Voadam
Legend
Gods of the Forbidden North: Volume 1
Basic
A’ghanim the Spectre-Warlock, Mighty Undead Spectre-Warlock, Chaotic Creature: ?
Angakok, Undead Angakok: This primitive witch (or warlock) was burned alive for its human sorcery. Returning as a curse upon the living as the result of an infernal blood pact, the exceedingly wicked angakok retains its spell casting ability despite its newly undead condition.
Angakok: a primitive witch (or warlock) who was burned alive for its human sorcery.
Bone Grakal: Bone grakals are the skeletal remains of grakals who have perished and been re-animated as the walking undead in service to an evil sorcerer.
Brakkakhan the Skeletal Dragon, Skeletal Dragon, Evil Skeletal Engine of Pure Destruction, Undead Dragon, Unliving Wyrm, Rival, Dragon, Old Wyrm, Mighty Undead Taiga Dragon: The Cenostoma, leader of the Magoth (hex 22.06), has roused the ancient spirit of the dragon Brakkakhan, animating its massive corpse into an evil skeletal engine of pure destruction.
Curse of Baalor, Nightmare, Unholy Abomination:, Necromantic Beast, Evil Creature, Fluid Pool of Corruption, Bodyguard, Hunting Beast, Undead Servant To ensure the Master’s will is accomplished, the Cenostoma sent a Magoth entropy disciple named Ashuraga to oversee this important task. Using the buried corpses of fallen soldiers, he created the Curse of BaalorA and unleashed it on the Valken garrison posted at Tower Vartoriak.
Two months ago, on the night of his Seventh Circle induction rites, Ashuraga invoked their foul Master under the moonlight. He swore terrible vengeance against those who killed his father and who destroyed their former way of life. Before the watching eyes of Laagaraam, the Enoruuk’s curse fell on the pebbled lake-shore of Vartoriak island and awoke a nightmare in the old cemetery. This nightmare erupted from its grave-earth and brutally terrorized and killed the Valken soldiers posted at the tower, ending its occupation. For by sacrificing a measure of his own lifeforce, and fueling his curse with extreme hate, Ashuraga willed the Curse of Baalor into being.
This unholy abomination was created from the corpses of six Valken legionnaires buried on Vartoriak island’s northern shoreline (area 5). When Ashuraga spoke his dreadful curse into existence during his initiation into the Magoth’s Seventh Circle, a dimensional rupture of seeping chaos—similar to the one found in the ruins of Fort Ikenvar (hex 10.19)—mixed with the Enoruuk’s offering of his own life force, his incredible hatred for Yaari, and his desire for merciless vengeance against the Hadeans. As a result, the word-curse twisted into a necromantic beast.
If the Curse is destroyed but Ashuraga still lives, he takes 3d6 damage. Later on, a new Curse spawns from a freshly buried corpse on Vartoriak Island.
It is rumored that their leader, Ashuraga, created the Curse of Baalor while he was being initiated into the Seventh Circle.
The staff’s length is carven with occult symbols detailing the necromantic ritual needed to create an abhorrent Curse of Baalor. These symbols are written in decipherable Urgathos script and can be learned by arcane or divine casters. The ritual creation and binding of this undead monster is an inherently chaotic act, and causes a permanent, one-step alignment shift towards chaos.
Curse of Baalor: an unliving curse created by Ashuraga that uses the buried corpses of fallen soldiers to murder its creator’s enemies.
Death-Wife, Skaal-Dra’kar: Former Enoruuk staalistas of the Temple of Kangek, the death-wives were once holy, honored, and set apart by Anarnulak. When Baalor came and declared himself their only god, he rained fiery destruction on their ancient temple, leveling it permanently. Every staalista who did not renounce the ancestral water deity was slain and buried in the ruin’s foundation. But those staalistas who chose to worship this new “Skull God” were fed a shrunken black fig bearing a magical curse. Then, as Baalor began teaching them forbidden arts of necromancy, he wed the fallen staalistas and named them his skaal-dra’kar or “death-wives.” Now the women are little more than shadowy haunts in the forest-dark.
Victims slain by [a death-wife's] quietus or red paralysis rise as taiga wights that same night. Females so killed rise as death-wives.
By recruiting disloyal Enoruuk priestesses into his death-cults and making them his “death-wives” with gifts of arcane, social, and political power, the Skull God soon introduced a new pantheon to his enslaved vassals.
For millennia, the Enoruuk tribal priestesses—called staalistas—worshipped a water deity named Anarnulak at Kangek. (See “Emeqism” in chapter 2.) But then Baalor came. He leveled their temple, converted the cowards into his death-wives, and killed the rest.
Draugr: Emaciated, blueish-gray-skinned undead, the draugr are created when a chaotic humanoid is buried alive in a freezing barrow or cairn and subsequently cursed by necromantic devices. These victims are held in a slowdecaying stasis, and when their bodies finally perish, a wicked nether spirit arrives to inhabit the corpse. This evil spirit is drawn to dwell in the rotting body due to the lingering fear and hate that filled its departed owner in the final throes of death.
Draugr Icesworn: ?
Draugr Knife-Hurler: ?
Draugr Sharpshooter: ?
Draugr Slayer: ?
Draugr Sorceress: ?
Draugr Wraith: In one case, the Skull God summoned multiple spirits into a single draugr corpse, which enveloped it in nether shadows, thus creating the first draugr wraith.
Drowned Dead: These malevolent undead dwell within Lake Helvarragh. The restless spirits of those who perished in its waters are trapped in a perpetual state of undeath by one of Baalor’s most heinous curses on Titherion.
They [drowned dead] are relentless in their pursuit and continue to attack until their prey is drowned and lifeless. Once killed, the victims arise as the drowned dead.
Under the shallow water’s surface lies a sunken obsidian altar to the Skull God. Any boat passing into this hex has a 2:6 chance of striking the altar before noticing it. The altar’s sharp edge gouges a hole in the vessel’s hull, sinking it within 1d2 turns. In the frigid water below, 9 drowned dead attack the vessel’s occupants, dragging down any victims to join their ranks where the huddle around the cursed altar. Altar. Anyone of lawful alignment touching the altar must save vs. death or become water cursed. Such a victim transforms into a drowned dead over 2d4 days, becoming paler and more bloated. On the transformation’s final night, the victim drowns suddenly without any explanation, gurgling water from his throat (even in bed!), and at midnight, he re-awakens as a drenched corpse.
Brakkakhan the Skeletal Dragon's energy drain power.
Ectoplasmic Echo Skeleton: Created in the wake of the eldritch blast that eradicated the last of the Inilgaan people over 8,000 years ago, the ectoplasmic echo skeleton appears as a primitive, eroded skeleton with a full pair of reddish-glowing lungs and an attached vocal system: trachea, larynx, pharynx, and tongue. The organs pulse eerily and seem formed wholly from a slimy, ethereal substance. These creatures are thought to have been born out of the Inilgaan’s final defiant shout at the cosmic powers of good and their impending damnation.
