuasiveness). Of course the personality and knowledge of the old mind is brought into the new body as well. The voice may be the same, but the inflection and tone will be that of the new mind.
The target is entitled to a new saving throw at intervals described below. Success means the mind of the spellcaster and the target are switched back again. The spellcaster can end the transference at will, regardless of distance.
At 12th level, the spellcaster can manifest the transference by staring at any creature within 30’. A new saving throw is made every 1d4 rounds.
At 14th level, the spellcaster can manifest the transference by staring at any creature within 120’. A new saving throw is made every 1d6 hours. If the target has been successfully transferred before, the spellcaster gets a +1 bonus to the saving throw.
At 16th level, the spellcaster can manifest the transference with any creature whom he or she has met, within a range of 100’ + 10’ per experience level. A new saving throw is made every 3d6 hours. If the target has been successfully transferred before, the spellcaster gets a +1 bonus to the saving throw for every 5 times the same target has been successfully mind-swapped by means of this spell.
At 18th level, the spellcaster can manifest the transference with any creature whom he or she has met, within a range of 1 mile + 1 mile per experience level. A new saving throw is made every 2d6 days. If the target has been successfully transferred before, the spellcaster gets a +1 bonus to the saving throw for every 5 times the same target has been successfully mind-swapped by means of this spell. If that has happened 10 times or more, the spellcaster’s soul has achieved a permanent semi-attachment to the target’s body, and can even cast the mind transference spell within 30 days of dying. Only the complete physical destruction of the spellcaster’s body by fire, acid, disintegration, etc., can prevent that. The spellcaster must have memorized the spell prior to dying, of course.
If a mind comes into to a dead body (including a target mind forced into a magic-user’s corpse), a system shock check is required. If successful, the mind can animate the body (as a zombie or skeleton, depending on the state of decay). Destruction of the body by means of acid, fire, disintegration, etc., will end the spell, finally destroying the mind that was in the body thus obliterated.
The 8th level magic-user spell mind bar will effectively block this spell. A protection from evil spell (or similar magical effect) will grant the target a +2 bonus on his or her saving throw. An amulet of proof against detection and location will require that the spellcaster has line of sight to the target in order to cast the spell.
 

Swords of Wuxia
1e
Devil Queller: Devil quellers are benevolent spirits of those scholars who died prior to passing the national exams for civil service.
Gui Ghost: Their undead status is a punishment for sins perpetrated in their previous life or lives, or for their relatives not performing the customary offerings and rituals for their maintenance in the afterlife.
Pill of Immortality magic item.
Gui Ghost Corner: ?
Gui Ghost Corner Northeast: ?
Gui Ghost Corner Northwest: ?
Gui Ghost Fire: ?
Gui Ghost Hill: ?
Gui Ghost Hungry: Hungry ghosts are the spirits of those who either were stingy in life, or had descendants that, for whatever reason, failed to make the appropriate offerings on their behalf.
Gui Ghost Marsh: They themselves are the spirits of those who died by drowning within sight of land.
Gui Ghost Meadow: ?
Gui Ghost Midden: ?
Gui Ghost Water: They are the spirits of the drowned whose bodies were never recovered.
Vampire Hopping: Someone slain by a hopping vampire will themselves become one in 3 days unless the body is burned.
Unfinished Business spell.
Devil Queller, Benevolent Spirit, Non-Corporeal Undead With Ties to the Positive (Yang) Material Plane, Semi-Translucent Figure With Large Eyes and a Bushy Beard Wearing the Robe and Cap of a Civil Servant: ?
Gui Ghost, Spirit of the Dead: ?
Gui Ghost Corner, Normal Human, Regular Mortal: ?
Gui Ghost Fire, Guardian, Punisher, Human With Skin Burned Black: ?
Gui Ghost Hungry, Supernatural Apparition: ?
Gui Ghost Hungry, Spirit of One Who Was Stingy in Life: ?
Gui Ghost Hungry, Spirit of One Who Had Descendants That for Whatever Reason Failed to Make the Appropriate Offerings on Their Behalf: ?
