Undead Origins

EE2: The Outer Darkness (Essential Enemies #2)
Basic
Undead Minion of Ammazriel: If killed (0hp), [a minion of Ammazriel] becomes undead with hp restored. Can now be turned as a wraith.
Undead Minion: ?
Twisted Undead Creature: If the body of a creature killed by a summoned serpent’s bite is not burned, after a single day it becomes a twisted undead creature with the insatiable appetite of the Coriole Vortex but no higher intelligence. Not all creatures are affected the same way.
A creature killed (0hp) by this [summoned serpent's bite] attack becomes infected and undead.
Twisted Bird: They were the king’s prized fowls once.
Twisted Corpse: ?
Feral Ghost: ?
Gremlin Ghoul: ?
Gremlin Ghoul, Malevolent Ghost, Cannibal Ghost: ?
Rhinocorn Wraith: When the civilization of Southern unicorns collapsed, it left behind more than just cursed carcasses. Though they were all forced to take their rage and sorrow to the grave, some rhinocorns still refused to let it go, and so all that rage and sorrow became their ghosts.
Rhinocorn Wraith, Restless Ghost, Ghost: ?
Spectre: ?
Wraith: ?
 

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EE3: The Haunted Forest (Essential Enemies #3)
Basic
Beastflower: Created by feeding sunflowers a potent brew of dead souls until they become possessed by composite ghost-minds, beast flowers can only be controlled by their rider.
The Highway Haunter, Ghost, Mysterious Masked Highwayman, Figure, Swordsman: The Highway Haunter was once a thief who got lucky, or so he thought. Old clues, chanced upon while robbing an alchemist’s library, led him to an ancient shrine and a matched pair of golden statuettes—the idols of some forgotten deities. But then he was betrayed by his partner, who made off with one of the idols and left him dying in a ditch in the forest. What neither of them accounted for was the arcane connection these idols have to the gods they depict. And how much those gods want their idols back.
Now he is a ghost who cannot rest, compelled to hunt down the missing idol that his former partner fenced for a tidy sum an age ago.
Murdered: A coven of necromancers once made their hideout among the ancient trees, perpetrating a string of horrible murders before their eventual downfall. They abducted people from surrounding villages and sacrificed them, presumably in exchange for magical power. But now the detritus of their vile deeds is scattered all across the woods.
The souls of those they murdered have returned in the form of animalistic humanoids. Each bears a suffocating, horned mask. This was the instrument of their death, which the necromancers removed before abandoning the corpses. While the body rots away, the mask retains the ghost and uses it to power the shaggy body that grows out of the mask to create this monstrous beast.
Mask of Murder magic item.
Murdered, Ghost, Murderer: ?
Haunted River of Vomit: Instead of attacking, [the ogentroll] may produce a river of haunted vomit up to twice per day.
Again they thought of storybooks and tall tales, for they recognized this creature right away. It was the Ogentroll, a man-eating monster so gluttonous it gorges until it pukes. A thing of myth and legend, now as real as the sun in the sky above them. As they stood, agape, they heard the infernal belch thundering up from its crimson gullet—and then the rivers came. A cascade of sickening gore streamed toward them, just as haunted by the ghosts of this village as the last river of vomit they had found the night before.
Plant Ghost: When the magic of the shadow world spills out into the lands of the living, the souls of the dead do not rest easy. And when the chaotic magic of mutation is soon after let loose upon that very same ground, life can grow, like a shadow, in the shape of those who pass on. Thus it is with the plant ghosts.
What is to becomes of those creeping vines—the wooden trunks, the leafy boughs—now infused with arcane power? Drunk on the blood of ghosts, they mock all the ways of the living. But which ghosts are their inspiration? The people who die here came for treasure, for “adventure.” As their ghosts gnash and wail at the injustice of being murdered in this awful forest, the plants that grow here replace their flesh and take up their arms to fight again.
Plant Ghost Battleseeker: Driven by the ghostly remnants of some martial adventurer, a battleseeker plant ghost initiates combat as soon as it senses other moving creatures within charging range.
Plant Ghost Murdercreeper: The ghost of some deadly assassin—or just a mad killer—pushes this woody figure made of vines to attack the living.
Plant Ghost Spelldropper: ?
Plant Ghost: ?
Mummy: ?
Spectre: ?
Wraith: ?
Zombie: ?
Ghost: ?
Spirit: ?
Ghost Queen of the Shadowlands: ?
Ghostly Remnants of Some Martial Adventurer: ?
Ghost of Some Deadly Assassin: ?
Ghost of a Mad Killer: ?
Ghost of an Assassin: ?