Glyph of Unlife. If anyone wipes the ancient grime off an archway, a hidden glyph of unlife activates visibly with a fell glow. This infuses all undamaged skeletal corpses in the south tunnel with dark energy (marked A on the level map), and they rise as hateful undead.
The dusty mold of a 15’ tall humanoid lies within the huge coffin’s dust. Anyone swiping this dust away triggers a magical curse. All creatures within the tomb must save vs. spells. Characters who fail this save don’t notice anything happen, however. But later, if the victims die, they rise as an ectoplasmic echo skeletonA 1d4 rounds later to take his place among the burial slabs forever (area 2). If the victim’s corpse is removed before this happens, his shambling body journeys to the ocean cliffs above the tomb and waits there, forever swaying.
Death Curse. Anyone killed in this area is doomed with a curse to rise as a skeleton that same night, taking his place among the burial slabs forever. If the victim’s corpse is removed before this happens, his shambling body journeys to the ocean cliffs above the tomb and waits there, forever swaying.
This area is just like the south archway junction (area 3A) but it animates 3 ectoplasmic echo skeletons (marked B on the level map) in the east tunnel.
This area is just like the south archway junction (area 3A) but it animates 4 ectoplasmic echo skeletons (marked C on the level map) in the north tunnel.
Entropy Zombie: These horrific zombies are infused with chaotic energy from the Outer Void. The Skull God perfected the entropy zombie after many years conducting private experiments. His methodology is carried on by the Magoth.
Anyone swallowed and killed [by the guzzler] gets regurgitated as an entropy zombie in 1d4 hours.
Frozen Dead: These are remnants of ancient armies, raised from the icy graves of fallen soldiers by Baalor’s dark magic.
Greater Qivitoq: An ancient qivitoq that has endured for centuries, growing in capability and depravity.
Hadean Skeleton: These are the animated remains of the Hadean soldiers slaughtered at the Battle of Sand Bone along the shores of Lake Helvarragh. These men were doomed to die even before the engagement started. After the massacre ended, Baalorian sorcerers laid a potent curse over the battlefield. Untold numbers of the dead rose from the frozen sands.
Homicide Haunt: A homicide haunt is an evil spirit that can arise after the death of a mass-murderer. The murderer must have suffered from an unnatural fixation on the human body, his victims’ and his own. After dying, the murderer’s corpse—which he both loathed and cherished—must become separated from the site of his old lair, the place where he committed his greatest evils. Yearning to reunite his body and spirit, the murderer lingers on the earth and haunts his former den.
Loam Gaunt: Zarcand the Black Magician's Word of Bones power.
Monstrous Undead Barrow Rat: Monstrous Barrow Rat Return From Death power.
Qivitoq: According to legend, the first qivitoq was thought to have been created when a young child, who did not obey his parents, got lost after a night wandering away from the edge of his family’s woodland. After spending hours in the cold, dark wilderness, he could not find any water to quench his thirst or food to sate his aching belly, nor could he find the familiar trees that he had lived under during his youth.
But a foul and cunning Tarngrak happened upon the boy as he wandered in the tundra. Seeing that the lad was malnourished and starving, the wicked demon promised to help the boy find his parents and even something good to drink and eat.
Desperate for these material needs, the boy agreed; but he did not even bother to ask what he had to exchange with the demon to gain them. Then, the demon vanished, and in the boy’s mind, he suddenly knew which way was home. Within a few hours, he saw the soft, warm glow of his mother’s hearth-fire in the windows of his cozy home. But his stomach growled, and he wondered aloud why the demon had shown him how to find his parents without ever giving him something to eat or drink. But when he opened the front door and stepped inside, he soon learned the answer.
Upon seeing his good parents, who were overjoyed at the return of their son and hurried over to embrace him, the boy became filled with a sudden and unnatural hunger. As his mother and father hugged him, the boy tore out their throats with his teeth, and drinking their still-warm blood, he saw that the Tarngrak had given him exactly what he had asked for—something good to drink and eat. Ravenous, the monstrous boy devoured his parents’ delicious flesh over the course of that night.
And in the morning, when he emerged, the boy learned the depths of his evil curse. Now, the sun hurt his eyes and made him dizzy; the cozy trees of his homeland loomed overhead, as if threatening to kill him; and the crystal-clear stream flowing nearby—all he had wanted to quench his thirst the night before—made him uneasy and repulsed him, for his longing for its waters had led him to murder his own loving parents in a bout of unthinking desperation. And even as he tried to use the water to wash their blood from his hands, it began to burn him.
The boy fled into the arctic wastes, the very place he tried to escape, and in time, he became a qivitoq—a blood-thirsty, ravenous, vampiric animal-spirit that feeds on others to preserve its own life at their expense.
In the story, the boy wanders away from the safety of what he knows (i.e., what his parents had long taught him was true and right). And falling into desperate circumstances out in the wastes of immorality, he begs for the demon’s help, which it uses to forever ensnare him. It doesn’t matter that the boy didn’t understand he was making a deal in the first place. It doesn’t even matter that the demon never told him what was at stake. When he asked for its help, he gave it power over him, and this led to great tragedy.
A victim drained of all hp [by a qivitoq's life drain power] rises as a qivitoq that night.
A victim drained of all hp [by a greater qivitoq's life drain power] rises as a qivitoq that night.
The three interred undead beings were created by their mistress, the greater qivitoq, Tutega.
Sook Guardian: Ancient warriors who were cursed for betraying their oaths in order to save themselves, these staggering rotting corpses still bear the arms and armor of their long-vanished kingdoms.
Spell-Page Mummy: These undead horrors are created when a magic-user or illusionist is held by magic, tightly bound in mummification wrappings while enchanted and helpless and then buried alive. After the doomed magician’s death, the creator writes upon his exterior wrappings every letter of the victim’s spellbook. The styling must be done precisely by hand, and it must match the original author’s penmanship. Finally, through forbidden necromantic rituals, the creator infuses the dead magician’s corpse—twisted in horrible terror as he tried to cry out for help and mercy while suffocating to death.
The chest holds 8,552gp, his spellbooks, and an odd tome revealing the secret to casting a unique ritualized version of the animate dead spell that creates a single spell-page mummy over the course of three weeks. Using the ritual is a chaotic act and costs 1,000gp in materials.
Sulfurous Skeleton: Sulfurous skeletons are all female, as they were made from the cursed bones of the loyal staalistas at Kangek who refused to worship Baalor in his guise as the Skull God.
The [piscina] demon has the power to enter a limited water source and corrupt it with its mere presence. As the entity murders more and more victims in the area, it can eventually weave an evil spell to animate their bones and turn them into sulfurous skeletons.