Gui Ghost Marsh, Spirit of One Who Died by Drowning Within Sight of Land: ?
Gui Ghost Meadow, Fearsome Creature, Normal Mortal: ?
Gui Ghost Midden, Most Feared Type of Gui Ghost, Filthy Human Dressed in Rags, Diseased Human: ?
Gui Ghost Water, Spirit of One Who Drowned Whose Body Was Never Recovered: ?
Vampire Hopping, Rotting Corpse With Stiffened Limbs: ?
Undead, Undead Creature: ?
Evil Undead: ?
Creature That Does Not Breathe: ?
Ghost: ?
Ghoul: ?
Ghast: ?
Lacedon: ?
Demilich: ?
Lich: ?
Mummy, Creature That Draws Their Power From the Negative Energy Plane: ?
Shadow: ?
Skeleton: ?
Animal Skeleton: ?
Skeleton Warrior: ?
Spectre: ?
Vampire: ?
Wight: ?
Wraith, Creature That Draws Their Power From the Negative Energy Plane: ?
Zombie: ?
Juju Zombie: ?
Monster Zombie: ?
Apparition: ?
Banshee: ?
Huecuva: ?
Son of Kyuss: ?
Haunt: ?

Unfinished Business (Necromantic)
Level: 6 (wu) Components: V,S
Range: 6” Casting Time: 6 segments
Duration: Until fulfilled Saving Throw: Neg.
Area of Effect: One creature
This spell imbues the target with a special type of geis, or compulsion, so strong that not even death will stop the target from completing its appointed task. The spell operates just like the 5th level cleric spell quest, but if the subject dies before fulfilling the object of his quest, he will return 24 hours later as a hopping vampire (see p. 125). In such a case, the compulsion to complete his task will still be upon him, but once the task is completed, the hopping vampire will fall to lifelessness and final rest.

Pill of Immortality
The pill of immortality is quite literally the goal of every fangshi, and is for obvious reasons highly sought-after by emperors and peasants alike. In its perfect form, the one who swallows it stops aging and cannot be slain by anything less than the act of a god.
Many have sought the formula for this pill, and only a handful have ever truly succeeded. That does not mean that less-than-successful attempts are not constantly made, and even those in possession of the correct formula are apt to fail to correctly follow it, resulting in a flawed final product. If a pill of immortality is discovered as part of a treasure hoard, roll on the following table to determine the actual effect:
TABLE 126: PILL OF IMMORTALITY
Die Roll Effect
01-10 Poison (automatic death)
11-18 Insanity (roll 1-3 types of insanity)
19-20 Crippled (each statistic is reduced by 1-4; if any is lowered to 0 or lower, death results)
21-29 Extended lifespan (maximum lifespan is increased by 3d20 years, but aging still takes place, losing 1 point each of strength, dexterity, and constitution for every 10% excess over maximum racial lifespan)
30-38 Youth (chronological age is reduced by 3d20 years; if reduced to 0 or below, nonexistence results)
39-48 Temporary youth (chronological age is reduced by 3-60 years, but only lasts for 1-4 years; afterwards, normal age is regained plus an additional 1-20 years)
49-57 Life costs life (swallower stops aging, but must bathe in the blood of a virgin of the opposite gender to maintain true immortality; starts off lasting twenty years, but duration shortens by 50% every time, until daily treatments are required)
58-65 Frail youth (swallower stops aging, but heals naturally at 10% rate, and magical healing only works at 50% efficiency, rounded down)
66-72 Youthful appearance (swallower looks like a youth of 25, but still suffers all the normal effects of aging)
73-79 Immortal spirit (once the body dies normally, swallower will turn into a gui ghost; determine type according to circumstances of death, or randomly, as appropriate)
80-86 Time stops (swallower does not age, but cannot earn any new x.p., nor learn new secondary skills)
87-93 Vulnerable immortality; swallower has true immortality, but if he comes in contact with one of the five elements (wood, water, metal, fire, or earth - choose which element randomly), he will instantly collapse into dust
94-00 Temporary immortality (true immortality, but the effect only lasts for 1-20 years; only another pill will sustain the effect, subtract one year per time this is repeated)
101+ True immortality (aging stops, cannot be killed by anything short of a lesser deity)
If the level of the fangshi who created the pill is known, add the experience level to the roll. Naturally, once a fangshi has created such a pill, he will have no way of knowing whether he has been totally successful. The game master should roll secretly to determine the real outcome, and a roll should be made for each pill that is created.