Masks of Murder
Sacrificing a bound human while they wear a mask is how the Murdered are created. Once separated from the creature, masks can be used again. They can also remain dormant, still full of ghosts, waiting to become one of the Murdered again. Detect Magic will reveal these properties, but without such information, a mask might very well make its way into just about anyone’s curio collection, where they remain vulnerable to being stolen by enterprising wizards and necromancers, who may (if theft does not prove successful) agree to pay up to 1d6 × 100gp for each mask.
 

EE4: Between Two Worlds (Essential Enemies #4)
Basic
Howling Banshee: ?
Released Banshee: If the [howling] banshees [from the howling helm] are freed from the helm, they regain the full use of their undead powers.
A person drained of all levels [from a released banshee's energy drain attack] becomes a released banshee and hungers for life essence.
Howling Banshee, Banshee, Unquiet Ghost of Rage and Vengeance, Spirit, Ghostly Spectre, Trapped Soul: ?
Undead Spirit: ?
Banshee, Spirit: ?
Ghost: They call it the unholy mountain because of its ravenous hunger. Those who climb it die, and yet there is no shortage of those drawn to it. They feel its call tormenting them and if they cannot resist, it draws them in. But there is little conquest here for the mountaineer. The treasures lie beneath the rock, not on its peaks. Far below the surface lies the pit where ghosts are stored, a veritable well of souls full of victims this mountain’s greed has claimed.
For when a person from this world must face the mountain’s pull, they either die upon its heights and thus consign their ghost into the pit below or they pull back in loathing and retreat.
With a roll of 9+, may lend a spirit bottle that can trap the ghost of a person newly killed.
Ghost, Insubstantial Entity, Spirit, Incorporeal Spirit: ?
Poltergeist, Spirit: ?
Shadow, Spirit: ?
Spectre, Spirit: ?
Wraith, Spirit: ?
 

EE5: Creations of Chaos (Essential Enemies #5)
Basic
Animated Fire Hands: With the bodies of giants still littering the halls of their new home, cooling ever so slowly, the rat goblin necromancers wasted no time at all. The planted the hands of their defeated foes into the walls of their new fortress.
Animated Fire Hands, Giant Reddish-Pink Hands, Hands of Giants: ?
Undead: For every 2 points of damage suffered by the wielder of the [bloody] lamp, they gain 1 point of corruption. Healing the hit point loss will not remove the corruption. Careful examination, especially by a healer or medical expert, will reveal this corruption, as the victim begins to look less alive, less vital, less human. The signs are faint at first, but once the wielder’s corruption score equals or exceeds their maximum hit points, they become undead.
Undead Eyes: ?
Fire Giant Ghost, Ghost of a Fire Giant: ?
Ghost: ?
Desperate Ghost-God, Ghost, Greedy Ghost, Divine Ghost: ?
Gremlin Ghoul: ?
Zombie: The doom of corruption is not the only danger posed by this malevolent item [the bloody lamp]. Each night the bloody lamp spends near a graveyard, ancient battlefield, crypt, tomb, or other place where the dead reside, there is a 1 in 6 chance that 1d12 zombies rise from their graves and approach the lamp.
 