The corrupted piscina can create 20 sulfurous skeletons per day.
Piscina Demon's Corrupt Water power.
Taiga Wight: This undead creature violently envies the warmth enjoyed by the living and hates them for possessing it. And so, the wight seeks out those whom it might forcefully “gift” with its own miserable, cursed existence.
Victims slain by [a taiga wight's] quietus or red paralysis rise as taiga wights that same night.
Victims slain by [a death-wife's] quietus or red paralysis rise as taiga wights that same night. Females so killed rise as death-wives.
Lawful foes hit by the [bone-hilt] sword must save vs. death or suffer 4d6 extra damage; the wielder heals that amount in hp; if the lawful target dies from this, he rises as a taiga wight under the wielder’s control.
The taiga is haunted by the ravenous corpses of dead explorers, the dream of unlife forced on them by the taiga wights.
Trow Skeleton: This is the corpse of a long-dead Trow that has been animated by a necromancer.
Trow Zombie: This is the corpse of a recently-expired Trow that has been animated by a necromancer.
Wane Wraith: Wane Wraith Lesser Energy Drain power.
Angakok, Highly Intelligent Foe, Hideously Burned Human: ?
Ba-Krosh the Lingerer, Angakok, Sorcerer, Undead Sorcerer, Constructor, Lieutenant: Through past necromantic agreements, the fire demon infused Ba-Krosh’s body with unlife, and now he endures on as an undead angakok, filled with grief, anger, and regret over his past decisions. These failures haunt him.
Bone Grakal, Skeletal Remains of a Grakal, Walking Undead: ?
Bone Grakal, Skeletal Grakal, Undead Servant: ?
Death-Wife, Former Enoruuk Priestess, Elderly Enoruuk Woman, Old Wife, Witch, Chattering Wife, Black-Eyed Undead, Taiga Wight Given the Powers of a Classed Druid, Undead Abomination, Wight: ?
Draugr, Emaciated Blueish-Gray-Skinned Undead: ?
Bomaanz, The First, Draugr Doom Lord, Sinister Figure, Draugr Champion: But having encircled the Whudjan camp, Baalor parleyed with their king, Bomaanz, after cutting off their escape. He demanded the king’s surrender, promising to spare all their lives if they would serve him and the Tarngrak. After rigorous debate with his advisors, the Whudjan king accepted the Skull God’s terms. He knelt before Baalor and swore oaths of fealty to the sorcerer-king’s banner, as did his men. With new power over Bomaanz, the Skull God unleashed his treachery, wielding the king’s true name against him. Baalor imprisoned Bomaanz deep within a barrow-mound, along with the Tigernach’s greatest surviving heroes. The magicks trapping them slowly transformed the cursed men into draugr champions over time.
Draugr Champion: But having encircled the Whudjan camp, Baalor parleyed with their king, Bomaanz, after cutting off their escape. He demanded the king’s surrender, promising to spare all their lives if they would serve him and the Tarngrak. After rigorous debate with his advisors, the Whudjan king accepted the Skull God’s terms. He knelt before Baalor and swore oaths of fealty to the sorcerer-king’s banner, as did his men. With new power over Bomaanz, the Skull God unleashed his treachery, wielding the king’s true name against him. Baalor imprisoned Bomaanz deep within a barrow-mound, along with the Tigernach’s greatest surviving heroes. The magicks trapping them slowly transformed the cursed men into draugr champions over time.
Draugr Icesworn, Animated Emaciated Corpse Shimmering With Hoar Frost: ?
Draugr Knife-Hurler, Animated Emaciated Corpse of a Spindly Assassin: ?
Draugr Sharpshooter, Animated Emaciated Corpse of an Olden Archer: ?
Draugr Slayer, Animated Emaciated Corpse of an Ancient Warlord: ?
Draugr Sorceress, Animated Emaciated Corpse of an Ancient Sorceress: ?
Draugr Wraith, Skeletal Figure of Drifting Purple Fog: ?
Drowned Dead, Malevolent Undead, Pale Hideously Bloated Corpse, Drenched Corpse: ?
Ectoplasmic Echo Skeleton, Primitive Eroded Skeleton With a Full Pair of Reddish-Glowing Lungs and an Attached Vocal System: Trachea Larynx Pharynx and Tongue, Hateful Undead: ?
Entropy Zombie, Horrific Zombie, Shivering Human Corpse, Zombie: ?
Entropy Zombie, Shoreline Zombie: ?
Entropy Zombie, Dumb Zombie: ?
Entropy Zombie, Fodder: ?
Entropy Zombie, Entropy Zombie Servant: ?
Entropy Zombie, Undead Servant: ?
Frozen Dead, Mindless Undead Warrior, Formiddable Opponent: ?
Greater Qivitoq, Ancient Qivitoq, Terrifying Creature, Old Enoruuk Woman: ?
Tutega, Greater Qivitoq, Mistress, Old Woman, Vile Qivitoq, Enemy: ?
Hadean Skeleton, Mindless Skeletal Warrior Coated in Black Sand Jagged Ice and Packed Snow: ?
Hadean Skeleton, Dining Dead: ?
Homicide Haunt, Evil Spirit, Partially Transparent Rotting Corpse: ?
Cash Malacoda, Homicide Haunt, Dark Shape, Evil Homicide Haunt, Partially Transparent Rotting Corpse: This dark shape is the evil homicide haunt of Cash Malacoda, the mass murderer who lived in this hut. He slowly tortured and killed his fourteen victims. But Cash was caught by Valken city watchmen while trying to abduct his fifteenth target. The authorities burned him alive at the stake.
Loam Gaunt, Withered Animated Corpse-Husk: ?
Qivitoq, Arctic Undead Predator, Blood-Thirsty Ravenous Vampiric Animal-Spirit, Vapid White Miasmic Cloud of Roiling Spiritual Vapors Shaped Like a Wolf-Man: ?
Qivitoq, Consort: ?
Subservient Qivitoq: ?
Sook Guardian, Staggering Rotting Corpse, Relentless Foe: ?
Sook Guardian, Tall Skeletal Warrior: ?
Spell-Page Mummy, Undead Horror: ?
Sulfurous Skeleton, Red-Boned Skeletal Undead Creature, Skeletal Creation, Skeleton Spaw,n, Skeleton, Red-Boned Skeleton, Skeletal Creature: ?
Taiga Wight, Ravenous Corpse, Wight: ?
Taiga Wight, Rotting Figure: ?
Taiga Wight, Wight Guard: ?
Trow Skeleton, Corpse of a Long-Dead Trow That Has been Animated by a Necromancer: ?
Trow Skeleton, Dining Dead: ?
Trow Zombie, Corpse of a Recently-Expired Trow That Has been Animated by a Necromancer: ?
