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Undead Origins

Voadam

Adventurer
Mythic Monsters 23: Worms

Mythic Monsters 23: Worms
Mythic Ghast: Once per day as a full round action, a conqueror worm can expend one use of mythic power to vomit a glob of slime onto ground containing dead humanoid remains (typically a graveyard). One round later, 1d10+8 ghouls and a single mythic ghast emerge from the ground and follow the conqueror worm’s commands unerringly.

Ghast: Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.
A humanoid of less than 3 Hit Dice rises as a ghast.
A humanoid of 3–9 Hit Dice rises as a wight.
A humanoid of 10 HD or more rises as a morhg.
There is no limit to the number of undead a conqueror worm can create with its slime.
Wight: Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.
A humanoid of less than 3 Hit Dice rises as a ghast.
A humanoid of 3–9 Hit Dice rises as a wight.
A humanoid of 10 HD or more rises as a morhg.
There is no limit to the number of undead a conqueror worm can create with its slime.
Mohrg: Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.
A humanoid of less than 3 Hit Dice rises as a ghast.
A humanoid of 3–9 Hit Dice rises as a wight.
A humanoid of 10 HD or more rises as a morhg.
There is no limit to the number of undead a conqueror worm can create with its slime.
Ghoul: Once per day as a full round action, a conqueror worm can expend one use of mythic power to vomit a glob of slime onto ground containing dead humanoid remains (typically a graveyard). One round later, 1d10+8 ghouls and a single mythic ghast emerge from the ground and follow the conqueror worm’s commands unerringly.
 

Voadam

Adventurer
Mythic Monsters 25: Lords of Law

Mythic Monsters 25: Lords of Law
Sakathan: Sakathans were once ancient kings of the lizardfolk race on a now-forgotten Material Plane who bargained with the infernal powers and found themselves bound by corrupted wishcraft into a dreadful blood pact and cursed with a twisted form of vampirism.
Sakathans were the high noble caste of an ancient lizardfolk empire, but so great was their ambition and their pride that lordship over their kind was not enough to slake their thirst for power. A cabal of sakathans came together to tap into secret spells that promised great power to those who spoke into existence what they wished to be their destiny. The sakathans wished to unleash the divine spark within themselves, to make their strength eternal and authority absolute, so they could drink deeply from the wells of power and revel in the suffering of their enemies. What they meant for a simple affirmation of purpose, however, became so much more when they their prayers answered and their wishes granted by the scaled masters of Stygia, in the heart of Hell. The sakathans were indeed crowned in power and glory, ascending to heights of power undreamed of, overthrowing rulers not part of their cabal and conquering on every hand. After 13 years enthroned as god-kings adored, however, their Stygian benefactors revealed that their gift was not without cost. Yes, they had become as gods, but their great power was bought with a price. now a hellish hunger awoke within them and the shining sun burned their accursed flesh.
Sakathan Spawn: A sakathan can elect to create a sakathan spawn instead of a full-fledged sakathan when using its create spawn ability after slaying a reptilian humanoid with its blood drain or energy drain.
A sakathan can create spawn out of reptilian humanoids it slays with blood drain or energy drain. The victim rises from death as a sakathan spawn in 1d4 days, under the control of the sakathan that created it, and remains enslaved until its master’s destruction.
 

Voadam

Adventurer
Mythic Monsters 27: COLOSSAL

Mythic Monsters 27: COLOSSAL
Mythic Zombie Titan: ?

Fast Zombie: Whenever a non-mythic creature with fewer than 10 Hit Dice dies within 30 feet of a mythic zombie titan, that creature rises again 1 round later as a fast zombie (DC 15 Fortitude negates). These zombies are uncontrolled but do not attack the zombie titan. If a mythic titan zombie expends one use of mythic power as an immediate action when a creature dies within 30 feet, the save DC increases to 20 and it can affect mythic creatures and creatures with 10 or more Hit Dice. Mythic creatures add their mythic rank or tier as a bonus on this saving throw.
 

Voadam

Adventurer
Treasury of Winter

Treasury of Winter
Zombie: Invader's Bugle magic item.
Haunt: ?
Incorporeal Undead: ?

INVADER’S BUGLE PRICE 59,000 GP
Slot none; CL 10th; Weight 2 lbs.
Aura moderate necromancy
This antique military horn is tarnished from age and exposure to the harsh elements, like a relic left behind by once-glorious army defeated by the cruel winter of the endless steppe. An invader’s bugle appears to be of very fine quality beneath the wear and grime, but all attempts to polish or restore it only tarnish it further.
Twice per day as a standard action, the wielder may blast one note on the bugle as a standard action, causing the ground in a 30-foot cone-shaped spread to become muddy and soft, as soften earth and stone. This chilling mud is bitter cold, and creatures beginning their turn within the area must succeed on a DC 13 Fortitude save (DC 15 if they are prone) or take 1d6 points of nonlethal cold damage and become fatigued for 1 minute. Additional failed saves cause damage but do not increase fatigue to exhaustion. After 1 minute, the mud is still cold to the touch but no longer causes damage or fatigue.
In addition, once per day the trumpet can sound a mournful note, animating corpses within 60 feet of the horn and no more than two feet underground are animated under the control of the wielder, as animate dead, to a maximum of 20 HD worth of creatures. These undead fall into rank behind the sounder of the invader’s bugle and only obey commands to attack, halt, or march; other commands are ignored. These zombies remain animate for 24 hours, though the user can sound the horn again each day to keep them animated. These zombies are covered in frozen mud, gaining fire resistance 10, and when destroyed they collapse into a pile of chilling mud filling their space, as if soften earth and stone had been cast upon that square, and the mud is bitter cold, as described above.
When used as part of a bardic performance or raging song, an invader’s bugle increases the range of a dirge of doom or frightening tune performances to 60 feet.
CONSTRUCTION REQUIREMENTS COST 29,500 GP
Craft Wondrous Item, creator must have 3 ranks in Perform (wind instruments), animate dead, ice storm, soften earth and stone
 