EE7: Far Beyond Death (Essential Enemies #7)
Basic
Nun of the Bone Goddess: For decades there was a monastery on Skull Mountain. The presence of the nuns there was thought to be a ward against the possible evil the mountain represented—and what it contained within it. But then the corruption set in, and though it remained hidden for a long, long time, it was finally discovered by a group of travelling mendicants. The sole survivor of their group delivered the news to the Church of Law and Saint Anglard was dispatched to destroy the nuns and the perverted, heretical goddess they idolated.
He was a man renowned for his ability to root out evil, but after razing the monastery to the ground, Saint Anglard still fled from the ruins in horror. He was reticent to speak of it after, not that he had much chance to do so. His next mission was his last, and some believe his experiences on Skull Mountain contributed to that.
But even though they were slaughtered and their monastery was destroyed, the nuns remained unvanquished. For they had taken up worship of the Bone Goddess, and she would not let mere death prevent her followers from attending to her sepulchral bidding. Indeed, she welcomes the deaths of her followers, so they might be reborn in a new form—undead perfection without the hindrance of flesh. For she is one of the many chthonic death deities, a corrupted psychopomp of the blasphemy that is life-in-death.
The Abbess: ?
Flagellant Nun: They lived by the lash, they retain it in death. They were the first of the nuns to lose every pound of their flesh, but even that did not cease their whipping.
Blackbone Abbess: ?
Blackbone Nun: ?
The Lich Sorceress, That Dead Woman With the Cat, Ilessa, Queen of the Northern Marches, Undead Woman, Possible Employer, Daughter, Last Lone Survivor, Wizard, Powerful Undead Creature, Powerful Wizard: Everyone calls her the lich sorceress, or sometimes “that dead woman with the cat.” But there’s old stories going around about her, too. Was she, perhaps, Ilessa, queen of the Northern Marches, who reigned here a thousand years ago? Was she daughter to the merchant prince Kielbarro, himself the bastard spawn of the Mad Emperor? Or is she the last, lone survivor of that ancient nunnery, so deep inside the woods, that was a blackened, overgrown husk even before the village next to it was founded?
Demon vs. Demon
When the lich sorceress was young and still alive, she became involved with a nameless wizard who sought after immortality in planes of existence beyond the astral sea. Together, they roamed the multiverse, conquering kingdoms and laying waste to their enemies. But when this nameless wizard came under the influence of the demon Salxrizan, the lich sorceress turned against him.
Unlike him, she was not so vain as to spurn the necromantic arts. Life without end was, and still is, more important to her than petty considerations like beauty and the adoring gaze of meaningless human eyes. As her flesh rotted away, the nameless wizard’s heart grew cold toward her, and the demon’s grip on him grew stronger. As much as she tried to ameliorate the growing rift between them, she could sense the impending conflict between the two of them becoming inevitable.
To increase her power, the lich sorceress tied herself to an arcane familiar—the horned cat, Camindor. With his soul amplifying her own magic, she was able to seal her corrupted lover inside his own tomb, ridding the world of Salxrizan forever.
Anamhedonic Ghost: Anyone reduced to zero Charisma [by an anamhedonic ghost's drain attack] becomes a ghost themselves.
Though his influence is profound, Aleändro Carvayano has declined to create a permanent bureaucracy around himself. He creates undead servants as he needs them, and stays in touch with his cultist followers sporadically at best. His only constant companions are the most wretched of the many ghosts that the death cult has collected over the years, feeding off stolen memories of mortal joy. Indeed, they are so miserable that only Carvayano has learned to control them.
Zombie of the Death Cult, Death Cult Zombie, Cult Zombie: The round after a Bleeding Man is slain (0hp), there is a 2 in 6 chance he rises again, regaining 1d6 hp and leaping back into the fight. If not killed again, he becomes a cult zombie.
Ghoul Monastic: This most recent abbot has been in power for a long time, but not because the healing waters have extended his life. Instead, it is the feasts of flesh that have given him, and the others, their extra years.
When they devour human flesh, it suffused their blood with a magical life, a sapphire luminescence, that stops them aging.
Mother Nivetta, The Abbess: The woman known as Mother Nivetta showed an early aptitude for the arcane. But wizard schools are built on heights too lofty for little girls from the poorest slums of a port city to even dream about, while the brothels of the docks are nowhere nearly so discerning. It did not take her long to realize that the endless stream of sailors, too eager by half to sate their desires before shipping out again, was not the surest source of coin. Profits come to those who own the ships before the ones who work on them see anything, and they too have desires.
But the patrons who truly changed her life were not the businessmen, but the monks whose desperation she could see as plain as day. When she discovered their true nature, she took advantage. First, they let her see the truth of their hungers. Then, they gave her access to their arcane library. And finally, they made her one of them. And when she found the mask, her sisters elected her to be their leader.
This most recent abbot has been in power for a long time, but not because the healing waters have extended his life. Instead, it is the feasts of flesh that have given him, and the others, their extra years.
When they devour human flesh, it suffused their blood with a magical life, a sapphire luminescence, that stops them aging.
Father Jarrald, The Abbot: Father Jerrald is the oldest remaining member of the original cult, and the only one who remembers its origins. His old superiors are all gone now, either discovered and destroyed by witch hunters, or ruined by the poisonous magics they studied.