 
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The Folio: The Complete Black Label
5e
Skeleton, Standard Skeleton: During the final days of the Temple of Bast, built along the banks of the great Gannas River, a young priestess assumed the mantle of leadership as High Queen of the Bast. Although not as experienced as most priests and priestesses in the complex, Bast chose her for her beauty and ‘connection’ to the most deadly of her feline servants, the displacer beast. Unfortunately for the temple, one of the elder priests turned against his goddess, seeing the choice as a stain against him personally and also a sign of weakness. Stealing away in the night, the priest met with a powerful female sorcerer, and together they cast a terrible curse that ripped the entire temple complex out of time and space, placing it in a shadow world that mirrors our own. All life within the temple became trapped, days and years blending together, life no longer finite, and yet all things within bound by a lasting torpor that dulled their awareness of self and any lust for life or forward motion. Once the spell was cast, the priest and the sorceress created a lair for themselves atop the central Barrens plateau and there spent the last of their years as petty tyrants until they succumbed to age, their bones cursed with undead life, and the stain of their mastery of time/space making them only partially within this reality.
Sabretooth Skeleton: ?
Tomb Shambler: ?
Skeleton Lord, Skeletal Lord: ?
Lesser Mummy Lord: ?
Mummified Zombie: ?
Mummified Orc Zombie: There are half a dozen orc mummies in this room, special experiments of the sister.
Mummy Lord: ?
Improved Zombie: This room is filled with power-upgraded zombies created by the lady and often dispatched on raiding missions beyond the abbey.
Mummy Knight: ?
Serin'Mathal, The Sister of Preservation, Mummy: Whatever the case, they grew into fine young clerics, but tragedy struck them all, first in the untimely death of the Serin’Mathal, acolyte of Isis, at the hands of a venomous yuan-ti arrow from the depths of the jungle. Then, there was the coming of the necromancer Zex the Corruptor, who first played a reanimation game with Serin’Mathal, then golemized Elmath’Atap, and, finally, made a thrall of Eryn’Jathru.
Serin’Mathal was the first of her sisters to pass from this world, but as a priestess of Isis, she was mummified in their tradition and laid to rest within the confines of her abbey. Soon after that, the necromancer Zex the Corruptor overcame the remaining priests and priestesses and raised Serin’Mathal from her long sleep. Imbuing her with his dark magic, he reanimated her flesh so that he could use her for his dark purposes, but it was her knowledge of her two sisters that he used the most.
Wraith: ?
Skeleton Captain: During the final days of the Temple of Bast, built along the banks of the great Gannas River, a young priestess assumed the mantle of leadership as High Queen of the Bast. Although not as experienced as most priests and priestesses in the complex, Bast chose her for her beauty and ‘connection’ to the most deadly of her feline servants, the displacer beast. Unfortunately for the temple, one of the elder priests turned against his goddess, seeing the choice as a stain against him personally and also a sign of weakness. Stealing away in the night, the priest met with a powerful female sorcerer, and together they cast a terrible curse that ripped the entire temple complex out of time and space, placing it in a shadow world that mirrors our own. All life within the temple became trapped, days and years blending together, life no longer finite, and yet all things within bound by a lasting torpor that dulled their awareness of self and any lust for life or forward motion. Once the spell was cast, the priest and the sorceress created a lair for themselves atop the central Barrens plateau and there spent the last of their years as petty tyrants until they succumbed to age, their bones cursed with undead life, and the stain of their mastery of time/space making them only partially within this reality.