Trow Zombie, Dining Dead: ?
Wane Wraith, Timeworn Wraith, Ghostly Mist With Shining Eyes, Guardian, Coalescing Wraith: ?
Wane Wraith, Servant: ?
Undead, Undead Monster, Undead Creature, Undead Being: ?
Undead Remains of an Ancient Champion: ?
Undead Servant: ?
Tireless Undead Slave: ?
Shambling Undead: Of course, many Enoruuk elders balked at Baalor’s words. They formed a rebellion and tried to shake off the Skull God’s yoke from their necks, but to no avail. Their lives were tragically cut short—the Skull God had every last rebel put to the sword by their own wicked brethren. Then, the sorcerer-king turned their mangled corpses into shambling undead fit for tireless service in his growing legions.
Undead Enoruuk Rebel: ?
Minion: ?
Undead Fodder: ?
Undead Invader: ?
Shambling Corpse: ?
Corpse: ?
Zarcand: Unsurprisingly, even death itself merely changes the nature of the party’s nemesis, Zarcand. The black magician forged many diabolical pacts with unsavory entities during his brief life on earth. Now, Zarcand is cursed to return as an undead creature because of those dealings.
The gangsters worry Zarcand’s spirit will return and haunt them from beyond the grave for failing to uphold their bargain. “Deals made with their kind never end well.”
Shambling Enoruuk Undead: ?
Undead Champion: ?
Kalaborm, Undead Servant: ?
Al’morlak, Undead Servant: ?
Ralomaka, Undead Servant: ?
Corlamak, Undead Servant: ?
Rak’kalom, Undead Servant: ?
Marmokal, Undead Servant: ?
Larokoma, Undead Servant: ?
Nol’karam, Undead Servant: ?
Undead Guardian: ?
Unintelligent Undead: ?
Undead Warrior: ?
Intelligent Undead Creature: ?
Rhiannon, Demonic Knight, Undead Monstrosity: A millennia ago, Rhiannon ruled as the autarch of Urgatha, but she was defeated and magically dominated by Baalor in a duel of spectacular sorcery. Then, the Skull God twisted and enslaved Rhiannon with his magic. He compelled the queen to murder her closest allies and sabotage her own kingdom’s military to weaken Urgatha’s defenses before Baalor’s armies attacked. Enslaved, the queen watched as her domain was conquered and her devoted servants and consorts were all slain to the last. Baalor slaughtered Rhiannon’s family before her very eyes and buried his helpless foe in a deep pit. There, the autarch died—but death was not the end for Rhiannon. As Baalor had hoped, the autarch’s hatred and desire for vengeance transformed her into an undead monstrosity. Eventually, the Skull God restored Rhiannon’s mind and will to her rotting form but kept her full of rage, buried under the earth.
Ghost, Evil Spirit: ?
Tarngrak, Evil Ghost: ?
Ghostly Giant, Giant's Ghost, Huge Figure, Giant: ?
Ghost, Ghost of a Long-Dead Hadean: ?
Ghoul: ?
Spectre: A’ghanim the Spectre-Warlock's Energy Drain power.
Vampire: ?
Wight: ?
Ashuraga, Wight: If slain, [Ashuraga] rises as a wight that night.
If slain, Ashuraga rises as undead.
Erebrean Dweller, Fomor: -8,507 Construction of the Cyclopean City completed. The Cataclysm of Chaos occurs. Fomor cursed into being; the Erebrean Dwellers begin their eternal haunting.
As for the mighty demon-sons, the wicked Trow, their powerful bodies were completely obliterated in the conflagration. But their black-hearted spirits endured due to a terrible divine curse—to linger within the under-shadows of the Cyclopean City, forever reliving in their minds the murder and madness that they had inflicted on the unwanted Inilgaan children. Called the Fomor, these vapid wraiths mewl and bleat in a perverse whale-song until the end of time—as they experience, again and again, the horror of parental abandonment to the voracious teeth of predatory giants, as they feel their lost skin placed bare upon the scalding brass of the Inilgaan’s sacrificial ovens.
Erebrean Dwellers: the Fomor; the damned souls of the Trow destroyed in the Cataclysm of Chaos.
Fomor: the spirits of dead Trow slain in the Cataclysm of Chaos; they appear as vapid wraiths that mewl and bleat in a perverse whalesong, cursed to a hellish existence until the end of time.
Erebrean Dweller, Vapid Wraith, Huge Figure Cloaked With Preternatural Umbra, Damned Soul of a Trow Destroyed in the Cataclysm of Chaos: ?
Wraith: Anyone foolishly attacking the emerald skull [the Emerald Oracle] must roll initiative against it. If the skull wins, it blasts the attacker with a green, sickly ray from its eyes; the attacker must save vs. death or lose one experience level immediately and permanently. Victims slain rise as wraiths in 1d4 rounds.
Draugr Wraith's Energy Drain power.
Wraith, Evil Spirit: ?
Angry Wraith: ?
Corrupt Water: The demon can corrupt a water source 700’ in radius. To do this, it must enter the water source and remain there for 6 days; at that point, the demon has bound itself to the water source, which transforms into burning acid. Any corpses tossed into the water are cursed and rise as sulfurous skeletons at the demon’s command. The demon sees through the eyes of its skeletal spawn at all times and uses them to scout the surrounding area. This corruption might be removed, but only after the demon is slain or driven away and the greater Hadean rite of expulsion is performed over the water.
Energy Drain: Victim permanently loses 2 levels (or 2HD) and their benefits (e.g., hp, saves, spells, THAC0, etc.). Reduce the victim’s XP to the new level’s minimum; if drained of all levels, victim rises as a spectre that night.
Energy Drain: Victim permanently loses 1 level (or 1HD) and its benefits (e.g., hp, saves, spells, THAC0, etc.). Reduce the victim’s XP to the new level’s minimum; if drained of all levels, victim rises as a wraith that night.
Energy Drain: Victim permanently loses 1 level (or 1HD) and its benefits (e.g., hp, saves, spells, THAC0, etc.). Reduce the victim’s XP to the new level’s minimum; if drained of all levels, victim rises as a drowned dead that night.
Lesser Energy Drain: Touched victim must save vs. death or suffer a -1 to hit and saves; in 24 hours, the victim must make a second save vs. death; failing this, he permanently loses 1 level (or 1HD) and its benefits (e.g., hp, saves, spells, THAC0, etc.). Reduce the victim’s XP to the new level’s minimum; if drained of all levels, victim rises as a wane wraith that night. A bless or remove curse ends the effect.
Return from Death: May rise again as undead 1d4 rounds after death (4:6 chance). It returns as a monstrous undead barrow rat.
Word of Bones: 1/week, speaks vile word of unholy power, permanently animating 1d8 loam gaunts; the undead rise from the earth in 1 round. Can’t have more than 8 undead under his control at a time.