This most recent abbot has been in power for a long time, but not because the healing waters have extended his life. Instead, it is the feasts of flesh that have given him, and the others, their extra years.
When they devour human flesh, it suffused their blood with a magical life, a sapphire luminescence, that stops them aging.
Undead Bugbear, Mountain Menace, Beast: ?
Veil Stalker: Veil stalkers are creatures from another plane of existence—“beyond the veil,” as it were—but they can be imprisoned in a body of undead flesh and controlled, all through the use of vat technology.
Hydra Zombie: ?
Revenger Zombie The Butler: When the hydra zombie is destroyed (0hp), the reptilian body is slain but the four zombies on top become independent, free to revenge themselves upon the living!
Revenger Zombie The Critic: When the hydra zombie is destroyed (0hp), the reptilian body is slain but the four zombies on top become independent, free to revenge themselves upon the living!
Revenger Zombie The Pastor: When the hydra zombie is destroyed (0hp), the reptilian body is slain but the four zombies on top become independent, free to revenge themselves upon the living!
Revenger Zombie the Victim: When the hydra zombie is destroyed (0hp), the reptilian body is slain but the four zombies on top become independent, free to revenge themselves upon the living!
Nun of the Bone Goddess, Skeleton, Fiery Ghost: ?
Ghoul Monastic, Undead Cannibal: ?
Ghoul Monastic, Female Nun: ?
Ghoul Monastic, Male Monk: ?
Veil Stalker, More Advanced Creature: ?
Hydra Zombie, Zombie Guardian, Gigantic Reptile: ?
Undead, Undead Creature, Undead Monster: Supplicants: 2 in 6 chance a group of flagellant nuns are accompanied by 1d12 still-living death cultists, 1 HD humans who have only 1hp left and wish to die. The nuns are dutifully driving them forward and whipping them. If they are found worthy, they too may become undead.
But these brigands of the sea have their own practices of philosophies, just like the other factions that make up the larger death cult. They also pay tribute to demonic leviathans that lie imprisoned beneath the oceans, ever scheming to break free and be unleashed upon the world. The pirates send them sacrifices, who are often returned to the world as undead monsters.
Mindless Undead: ?
Undead Servant: Though his influence is profound, Aleändro Carvayano has declined to create a permanent bureaucracy around himself. He creates undead servants as he needs them, and stays in touch with his cultist followers sporadically at best.
Undead Prosthetic: She [the Lich Sorceress] can create undead prosthetics and small undead homunculi and send them to spy on her foes.
Non-Living Creature: ?
Small Undead Homunculi: She [the Lich Sorceress] can create undead prosthetics and small undead homunculi and send them to spy on her foes.
Powerful Undead Creature: ?
Undead Death Cult Pirate Captain: The round after being slain (0hp), [a death cult pirate captain] rises again with 2d8 hp and regains 2d8 hp each day until fully healed.
Ghost Slave: The core premise of the death cult is simple: When you kill someone who has killed fewer people than you, their ghost is your slave in the afterlife. The more slaves someone has, the more powerful they are. If you slay someone again, in the afterlife, they become your slave, no matter how many kills there are between you.
And there are questions that need to be answered. Ghosts can be bound as slaves, but do they stay with the necromancer who controls them after death? Or do they revert to the one they were killed by? Can ghosts escape their killer’s control before the day of judgment? Can they be stolen by the death cult’s necromancers? If you kill someone who has more ghost slaves than you do, are they free until you kill them again in the afterlife, or do they instead become your slave now? If they are enslaved, do they retain control of their own ghost slaves? And if they do, can they use their ghost slaves to rebel against their master? Or are their slaves now free, and easy prey for necromancers to take control of? Is this where all these free-roaming ghosts come from?
All these questions, and more, the death cult is keen to answer. They seek power over the dead by any means necessary, but their favourite tactic is, and always has been, murder. They kill others directly, with their own weapons. They raise the dead and send their hordes of zombies to kill the living. They bind ghosts to their will and forge them into weapons to kill yet more hapless victims.
Free-Roaming Ghost: And there are questions that need to be answered. Ghosts can be bound as slaves, but do they stay with the necromancer who controls them after death? Or do they revert to the one they were killed by? Can ghosts escape their killer’s control before the day of judgment? Can they be stolen by the death cult’s necromancers? If you kill someone who has more ghost slaves than you do, are they free until you kill them again in the afterlife, or do they instead become your slave now? If they are enslaved, do they retain control of their own ghost slaves? And if they do, can they use their ghost slaves to rebel against their master? Or are their slaves now free, and easy prey for necromancers to take control of? Is this where all these free-roaming ghosts come from?
Ghost: ?
Wraith: ?
Zombie: The round after being slain (0hp), [a death cult initiate] rises again as a 2 HD zombie. Can only be destroyed by magic.
The round after being slain (0hp), [a death cult necromancer] rises again as a 2 HD zombie. Can only be destroyed by magic.
The round after being slain (0hp), [a death cult pirate] rises again as a 2 HD zombie. Can only be destroyed by magic.
Vat Zombie: If you want to grow your own zombie armies or pleasantly dream of new bodies while suspended in fluids, the vats of Salfaria stand ready.
The principle behind vat zombies is simple: take a relatively intact corpse, revivify it in a vat, then send it against your foes. Because the resulting creatures have severely limited functionality, they are primarily used as suicidal assault forces. Modifications can be made to them (see page 15), but there are more advanced creatures available as well.
Vat Zombie, Artificial Creature: ?
 