Skeleton Priest: During the final days of the Temple of Bast, built along the banks of the great Gannas River, a young priestess assumed the mantle of leadership as High Queen of the Bast. Although not as experienced as most priests and priestesses in the complex, Bast chose her for her beauty and ‘connection’ to the most deadly of her feline servants, the displacer beast. Unfortunately for the temple, one of the elder priests turned against his goddess, seeing the choice as a stain against him personally and also a sign of weakness. Stealing away in the night, the priest met with a powerful female sorcerer, and together they cast a terrible curse that ripped the entire temple complex out of time and space, placing it in a shadow world that mirrors our own. All life within the temple became trapped, days and years blending together, life no longer finite, and yet all things within bound by a lasting torpor that dulled their awareness of self and any lust for life or forward motion. Once the spell was cast, the priest and the sorceress created a lair for themselves atop the central Barrens plateau and there spent the last of their years as petty tyrants until they succumbed to age, their bones cursed with undead life, and the stain of their mastery of time/space making them only partially within this reality.
Skeletal Warrior: ?
Ghoul: ?
Skeleton, Skeleton Guard, Skeletal Warrior, Skeletal Servant: ?
Skeleton, Out of Space and Time Skeleton, Skeleton Demon: ?
Skeleton, Wandering Skeleton: ?
Sabretooth Skeleton, Giant Sabretooth Cat Skeleton, Skeletal Servant: ?
Tomb Shambler, Kind of Lurking Pile of Bones With Various Mouths and Shards of Pointed Bones, Standard Pile of Bones: ?
Skeleton Lord, Lord, More Skilled and Enchanted Version of a Standard Skeleton: ?
Skeleton Lord, Skeletal Being, Sentry: ?
Lesser Mummy Lord, Mummified Monstrosity: ?
Mummified Zombie, Zombie Guard, Mummified Man, Upgraded Zombie Warrior, Mummy-Zombie: ?
Mummified Orc Zombie, Orc Zombie, Orc Mummy, Special Experiment, Mummy: ?
Mummy Lord, Orc Mummy, Large Orc Mummy, Prized Mummy Lord, Hideous Creature: ?
Improved Zombie, Zombie, Armored Mummy-Zombie, Power-Upgraded Zombie: ?
Mummy Knight, Plated Zombie, Specially Prepared Mummy Lord: ?
Skeleton Priest, Former Temple Priest, Skeletal Remains of a Priest: ?
Undead: Eryn’Jathru has spent an age perfecting the arts of soul essence necromancy, meaning her skills are so specialized she has become something other than human, while not becoming overtly offensively powerful. Her skills involve draining the soul essence from her victims, distilling it, and then ingesting it to keep herself young. By doing so, she has actually changed her bodily chemistry, making her a regenerative creature. Her only true necromantic spells are those used to raise the dead (or create undead as the case may be).
Low-Level Undead: ?
Mindless Minion: ?
Mummy: ?
Shadow: ?
Shadow, Lurker, Watcher: ?
Specter: ?
Powerful Undead Zombie: ?

1e
Skeleton, Standard Skeleton: During the final days of the Temple of Bast, built along the banks of the great Gannas River, a young priestess assumed the mantle of leadership as High Queen of the Bast. Although not as experienced as most priests and priestesses in the complex, Bast chose her for her beauty and ‘connection’ to the most deadly of her feline servants, the displacer beast. Unfortunately for the temple, one of the elder priests turned against his goddess, seeing the choice as a stain against him personally and also a sign of weakness. Stealing away in the night, the priest met with a powerful female sorcerer, and together they cast a terrible curse that ripped the entire temple complex out of time and space, placing it in a shadow world that mirrors our own. All life within the temple became trapped, days and years blending together, life no longer finite, and yet all things within bound by a lasting torpor that dulled their awareness of self and any lust for life or forward motion. Once the spell was cast, the priest and the sorceress created a lair for themselves atop the central Barrens plateau and there spent the last of their years as petty tyrants until they succumbed to age, their bones cursed with undead life, and the stain of their mastery of time/space making them only partially within this reality.