Basic
A’ghanim the Spectre-Warlock, Mighty Undead Spectre-Warlock, Chaotic Creature: ?
Angakok, Undead Angakok: This primitive witch (or warlock) was burned alive for its human sorcery. Returning as a curse upon the living as the result of an infernal blood pact, the exceedingly wicked angakok retains its spell casting ability despite its newly undead condition.
Angakok: a primitive witch (or warlock) who was burned alive for its human sorcery.
Bone Grakal: Bone grakals are the skeletal remains of grakals who have perished and been re-animated as the walking undead in service to an evil sorcerer.
Brakkakhan the Skeletal Dragon, Skeletal Dragon, Evil Skeletal Engine of Pure Destruction, Undead Dragon, Unliving Wyrm, Rival, Dragon, Old Wyrm, Mighty Undead Taiga Dragon: The Cenostoma, leader of the Magoth (hex 22.06), has roused the ancient spirit of the dragon Brakkakhan, animating its massive corpse into an evil skeletal engine of pure destruction.
Curse of Baalor, Nightmare, Unholy Abomination:, Necromantic Beast, Evil Creature, Fluid Pool of Corruption, Bodyguard, Hunting Beast, Undead Servant To ensure the Master’s will is accomplished, the Cenostoma sent a Magoth entropy disciple named Ashuraga to oversee this important task. Using the buried corpses of fallen soldiers, he created the Curse of BaalorA and unleashed it on the Valken garrison posted at Tower Vartoriak.
Two months ago, on the night of his Seventh Circle induction rites, Ashuraga invoked their foul Master under the moonlight. He swore terrible vengeance against those who killed his father and who destroyed their former way of life. Before the watching eyes of Laagaraam, the Enoruuk’s curse fell on the pebbled lake-shore of Vartoriak island and awoke a nightmare in the old cemetery. This nightmare erupted from its grave-earth and brutally terrorized and killed the Valken soldiers posted at the tower, ending its occupation. For by sacrificing a measure of his own lifeforce, and fueling his curse with extreme hate, Ashuraga willed the Curse of Baalor into being.
This unholy abomination was created from the corpses of six Valken legionnaires buried on Vartoriak island’s northern shoreline (area 5). When Ashuraga spoke his dreadful curse into existence during his initiation into the Magoth’s Seventh Circle, a dimensional rupture of seeping chaos—similar to the one found in the ruins of Fort Ikenvar (hex 10.19)—mixed with the Enoruuk’s offering of his own life force, his incredible hatred for Yaari, and his desire for merciless vengeance against the Hadeans. As a result, the word-curse twisted into a necromantic beast.
If the Curse is destroyed but Ashuraga still lives, he takes 3d6 damage. Later on, a new Curse spawns from a freshly buried corpse on Vartoriak Island.
It is rumored that their leader, Ashuraga, created the Curse of Baalor while he was being initiated into the Seventh Circle.
The staff’s length is carven with occult symbols detailing the necromantic ritual needed to create an abhorrent Curse of Baalor. These symbols are written in decipherable Urgathos script and can be learned by arcane or divine casters. The ritual creation and binding of this undead monster is an inherently chaotic act, and causes a permanent, one-step alignment shift towards chaos.
Curse of Baalor: an unliving curse created by Ashuraga that uses the buried corpses of fallen soldiers to murder its creator’s enemies.
Death-Wife, Skaal-Dra’kar: Former Enoruuk staalistas of the Temple of Kangek, the death-wives were once holy, honored, and set apart by Anarnulak. When Baalor came and declared himself their only god, he rained fiery destruction on their ancient temple, leveling it permanently. Every staalista who did not renounce the ancestral water deity was slain and buried in the ruin’s foundation. But those staalistas who chose to worship this new “Skull God” were fed a shrunken black fig bearing a magical curse. Then, as Baalor began teaching them forbidden arts of necromancy, he wed the fallen staalistas and named them his skaal-dra’kar or “death-wives.” Now the women are little more than shadowy haunts in the forest-dark.
Victims slain by [a death-wife's] quietus or red paralysis rise as taiga wights that same night. Females so killed rise as death-wives.
By recruiting disloyal Enoruuk priestesses into his death-cults and making them his “death-wives” with gifts of arcane, social, and political power, the Skull God soon introduced a new pantheon to his enslaved vassals.
For millennia, the Enoruuk tribal priestesses—called staalistas—worshipped a water deity named Anarnulak at Kangek. (See “Emeqism” in chapter 2.) But then Baalor came. He leveled their temple, converted the cowards into his death-wives, and killed the rest.
Draugr: Emaciated, blueish-gray-skinned undead, the draugr are created when a chaotic humanoid is buried alive in a freezing barrow or cairn and subsequently cursed by necromantic devices. These victims are held in a slowdecaying stasis, and when their bodies finally perish, a wicked nether spirit arrives to inhabit the corpse. This evil spirit is drawn to dwell in the rotting body due to the lingering fear and hate that filled its departed owner in the final throes of death.
Draugr Icesworn: ?
Draugr Knife-Hurler: ?
Draugr Sharpshooter: ?
Draugr Slayer: ?
Draugr Sorceress: ?
Draugr Wraith: In one case, the Skull God summoned multiple spirits into a single draugr corpse, which enveloped it in nether shadows, thus creating the first draugr wraith.
Drowned Dead: These malevolent undead dwell within Lake Helvarragh. The restless spirits of those who perished in its waters are trapped in a perpetual state of undeath by one of Baalor’s most heinous curses on Titherion.
They [drowned dead] are relentless in their pursuit and continue to attack until their prey is drowned and lifeless. Once killed, the victims arise as the drowned dead.
Under the shallow water’s surface lies a sunken obsidian altar to the Skull God. Any boat passing into this hex has a 2:6 chance of striking the altar before noticing it. The altar’s sharp edge gouges a hole in the vessel’s hull, sinking it within 1d2 turns. In the frigid water below, 9 drowned dead attack the vessel’s occupants, dragging down any victims to join their ranks where the huddle around the cursed altar. Altar. Anyone of lawful alignment touching the altar must save vs. death or become water cursed. Such a victim transforms into a drowned dead over 2d4 days, becoming paler and more bloated. On the transformation’s final night, the victim drowns suddenly without any explanation, gurgling water from his throat (even in bed!), and at midnight, he re-awakens as a drenched corpse.
Brakkakhan the Skeletal Dragon's energy drain power.
Ectoplasmic Echo Skeleton: Created in the wake of the eldritch blast that eradicated the last of the Inilgaan people over 8,000 years ago, the ectoplasmic echo skeleton appears as a primitive, eroded skeleton with a full pair of reddish-glowing lungs and an attached vocal system: trachea, larynx, pharynx, and tongue. The organs pulse eerily and seem formed wholly from a slimy, ethereal substance. These creatures are thought to have been born out of the Inilgaan’s final defiant shout at the cosmic powers of good and their impending damnation.