EE8: From Underground (Essential Enemies #8)
Basic
Cave Haunter Ghost: If killed (0hp), [a blind cave haunter] returns as a ghost to haunt its killer at the most inopportune moments.
Undead: Brain birds reproduce parasitically. When they find a weak or incapacitated adventurer in the dungeon, they apply their poison to that poor, unfortunate soul and use them as a nest. Over time, their influence causes the person’s body to mutate in strange and sometimes unexpected ways, but always their body shrivels up and their head swells to inhuman proportions. The top of their skull becomes concave, and this is where the brain birds give birth to their young. A mass of these immature brain bird chicks resembles an exposed brain, as if the skull of the mutated victim had been removed, hence their name.
As the brain birds grow, that adventurer—now transformed into a bloated, crawling head—lives in constant pain. They survive by licking water and fungus off the dungeon walls, but even if they die, the poison of the brain birds keeps their flesh undead so the brain birds may continue to psychically feed off the poor wretch’s ghost.
Ghost: Brain birds reproduce parasitically. When they find a weak or incapacitated adventurer in the dungeon, they apply their poison to that poor, unfortunate soul and use them as a nest. Over time, their influence causes the person’s body to mutate in strange and sometimes unexpected ways, but always their body shrivels up and their head swells to inhuman proportions. The top of their skull becomes concave, and this is where the brain birds give birth to their young. A mass of these immature brain bird chicks resembles an exposed brain, as if the skull of the mutated victim had been removed, hence their name.
As the brain birds grow, that adventurer—now transformed into a bloated, crawling head—lives in constant pain. They survive by licking water and fungus off the dungeon walls, but even if they die, the poison of the brain birds keeps their flesh undead so the brain birds may continue to psychically feed off the poor wretch’s ghost.
Ghost, More Dangerous Thing, Insubstantial Being: ?
 