Sabretooth Skeleton: ?
Tomb Shambler: ?
Skeleton Lord, Skeletal Lord: ?
Lesser Mummy Lord: ?
Mummified Zombie: ?
Mummified Orc Zombie: There are half a dozen orc mummies in this room, special experiments of the sister.
Mummy Lord: ?
Improved Zombie: This room is filled with power-upgraded zombies created by the lady and often dispatched on raiding missions beyond the abbey.
Mummy Knight: ?
Serin'Mathal, The Sister of Preservation, Mummy: Whatever the case, they grew into fine young clerics, but tragedy struck them all, first in the untimely death of the Serin’Mathal, acolyte of Isis, at the hands of a venomous yuan-ti arrow from the depths of the jungle. Then, there was the coming of the necromancer Zex the Corruptor, who first played a reanimation game with Serin’Mathal, then golemized Elmath’Atap, and, finally, made a thrall of Eryn’Jathru.
Serin’Mathal was the first of her sisters to pass from this world, but as a priestess of Isis, she was mummified in their tradition and laid to rest within the confines of her abbey. Soon after that, the necromancer Zex the Corruptor overcame the remaining priests and priestesses and raised Serin’Mathal from her long sleep. Imbuing her with his dark magic, he reanimated her flesh so that he could use her for his dark purposes, but it was her knowledge of her two sisters that he used the most.
Wraith: ?
Skeleton Captain: During the final days of the Temple of Bast, built along the banks of the great Gannas River, a young priestess assumed the mantle of leadership as High Queen of the Bast. Although not as experienced as most priests and priestesses in the complex, Bast chose her for her beauty and ‘connection’ to the most deadly of her feline servants, the displacer beast. Unfortunately for the temple, one of the elder priests turned against his goddess, seeing the choice as a stain against him personally and also a sign of weakness. Stealing away in the night, the priest met with a powerful female sorcerer, and together they cast a terrible curse that ripped the entire temple complex out of time and space, placing it in a shadow world that mirrors our own. All life within the temple became trapped, days and years blending together, life no longer finite, and yet all things within bound by a lasting torpor that dulled their awareness of self and any lust for life or forward motion. Once the spell was cast, the priest and the sorceress created a lair for themselves atop the central Barrens plateau and there spent the last of their years as petty tyrants until they succumbed to age, their bones cursed with undead life, and the stain of their mastery of time/space making them only partially within this reality.
Skeleton Priest: During the final days of the Temple of Bast, built along the banks of the great Gannas River, a young priestess assumed the mantle of leadership as High Queen of the Bast. Although not as experienced as most priests and priestesses in the complex, Bast chose her for her beauty and ‘connection’ to the most deadly of her feline servants, the displacer beast. Unfortunately for the temple, one of the elder priests turned against his goddess, seeing the choice as a stain against him personally and also a sign of weakness. Stealing away in the night, the priest met with a powerful female sorcerer, and together they cast a terrible curse that ripped the entire temple complex out of time and space, placing it in a shadow world that mirrors our own. All life within the temple became trapped, days and years blending together, life no longer finite, and yet all things within bound by a lasting torpor that dulled their awareness of self and any lust for life or forward motion. Once the spell was cast, the priest and the sorceress created a lair for themselves atop the central Barrens plateau and there spent the last of their years as petty tyrants until they succumbed to age, their bones cursed with undead life, and the stain of their mastery of time/space making them only partially within this reality.
Skeletal Warrior: ?
Ghoul: ?
Skeleton, Skeleton Guard, Skeletal Warrior, Skeletal Servant: ?
Skeleton, Out of Space and Time Skeleton, Skeleton Demon: ?
Skeleton, Wandering Skeleton: ?
Sabretooth Skeleton, Giant Sabretooth Cat Skeleton, Skeletal Servant: ?
Tomb Shambler, Kind of Lurking Pile of Bones With Various Mouths and Shards of Pointed Bones, Standard Pile of Bones: ?