Glyph of Unlife. If anyone wipes the ancient grime off an archway, a hidden glyph of unlife activates visibly with a fell glow. This infuses all undamaged skeletal corpses in the south tunnel with dark energy (marked A on the level map), and they rise as hateful undead.
The dusty mold of a 15’ tall humanoid lies within the huge coffin’s dust. Anyone swiping this dust away triggers a magical curse. All creatures within the tomb must save vs. spells. Characters who fail this save don’t notice anything happen, however. But later, if the victims die, they rise as an ectoplasmic echo skeletonA 1d4 rounds later to take his place among the burial slabs forever (area 2). If the victim’s corpse is removed before this happens, his shambling body journeys to the ocean cliffs above the tomb and waits there, forever swaying.
Death Curse. Anyone killed in this area is doomed with a curse to rise as a skeleton that same night, taking his place among the burial slabs forever. If the victim’s corpse is removed before this happens, his shambling body journeys to the ocean cliffs above the tomb and waits there, forever swaying.
This area is just like the south archway junction (area 3A) but it animates 3 ectoplasmic echo skeletons (marked B on the level map) in the east tunnel.
This area is just like the south archway junction (area 3A) but it animates 4 ectoplasmic echo skeletons (marked C on the level map) in the north tunnel.
Entropy Zombie: These horrific zombies are infused with chaotic energy from the Outer Void. The Skull God perfected the entropy zombie after many years conducting private experiments. His methodology is carried on by the Magoth.
Anyone swallowed and killed [by the guzzler] gets regurgitated as an entropy zombie in 1d4 hours.
Frozen Dead: These are remnants of ancient armies, raised from the icy graves of fallen soldiers by Baalor’s dark magic.
Greater Qivitoq: An ancient qivitoq that has endured for centuries, growing in capability and depravity.
Hadean Skeleton: These are the animated remains of the Hadean soldiers slaughtered at the Battle of Sand Bone along the shores of Lake Helvarragh. These men were doomed to die even before the engagement started. After the massacre ended, Baalorian sorcerers laid a potent curse over the battlefield. Untold numbers of the dead rose from the frozen sands.
Homicide Haunt: A homicide haunt is an evil spirit that can arise after the death of a mass-murderer. The murderer must have suffered from an unnatural fixation on the human body, his victims’ and his own. After dying, the murderer’s corpse—which he both loathed and cherished—must become separated from the site of his old lair, the place where he committed his greatest evils. Yearning to reunite his body and spirit, the murderer lingers on the earth and haunts his former den.
Loam Gaunt: Zarcand the Black Magician's Word of Bones power.
Monstrous Undead Barrow Rat: Monstrous Barrow Rat Return From Death power.
Qivitoq: According to legend, the first qivitoq was thought to have been created when a young child, who did not obey his parents, got lost after a night wandering away from the edge of his family’s woodland. After spending hours in the cold, dark wilderness, he could not find any water to quench his thirst or food to sate his aching belly, nor could he find the familiar trees that he had lived under during his youth.
But a foul and cunning Tarngrak happened upon the boy as he wandered in the tundra. Seeing that the lad was malnourished and starving, the wicked demon promised to help the boy find his parents and even something good to drink and eat.
Desperate for these material needs, the boy agreed; but he did not even bother to ask what he had to exchange with the demon to gain them. Then, the demon vanished, and in the boy’s mind, he suddenly knew which way was home. Within a few hours, he saw the soft, warm glow of his mother’s hearth-fire in the windows of his cozy home. But his stomach growled, and he wondered aloud why the demon had shown him how to find his parents without ever giving him something to eat or drink. But when he opened the front door and stepped inside, he soon learned the answer.
Upon seeing his good parents, who were overjoyed at the return of their son and hurried over to embrace him, the boy became filled with a sudden and unnatural hunger. As his mother and father hugged him, the boy tore out their throats with his teeth, and drinking their still-warm blood, he saw that the Tarngrak had given him exactly what he had asked for—something good to drink and eat. Ravenous, the monstrous boy devoured his parents’ delicious flesh over the course of that night.
And in the morning, when he emerged, the boy learned the depths of his evil curse. Now, the sun hurt his eyes and made him dizzy; the cozy trees of his homeland loomed overhead, as if threatening to kill him; and the crystal-clear stream flowing nearby—all he had wanted to quench his thirst the night before—made him uneasy and repulsed him, for his longing for its waters had led him to murder his own loving parents in a bout of unthinking desperation. And even as he tried to use the water to wash their blood from his hands, it began to burn him.
The boy fled into the arctic wastes, the very place he tried to escape, and in time, he became a qivitoq—a blood-thirsty, ravenous, vampiric animal-spirit that feeds on others to preserve its own life at their expense.
In the story, the boy wanders away from the safety of what he knows (i.e., what his parents had long taught him was true and right). And falling into desperate circumstances out in the wastes of immorality, he begs for the demon’s help, which it uses to forever ensnare him. It doesn’t matter that the boy didn’t understand he was making a deal in the first place. It doesn’t even matter that the demon never told him what was at stake. When he asked for its help, he gave it power over him, and this led to great tragedy.
A victim drained of all hp [by a qivitoq's life drain power] rises as a qivitoq that night.
A victim drained of all hp [by a greater qivitoq's life drain power] rises as a qivitoq that night.
The three interred undead beings were created by their mistress, the greater qivitoq, Tutega.
Sook Guardian: Ancient warriors who were cursed for betraying their oaths in order to save themselves, these staggering rotting corpses still bear the arms and armor of their long-vanished kingdoms.
Spell-Page Mummy: These undead horrors are created when a magic-user or illusionist is held by magic, tightly bound in mummification wrappings while enchanted and helpless and then buried alive. After the doomed magician’s death, the creator writes upon his exterior wrappings every letter of the victim’s spellbook. The styling must be done precisely by hand, and it must match the original author’s penmanship. Finally, through forbidden necromantic rituals, the creator infuses the dead magician’s corpse—twisted in horrible terror as he tried to cry out for help and mercy while suffocating to death.
The chest holds 8,552gp, his spellbooks, and an odd tome revealing the secret to casting a unique ritualized version of the animate dead spell that creates a single spell-page mummy over the course of three weeks. Using the ritual is a chaotic act and costs 1,000gp in materials.
Sulfurous Skeleton: Sulfurous skeletons are all female, as they were made from the cursed bones of the loyal staalistas at Kangek who refused to worship Baalor in his guise as the Skull God.
The [piscina] demon has the power to enter a limited water source and corrupt it with its mere presence. As the entity murders more and more victims in the area, it can eventually weave an evil spell to animate their bones and turn them into sulfurous skeletons.