EE9: Not of This Earth (Essential Enemies #9)
Basic
Necro Terranaut: The mind of a powerful archmage, too suffused with arcane energies to keep its thoughts in the realm of fiction.
Necro Terranaut Leader: ?
Necro Terranaut, Vile Creature, Awful Alien Thing, Servant: ?
Undead: ?
Undead Whose Bones Are Showing: ?
Necro-Lord, King of Death, Necro Lord: ?
Necromantic Revenant: ?
Ghost: ?
Spirit: ?
Vampire: ?
Zombie Guardian: ?
Ghoul Star Scientist: ?
 

Falkrest Abbey
Basic
Flayed Zombie: Victims of cruel rituals, or reincarnated evil souls from hell.
Queen Ethofled, Ghost, Mournful Spirit, Queen of Yore, Translucent Apparition, Woman With Elaborately Braided Hair and a Crown, Most Powerful Ghost: ?
Rowayn, The Eternal Knight, Rowan, Sacred Wight Knight, Ageless Man With White Hair and Eyes as Hard and Distant as a Winter Sky: ?
Skeleton: ?
Wight: A person drained of all levels [by a wight] becomes a wight in 1d4 days, under the control of the wight that killed them.
Flayed Zombie, Ferocious Animated Corpse Without Skin: ?
Flayed Zombie, Victim of Cruel Rituals: ?
Flayed Zombie, Reincarnated Evil Soul From Hell: ?
Skeleton, Skeletal Guard: ?
Abbot Grusom, The Wight Abbot, The Cursed Abbot, Wight, Dried Corpse of a Lean Man, Corpse: The last abbot of the Abbey was corrupted by chaos, and caused its ruin (True).
The abbey fell when Grusom, the last abbot, was corrupted by chaos and attempted to reach the secret garden using a foul demonic portal.
Undead: ?
Undead Who Cannot Suffer Daylight: ?
Chaotic Undead Creature: ?
Ghost: ?
Lich: Plans to: replace the skulls in the ritual chamber with the chalices, opening a new portal to hell, as part of a ritual to become a lich.
Vampire: ?
 

Filling in the Blanks
Basic
Undead, Undead Creature: Living creatures slain by this [baneful life area] magic have a 1 in 6 chance of returning as a random sort of undead: (1-2) skeletons, (3-4) zombies, (5-6) ghouls, (7) wights, (8) wraiths, (9) specters, (10) other.
Ghoul: Living creatures slain by this [baneful life area] magic have a 1 in 6 chance of returning as a random sort of undead: (1-2) skeletons, (3-4) zombies, (5-6) ghouls, (7) wights, (8) wraiths, (9) specters, (10) other.
Unhallowed Ground.
Skeleton: Living creatures slain by this [baneful life area] magic have a 1 in 6 chance of returning as a random sort of undead: (1-2) skeletons, (3-4) zombies, (5-6) ghouls, (7) wights, (8) wraiths, (9) specters, (10) other.
Road Magical Malign.
Unhallowed Ground.
Specter: Living creatures slain by this [baneful life area] magic have a 1 in 6 chance of returning as a random sort of undead: (1-2) skeletons, (3-4) zombies, (5-6) ghouls, (7) wights, (8) wraiths, (9) specters, (10) other.
Vampire: ?
Wight: Living creatures slain by this [baneful life area] magic have a 1 in 6 chance of returning as a random sort of undead: (1-2) skeletons, (3-4) zombies, (5-6) ghouls, (7) wights, (8) wraiths, (9) specters, (10) other.
Road Magical Malign.
Wraith: Living creatures slain by this [baneful life area] magic have a 1 in 6 chance of returning as a random sort of undead: (1-2) skeletons, (3-4) zombies, (5-6) ghouls, (7) wights, (8) wraiths, (9) specters, (10) other.
Road Magical Malign.
Zombie: Living creatures slain by this [baneful life area] magic have a 1 in 6 chance of returning as a random sort of undead: (1-2) skeletons, (3-4) zombies, (5-6) ghouls, (7) wights, (8) wraiths, (9) specters, (10) other.
Road Magical Malign.
Unhallowed Ground.
Creature Animated by Magic: ?
Undead Vulnerable to Light: ?
Ghost of an Innocent Traveler Lured in by Promises of Safety Then Slain: ?

Unhallowed Ground
If the burial ground is part of a temple or similar site there’s only a 1 in 6 chance of the ground becoming unhallowed; bodies buried or left for dead without religious trappings or ceremony have a base 1-2 in 6 chance of this occurring. This chance increases by 1 for every 50 bodies interred in the area, up to a maximum of 1-5 in 6.
The forces of Chaos and undeath rule supreme in unhallowed ground. An unhallowed burial site will have 1 (1-3), 2 (4-5), or 3 (6) qualities from the below table. If duplicates are rolled the effects stack unless otherwise noted.
1. The dead walk. Those that die within unhallowed ground have a 1 in 6 chance of rising as an undead creature for every night their body remains within the borders. If not specifically stated (slain by a shadow, for instance) they will rise as a skeleton (1-3), a zombie (4-5), or a ghoul (6).
2. The dead resist. Undead within unhallowed ground are treated as having (1-3) +1, (4-5) +2, or (6) +3 HD for purposes of turning (both the base chance of success and the number turned).
3. The dead persist. Undead that are created within the unhallowed ground (whether “naturally” or due to spells such as animate dead) do so with 1d10 hit points per HD rather than 1d8. There’s a further 1-2 in 6 chance that one of the following occurs (roll 1d4):
1. Undead regenerate 1 hp per round while within the unhallowed area.
2. The first time an undead creature is reduced to 0 hp they instead remain at 1 hp.
3. An undead creature destroyed within an unhallowed area will reform over a period of 1d6 rounds (1), 1d6 minutes (2-3), 1d6 hours (4-5), or 1d6 days (6) unless their remains are burned, blessed by a cleric, or removed from the area.
4. Undead created within the area have an AC that is 1 (1-3), 2 (4-5), or 3 (6) better than normal.