Skeleton Lord, Lord, More Skilled and Enchanted Version of a Standard Skeleton: ?
Skeleton Lord, Skeletal Being, Sentry: ?
Lesser Mummy Lord, Mummified Monstrosity: ?
Mummified Zombie, Zombie Guard, Mummified Man, Upgraded Zombie Warrior, Mummy-Zombie: ?
Mummified Orc Zombie, Orc Zombie, Orc Mummy, Special Experiment, Mummy: ?
Mummy Lord, Orc Mummy, Large Orc Mummy, Prized Mummy Lord, Hideous Creature: ?
Improved Zombie, Zombie, Armored Mummy-Zombie, Power-Upgraded Zombie: ?
Mummy Knight, Plated Zombie, Specially Prepared Mummy Lord: ?
Skeleton Priest, Former Temple Priest, Skeletal Remains of a Priest: ?
Undead: Eryn’Jathru has spent an age perfecting the arts of soul essence necromancy, meaning her skills are so specialized she has become something other than human, while not becoming overtly offensively powerful. Her skills involve draining the soul essence from her victims, distilling it, and then ingesting it to keep herself young. By doing so, she has actually changed her bodily chemistry, making her a regenerative creature. Her only true necromantic spells are those used to raise the dead (or create undead as the case may be).
Low-Level Undead: ?
Mindless Minion: ?
Mummy: ?
Shadow: ?
Shadow, Lurker, Watcher: ?
Powerful Undead Zombie: ?
 
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Oerth Journal 28
1e
Undead, Restless Dead: It was discovered that a Grave Master had taken residence in the area, capable of raising every dead corpse within a 25 mile radius every sunrise.
When Player Characters enter this chamber, whether she is prepared for them or not, Vanondiel will be reclining on the wreckage of her bed, as she so enjoyed doing when she lived. As soon as she sees them, she will then use her wail ability in an attempt to kill them all (and animate them as undead, later, to renew the defense of her home).
Undead Soldier: ?
Foul Creature: ?
Vanondiel, Valondiel, Grey Elven Banshee Magic User 13, Most Potent and Unique Example of a Banshee, Hideous Undead, Undead Both Powerful and Horrific: Owing to the immense power she possessed when she lived, Valondiel is a most potent and unique example of a Banshee.
The Suel heroines that rose up to defend the men of their Houses did not think themselves able to kill Vanondiel, so they drowned her home and sealed her away, thinking that by doing so they might rid the world of her evil forevermore. They were wrong. When they flooded the subterranean stronghold, Vanondiel breathed deep – then breathed no more. The day that they turned their backs upon the fell place was the last day of her life.
That day was not the last of Valondiel's existence; her soul seethed with such great hate that her dark fey spirit continues to haunt The Cerulean Cyst as an undead both powerful and horrific.
In truth, the Suel heroines proved quite incapable of killing Valondiel with sword or spear. Yet they could not allow the dark fey to roam the world's face unhindered. So it was that the women forced her back into the subterranean complex she called her home, using a potent magical item to fill it completely with pure, fresh water. They then sealed the entrance to the place with thick and heavy stone and mortar, hoping that the interdicted sea of their creation might drown her and cleanse the world of the memory of her evils, where steel and iron failed.
Yet Valondiel was every bit the creature the Suel legends purport her to be: Too beautiful, too powerful to die...and far too wicked not to hunger for vengeance against those who would see her drowned and forgotten.
Valondiel (now a hideous undead found in area #12 of the dungeon) has found her spirit bound to Level Three of The Cerulean Cyst through the circumstances of her death.
Ghast, Normal Ghast: ?
Ghast, Drowned Man, Foul Undead: ?
Ghost: ?
Typical Groaning Spirit: ?
Lacedon Ghoul: This area was once a cloakroom used by Valondiel's butlers and valets. When her home was filled with water, six of these men drowned here yet still live on in the form of Lacedon Ghouls.
Lich: ?
Spectre: ?