The corrupted piscina can create 20 sulfurous skeletons per day.
Piscina Demon's Corrupt Water power.
Taiga Wight: This undead creature violently envies the warmth enjoyed by the living and hates them for possessing it. And so, the wight seeks out those whom it might forcefully “gift” with its own miserable, cursed existence.
Victims slain by [a taiga wight's] quietus or red paralysis rise as taiga wights that same night.
Victims slain by [a death-wife's] quietus or red paralysis rise as taiga wights that same night. Females so killed rise as death-wives.
Lawful foes hit by the [bone-hilt] sword must save vs. death or suffer 4d6 extra damage; the wielder heals that amount in hp; if the lawful target dies from this, he rises as a taiga wight under the wielder’s control.
The taiga is haunted by the ravenous corpses of dead explorers, the dream of unlife forced on them by the taiga wights.
Trow Skeleton: This is the corpse of a long-dead Trow that has been animated by a necromancer.
Trow Zombie: This is the corpse of a recently-expired Trow that has been animated by a necromancer.
Wane Wraith: Wane Wraith Lesser Energy Drain power.
Angakok, Highly Intelligent Foe, Hideously Burned Human: ?
Ba-Krosh the Lingerer, Angakok, Sorcerer, Undead Sorcerer, Constructor, Lieutenant: Through past necromantic agreements, the fire demon infused Ba-Krosh’s body with unlife, and now he endures on as an undead angakok, filled with grief, anger, and regret over his past decisions. These failures haunt him.
Bone Grakal, Skeletal Remains of a Grakal, Walking Undead: ?
Bone Grakal, Skeletal Grakal, Undead Servant: ?
Death-Wife, Former Enoruuk Priestess, Elderly Enoruuk Woman, Old Wife, Witch, Chattering Wife, Black-Eyed Undead, Taiga Wight Given the Powers of a Classed Druid, Undead Abomination, Wight: ?
Draugr, Emaciated Blueish-Gray-Skinned Undead: ?
Bomaanz, The First, Draugr Doom Lord, Sinister Figure, Draugr Champion: But having encircled the Whudjan camp, Baalor parleyed with their king, Bomaanz, after cutting off their escape. He demanded the king’s surrender, promising to spare all their lives if they would serve him and the Tarngrak. After rigorous debate with his advisors, the Whudjan king accepted the Skull God’s terms. He knelt before Baalor and swore oaths of fealty to the sorcerer-king’s banner, as did his men. With new power over Bomaanz, the Skull God unleashed his treachery, wielding the king’s true name against him. Baalor imprisoned Bomaanz deep within a barrow-mound, along with the Tigernach’s greatest surviving heroes. The magicks trapping them slowly transformed the cursed men into draugr champions over time.
Draugr Champion: But having encircled the Whudjan camp, Baalor parleyed with their king, Bomaanz, after cutting off their escape. He demanded the king’s surrender, promising to spare all their lives if they would serve him and the Tarngrak. After rigorous debate with his advisors, the Whudjan king accepted the Skull God’s terms. He knelt before Baalor and swore oaths of fealty to the sorcerer-king’s banner, as did his men. With new power over Bomaanz, the Skull God unleashed his treachery, wielding the king’s true name against him. Baalor imprisoned Bomaanz deep within a barrow-mound, along with the Tigernach’s greatest surviving heroes. The magicks trapping them slowly transformed the cursed men into draugr champions over time.
Draugr Icesworn, Animated Emaciated Corpse Shimmering With Hoar Frost: ?
Draugr Knife-Hurler, Animated Emaciated Corpse of a Spindly Assassin: ?
Draugr Sharpshooter, Animated Emaciated Corpse of an Olden Archer: ?
Draugr Slayer, Animated Emaciated Corpse of an Ancient Warlord: ?
Draugr Sorceress, Animated Emaciated Corpse of an Ancient Sorceress: ?
Draugr Wraith, Skeletal Figure of Drifting Purple Fog: ?
Drowned Dead, Malevolent Undead, Pale Hideously Bloated Corpse, Drenched Corpse: ?
Ectoplasmic Echo Skeleton, Primitive Eroded Skeleton With a Full Pair of Reddish-Glowing Lungs and an Attached Vocal System: Trachea Larynx Pharynx and Tongue, Hateful Undead: ?
Entropy Zombie, Horrific Zombie, Shivering Human Corpse, Zombie: ?
Entropy Zombie, Shoreline Zombie: ?
Entropy Zombie, Dumb Zombie: ?
Entropy Zombie, Fodder: ?
Entropy Zombie, Entropy Zombie Servant: ?
Entropy Zombie, Undead Servant: ?
Frozen Dead, Mindless Undead Warrior, Formiddable Opponent: ?
Greater Qivitoq, Ancient Qivitoq, Terrifying Creature, Old Enoruuk Woman: ?
Tutega, Greater Qivitoq, Mistress, Old Woman, Vile Qivitoq, Enemy: ?
Hadean Skeleton, Mindless Skeletal Warrior Coated in Black Sand Jagged Ice and Packed Snow: ?
Hadean Skeleton, Dining Dead: ?
Homicide Haunt, Evil Spirit, Partially Transparent Rotting Corpse: ?
Cash Malacoda, Homicide Haunt, Dark Shape, Evil Homicide Haunt, Partially Transparent Rotting Corpse: This dark shape is the evil homicide haunt of Cash Malacoda, the mass murderer who lived in this hut. He slowly tortured and killed his fourteen victims. But Cash was caught by Valken city watchmen while trying to abduct his fifteenth target. The authorities burned him alive at the stake.
Loam Gaunt, Withered Animated Corpse-Husk: ?
Qivitoq, Arctic Undead Predator, Blood-Thirsty Ravenous Vampiric Animal-Spirit, Vapid White Miasmic Cloud of Roiling Spiritual Vapors Shaped Like a Wolf-Man: ?
Qivitoq, Consort: ?
Subservient Qivitoq: ?
Sook Guardian, Staggering Rotting Corpse, Relentless Foe: ?
Sook Guardian, Tall Skeletal Warrior: ?
Spell-Page Mummy, Undead Horror: ?
Sulfurous Skeleton, Red-Boned Skeletal Undead Creature, Skeletal Creation, Skeleton Spaw,n, Skeleton, Red-Boned Skeleton, Skeletal Creature: ?
Taiga Wight, Ravenous Corpse, Wight: ?
Taiga Wight, Rotting Figure: ?
Taiga Wight, Wight Guard: ?
Trow Skeleton, Corpse of a Long-Dead Trow That Has been Animated by a Necromancer: ?
Trow Skeleton, Dining Dead: ?
Trow Zombie, Corpse of a Recently-Expired Trow That Has been Animated by a Necromancer: ?
Trow Zombie, Dining Dead: ?