4. The dead protest. Both clerical and natural healing is stifled within the unhallowed ground. Natural healing does not occur, and magical healing is minimized (roll twice, taking the lower result).
5. The evil permeates. The entire unhallowed area radiates evil. Spells that detect evil or alignment do not function due to the aura of Chaos that suffuses the space, and spells or items that ward or rely on the identification of alignment also do not function.
Lawful-aligned creatures are uneasy in this place, taking a –1 penalty to surprise rolls, and having difficulty sleeping. Each night they try to sleep in the area they make a Save v. Spells; failure indicates they do not sleep soundly enough to regain hp or spells.
6. The dead hunger. If an undead creature rolls a 19 or 20, their blows automatically inflict maximum damage. There’s an additional 1-2 in 6 chance that saving throws made by non-Chaotic creatures within the unhallowed ground are done with disadvantage (rolling twice and taking the worse result).
7. The dead corrupt. Magical items that remain within the unhallowed ground for more than 1 week have a 1-2 in 6 chance of being corrupted by the Chaotic energies. Corrupted items will be cursed in a manner left up to the Referee.
8. The dead speak. A soft susurrus of damned voices fills the unhallowed ground. Non-Chaotic creatures suffer a –1 penalty to initiative and surprise and must Save v. Spells each time they enter the ground or be affected as per (1-4) the blight spell (reverse of bless) or (5-6) confusion.

3.5.1. Roads
The road is . . .
d100
Result
1-30
Dirt. Dirt roads do not grant the bonus to movement (see p. 111, OSE core) during rain, or for 1d3–1 days after.
31-60
Paved with dry laid stones (1-3) or bricks (4-6).
61-90
Wood (logs laid side by side), a “plank road”.
91-98
Artificial (such as Roman concrete roads).
99-100
Magical or unusual (see below).

d10
Result
1-3
Unique material. The road is built of an unusual material. The road is made from (1) one of the materials above, but unique or rare to the region, (2) iron, (3) bone, (4) graves, (5) glass, (6) high-tech material like plastic or concrete, (7) ceramics, (8) living material, (9-10) other.
4-6
Unique construction. The road is built in an unusual manner. It is (1) elevated, (2) sunken, (3) covered, (4) hidden, (5) goes underground for a portion, (6) other.
7
Magical (benign). The road is enchanted in a manner that is beneficial to those traveling on it. It (1) is safer than normal. Wandering monster chances are reduced by 1d2 while on the road, (2) those on the road are under the effects of a permanent protection from evil spell, (3) food does not spoil or go bad while on the road, (4) travelers on the road move faster than normal: if granted, the normal 50% bonus to movement is increased to 75%, or if not granted travelers have a 25% bonus, (5) travelers on the road do not incur exhaustion for forced marching, (6) healing is increased: roll twice for all healing spells and effects and take the better of two results, (7) all travelers on the road are able to understand any spoken language, or (8) other.
8
Magical (malign). The road is enchanted in a manner that is dangerous to those traveling on it. (1) It is more dangerous than normal: those traveling on the road have their chances of wandering monsters increased by 1d2, (2) normal rations spoil after a day on the road and iron rations after 1d4 days, (3) movement is slowed: if a speed bonus would normally be granted for maintained roads it is lost, and if not movement is 50% slower, (4) turning undead is less potent: if attempting to turn undead within 50’ of the road roll twice, taking the lower result, (5) sleep within 50’ of the road is fitful, and does not count as rest for purposes of memorizing spells or avoiding exhaustion, (6) healing magics are minimized: roll twice when determining damage healed, taking the lower of the two results, (7) creatures slain on the road are either (1-2 incapable of being raised or brought back to life, short of a wish spell, or 3-6 raised as undead within 1d8 days of their death; they will be 1-2 skeletons, 3-4 zombies, 5 wights, or 6 wraiths), or (8) other.
 

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