Swordwraith, Powerful Guardian: ?
Osse, Grell Wight, Horrid Thing, Undead Grell: This room was once the home of a Grell ally Valondiel called Osse (AE: “Terror”). It died with the flooding of her lair, but that merely closed the first chapter of its horrid existence: The horrid thing survives as a Wight, far more deadly than when it yet drew breath.
Vampire: ?
Zombie: ?
 


The Phylactery
1e
Undead, Undead Creature: ?
Stillborn Demi-God: A stillborn demi-god, tossed aside in a murderous rage.
Shalraxrohaas, 2-Headed Space Wurm: ?
Ghost: ?
Ghost, Luminescent Long Haired Warrior Wearing Heavy Armor Wielding a Flaming Sword and an Arrow in His Chest: ?
Ghoul: ?
Lich: Within its [the Seven Veils, Seven Voids treatise] passages are several secrets that can help the reader with their discoveries on the road to lichdom.
Nammul, Lich-Priest: ?
Biminy Curtis, Wraith, Unquiet Spirit, Unwholesome Evil Spirit: Biminy Curtis was a veteran soldier who survived the horrors of war to retire and live out his twilight years on the frontier with his family. Unfortunately, some sort of madness or demonic force overtook him just a few years into his retirement, resulting in the slaughter of his family, a murder spree across the countryside and his eventual hanging by a local mob for his crimes. Biminy Curtis was strung up in the windmill and his homestead burned to the ground. While his body is long gone, his spirit lingers on in the form of a wraith.
Zombie: ?
 
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The Phylactery 2
1e
Shroud Spider: Another subterranean horror that no one knows quite where they came from.
Varaak-Dos, Rage-Filled Spirit, Evil Being: Many are the dark secrets and fell sorceries that fill the hidden tombs of witch kings of the uncharted north. Few of these were more wicked or had a burning hatred of those that walked the sunlit world more than the hell-pledged warlock Varaak-dos. When he was murdered by a rival sorcerer, his still-smoking remains were placed into an enchanted magical urn and his spirit was forced to serve the one who held it – a final insult to one who had spent his long, unnatural life despising all of those around him.
Undead Gut-Pile: A pale, worm-like creature of monstrous size was slain, gutted and devoured here long ago, but through some horrible arcane accident or magical calamity, the creature’s steaming gut-pile gained a limited undead sentience and slithered off into the depths.
Undead Demon-Hornet Swarm, Demonic Insect Plague: ?
Ghoul: ?
Sodden Bastard: Sodden bastards are unfortunate souls who were lost at sea or drowned directly by the hand of the goddess of ill-fortune and bad luck (or her worshipers).
Shroud Spider, Subterranean Horror: ?
Sodden Bastard, Unfortunate Soul Who Was Lost at Sea: ?
Sodden Bastard, Unfortunate Soul Who Was Drowned Directly By the Hand of the Goddess of Ill-Fortune: ?
Sodden Bastard, Unfortunate Soul Who Was Drowned Directly By the Hand of a Worshiper of the Goddess of Ill-Fortune: ?
Sodden Bastard, Hideous Depraved Creature, Wicked Creature: ?
Undead, Undead Creature: ?
Powerful Undead Lizardman Witch-Doctor: ?
Lich: Predictably, the skullstaff of stelos has an unfortunate side effect on those who wield it, slowly transforming them into an undead creature over time. While those who are powerful can stave off this effect for awhile, the artifact subtly wears away at its user, draining them of vitality and life until all that remains is an undead husk with a burning hatred for all living things. In addition, the wielder labors under a potent delusion, unable to recognize the changes happening to them. Creatures of lower hit dice are eventually transformed into wights, though more powerful beings often become wraiths or even liches, if their spellcasting prowess so allows.
Lich, Undead Husk: ?
Lich, Powerful Evil Creature: ?
Fungus-Lich: ?
Shadow, Undead Shadow: ?