Wane Wraith, Timeworn Wraith, Ghostly Mist With Shining Eyes, Guardian, Coalescing Wraith: ?
Wane Wraith, Servant: ?
Undead, Undead Monster, Undead Creature, Undead Being: ?
Undead Remains of an Ancient Champion: ?
Undead Servant: ?
Tireless Undead Slave: ?
Shambling Undead: Of course, many Enoruuk elders balked at Baalor’s words. They formed a rebellion and tried to shake off the Skull God’s yoke from their necks, but to no avail. Their lives were tragically cut short—the Skull God had every last rebel put to the sword by their own wicked brethren. Then, the sorcerer-king turned their mangled corpses into shambling undead fit for tireless service in his growing legions.
Undead Enoruuk Rebel: ?
Minion: ?
Undead Fodder: ?
Undead Invader: ?
Shambling Corpse: ?
Corpse: ?
Zarcand: Unsurprisingly, even death itself merely changes the nature of the party’s nemesis, Zarcand. The black magician forged many diabolical pacts with unsavory entities during his brief life on earth. Now, Zarcand is cursed to return as an undead creature because of those dealings.
The gangsters worry Zarcand’s spirit will return and haunt them from beyond the grave for failing to uphold their bargain. “Deals made with their kind never end well.”
Shambling Enoruuk Undead: ?
Undead Champion: ?
Kalaborm, Undead Servant: ?
Al’morlak, Undead Servant: ?
Ralomaka, Undead Servant: ?
Corlamak, Undead Servant: ?
Rak’kalom, Undead Servant: ?
Marmokal, Undead Servant: ?
Larokoma, Undead Servant: ?
Nol’karam, Undead Servant: ?
Undead Guardian: ?
Unintelligent Undead: ?
Undead Warrior: ?
Intelligent Undead Creature: ?
Rhiannon, Demonic Knight, Undead Monstrosity: A millennia ago, Rhiannon ruled as the autarch of Urgatha, but she was defeated and magically dominated by Baalor in a duel of spectacular sorcery. Then, the Skull God twisted and enslaved Rhiannon with his magic. He compelled the queen to murder her closest allies and sabotage her own kingdom’s military to weaken Urgatha’s defenses before Baalor’s armies attacked. Enslaved, the queen watched as her domain was conquered and her devoted servants and consorts were all slain to the last. Baalor slaughtered Rhiannon’s family before her very eyes and buried his helpless foe in a deep pit. There, the autarch died—but death was not the end for Rhiannon. As Baalor had hoped, the autarch’s hatred and desire for vengeance transformed her into an undead monstrosity. Eventually, the Skull God restored Rhiannon’s mind and will to her rotting form but kept her full of rage, buried under the earth.
Ghost, Evil Spirit: ?
Tarngrak, Evil Ghost: ?
Ghostly Giant, Giant's Ghost, Huge Figure, Giant: ?
Ghost, Ghost of a Long-Dead Hadean: ?
Ghoul: ?
Spectre: A’ghanim the Spectre-Warlock's Energy Drain power.
Vampire: ?
Wight: ?
Ashuraga, Wight: If slain, [Ashuraga] rises as a wight that night.
If slain, Ashuraga rises as undead.
Erebrean Dweller, Fomor: -8,507 Construction of the Cyclopean City completed. The Cataclysm of Chaos occurs. Fomor cursed into being; the Erebrean Dwellers begin their eternal haunting.
As for the mighty demon-sons, the wicked Trow, their powerful bodies were completely obliterated in the conflagration. But their black-hearted spirits endured due to a terrible divine curse—to linger within the under-shadows of the Cyclopean City, forever reliving in their minds the murder and madness that they had inflicted on the unwanted Inilgaan children. Called the Fomor, these vapid wraiths mewl and bleat in a perverse whale-song until the end of time—as they experience, again and again, the horror of parental abandonment to the voracious teeth of predatory giants, as they feel their lost skin placed bare upon the scalding brass of the Inilgaan’s sacrificial ovens.
Erebrean Dwellers: the Fomor; the damned souls of the Trow destroyed in the Cataclysm of Chaos.
Fomor: the spirits of dead Trow slain in the Cataclysm of Chaos; they appear as vapid wraiths that mewl and bleat in a perverse whalesong, cursed to a hellish existence until the end of time.
Erebrean Dweller, Vapid Wraith, Huge Figure Cloaked With Preternatural Umbra, Damned Soul of a Trow Destroyed in the Cataclysm of Chaos: ?
Wraith: Anyone foolishly attacking the emerald skull [the Emerald Oracle] must roll initiative against it. If the skull wins, it blasts the attacker with a green, sickly ray from its eyes; the attacker must save vs. death or lose one experience level immediately and permanently. Victims slain rise as wraiths in 1d4 rounds.
Draugr Wraith's Energy Drain power.
Wraith, Evil Spirit: ?
Angry Wraith: ?
Corrupt Water: The demon can corrupt a water source 700’ in radius. To do this, it must enter the water source and remain there for 6 days; at that point, the demon has bound itself to the water source, which transforms into burning acid. Any corpses tossed into the water are cursed and rise as sulfurous skeletons at the demon’s command. The demon sees through the eyes of its skeletal spawn at all times and uses them to scout the surrounding area. This corruption might be removed, but only after the demon is slain or driven away and the greater Hadean rite of expulsion is performed over the water.
Energy Drain: Victim permanently loses 2 levels (or 2HD) and their benefits (e.g., hp, saves, spells, THAC0, etc.). Reduce the victim’s XP to the new level’s minimum; if drained of all levels, victim rises as a spectre that night.
Energy Drain: Victim permanently loses 1 level (or 1HD) and its benefits (e.g., hp, saves, spells, THAC0, etc.). Reduce the victim’s XP to the new level’s minimum; if drained of all levels, victim rises as a wraith that night.
Energy Drain: Victim permanently loses 1 level (or 1HD) and its benefits (e.g., hp, saves, spells, THAC0, etc.). Reduce the victim’s XP to the new level’s minimum; if drained of all levels, victim rises as a drowned dead that night.
Lesser Energy Drain: Touched victim must save vs. death or suffer a -1 to hit and saves; in 24 hours, the victim must make a second save vs. death; failing this, he permanently loses 1 level (or 1HD) and its benefits (e.g., hp, saves, spells, THAC0, etc.). Reduce the victim’s XP to the new level’s minimum; if drained of all levels, victim rises as a wane wraith that night. A bless or remove curse ends the effect.
Return from Death: May rise again as undead 1d4 rounds after death (4:6 chance). It returns as a monstrous undead barrow rat.
Word of Bones: 1/week, speaks vile word of unholy power, permanently animating 1d8 loam gaunts; the undead rise from the earth in 1 round. Can’t have more than 8 undead under his control at a time.
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