Son of Kyuss: Worm Polyps from the Void Beyond – These large, pale green sacs hang heavy and groaning, like moldy parasites from the towering mushrooms of a fungal forest – an obvious fungal incursion of strange fruiting bodies. When a living creature of medium size or larger draws near (within 5’ or less), the swollen polyp explodes, showering everyone within 20’ with hundreds of carnivorous green worms. These tiny creatures are treated like the character had been struck by a son of kyuss 3 times, forcing multiple saving throws. Anyone slain by this effect is transformed into a son of kyuss!
Worm Polyps From the Void Beyond's Shower of Worms power.
Wight: Predictably, the skullstaff of stelos has an unfortunate side effect on those who wield it, slowly transforming them into an undead creature over time. While those who are powerful can stave off this effect for awhile, the artifact subtly wears away at its user, draining them of vitality and life until all that remains is an undead husk with a burning hatred for all living things. In addition, the wielder labors under a potent delusion, unable to recognize the changes happening to them. Creatures of lower hit dice are eventually transformed into wights, though more powerful beings often become wraiths or even liches, if their spellcasting prowess so allows.
Wight, Undead Husk: ?
Wraith: Predictably, the skullstaff of stelos has an unfortunate side effect on those who wield it, slowly transforming them into an undead creature over time. While those who are powerful can stave off this effect for awhile, the artifact subtly wears away at its user, draining them of vitality and life until all that remains is an undead husk with a burning hatred for all living things. In addition, the wielder labors under a potent delusion, unable to recognize the changes happening to them. Creatures of lower hit dice are eventually transformed into wights, though more powerful beings often become wraiths or even liches, if their spellcasting prowess so allows.
Wraith, Undead Husk: ?

shower of worms (causes everyone within a 20’ radius to make a save vs poison for 3 consecutive rounds; failure indicates that one of the worms burrows into the victim’s brain in 1d4 rounds; if not stopped, the victim dies and then rises as a son of kyuss)

Gloom Dust
Much has been written of the legendary Ul-Dis (the infamous “city of witches”) and the dreaded necromancers who once dwelled there, but its legacy lives on in the many magical relics and formulas that depraved folk left behind. One such magical item is gloom dust.
This black powder is chalky to the touch and smells vaguely of the open grave. It has two effects, both of which occur simultaneously. If thrown into the air, it fills an area equal to 15’ and creates a magical darkness equal to that of the spell darkness 15’. Anyone caught inside this darkness must also make a save vs poison or become weakened, incurring a -2 penalty to their strength.
Any creature slain while under the effects of gloom dust will rise as a shadow within 1d2 days unless the body is blessed by a good-aligned cleric of at least 5th level.
 

Zihindia 2 Demihumans of Zihindia
1e
Bhut: A bhut is the restless spirit of a deceased person who is unable to move on after death, having suffered a violent death, having some great unfinished business, or having died without proper funerary rites.
Chedipe: Unlike other vampires, a chedipe cannot create other chedipes, nor do victims who are drained of all life rise later as the undead.
Hungry Ghost: Hungry ghosts are the spirits of those who either were stingy in life, or had descendants that, for whatever reason, failed to make the appropriate offerings on their behalf.
Bhut, Non-Corporeal Undead: ?
Bhut, Restless Spirit of a Deceased Person Who is Unable to Move on After Death Having Suffered a Violent Death: ?
Bhut, Restless Spirit of a Deceased Person Who is Unable to Move on After Death Having Some Great Unfinished Business: ?
Bhut, Restless Spirit of a Deceased Person Who is Unable to Move on After Death Having Died Without the Proper Funerary Rites: ?
Bhut, Handsome Person Wearing White: ?
Bhut, Beautiful Person Wearing White: ?
Chedipe, Type of Vampire, Tiger, Beautiful Young Woman: ?
Hungry Ghost, Spirit of One Who Was Stingy in Life: ?
Hungry Ghost, Spirit of One Who Had Descendants That For Whatever Reason Failed to Make the Appropriate Offerings on Their Behalf: ?
Undead: ?
Vampire: ?
 

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