Voadam

Adventurer
d20 Evil Dead

d20 Evil Dead
Deadite: ?
Deadite Guardian: ?
Deadite Harpy: ?
Kandarian: "Kandarian" is a template that can be added to any object or creature.
Deadite Legless: ?
Deadite Nether-Beast Familiar: ?
Deadite Pig: ?
Deadite Possessed Limb: If someone possessed by a Kandarian demon gets a good bite or claw off on you, chances are you might become possessed. If you're lucky, that doesn't happen. If you're unlucky, you turn into a deadite zombie. If you're really unlucky, you only become partially possessed and the location that was damaged takes on a mind of its own. As in, your body part does its best to kill you even while still attached.
So your hand has become possessed. Or maybe it's your whole arm. Or maybe it's your leg. And we hope to God it's not…well, down there. But in any case, it's obvious the only logical thing to do is chop it off. Right?
That's how it starts.
Deadite Queen: ?
Deadite Skeleton: ?
Deadite Skullbat: ?
Deadite Slavelord: Stuff the fat, oozing flesh of a deadite guardian into S&M gear, chop off its fingers and replace them with really long claws, and you've got yourself a deadite slavelord.
Deadite Tree: Stick a Kandarian demon in a deadite tree and you get one pissed off demon. Kandarians seriously enjoy possessing things that can scream, shout, dance, and giggle incoherently.
Trees. Just. Sit. There.
Deadite Warrior: ?
Deadite Zombie: Any living humanoid that accumulates enough damage to reduce his hit points by one-quarter must succeed on a Fortitude save (DC 15) or become a deadite zombie in 1d10 rounds. He must make another save for each additional quarter of hit points lost to deadite melee attacks.
If someone possessed by a Kandarian demon gets a good bite or claw off on you, chances are you might become possessed. If you're lucky, that doesn't happen. If you're unlucky, you turn into a deadite zombie. If you're really unlucky, you only become partially possessed and the location that was damaged takes on a mind of its own.
 

Voadam

Adventurer
D20 Ghostbusters

D20 Ghostbusters
Ghost: Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.
“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature must have a Charisma score of at least 6.
 

Voadam

Adventurer
d20 Paranoia

d20 Paranoia
Living Dead: “Living Dead” is a catch-all term used to describe clones that, although deceased, refuse to shuffle off this mortal coil. Thus, it can be just as easily applied to Pre-Cat rad ghouls as to the unspeakable creatures that infest DND sector’s sewage system.
Living Dead Spawn: Any clone killed by a Master of the Living Dead has a 75% chance of becoming a new Living Dead Spawn. This transformation takes D4+1 rounds to complete
Master of the Living Dead: ?
 

Voadam

Adventurer
Monster Manual 3.5

Monster Manual
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Allip: An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life.
Bodak: Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil.
Humanoids who die from this attack are transformed into bodaks 24 hours later.
Devourer: ?
Ghost: Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.
“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature must have a Charisma score of at least 6.
Ghost Human Fighter 5: ?
Ghoul: Ghouls are said to be created upon the death of a living man or woman who savored the taste of the flesh of people. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a ghoul.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Ghoul Fever.
Lacedon: ?
Ghast: An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Ghoul Fever.
Lich: A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life.
Even the least of these creatures was a powerful person in life, so they often are draped in once-grand clothing.
“Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery.
The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character.
An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force.
Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.
The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items.
Lich Human Wizard 11: ?
Lich Nonhumanoid: ?
Mohrg: Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Mummy Lord: Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death.
Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature.
Nightshade: Nightshades are powerful undead composed of equal parts darkness and absolute evil.
Nightcrawler: ?
Nightwalker: ?
Nightwing: ?
Shadow: Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Greater Shadow: ?
Skeleton: Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
“Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.
Human Warrior Skeleton: ?
Wolf Skeleton: ?
Owlbear Skeleton: ?
Troll Skeleton: ?
Chimera Skeleton: ?
Ettin Skeleton: ?
Advanced Megaraptor Skeleton: ?
Cloud Giant Skeleton: ?
Young Adult Red Dragon Skeleton: ?
Spectre: Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.
Vampire: “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature.
A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD.
Vampire Human Fighter 5: ?
Vampire Half-Elf Monk 9/Shadowdancer 4: ?
Vampire Spawn: Vampire spawn are undead creatures that come into being when vampires slay mortals.
A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD.
Wight: Wights are undead creatures given a semblance of life through sheer violence and hatred.
Any humanoid slain by a wight becomes a wight in 1d4 rounds.
Wraith: Wraiths are incorporeal creatures born of evil and darkness.
Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Dreadwraith: The oldest and most malevolent wraiths.
Zombie: Zombies are corpses reanimated through dark and sinister magic.
“Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system
Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg’s control.
Kobold Zombie: ?
Human Commoner Zombie: ?
Troglodyte Zombie: ?
Bugbear Zombie: ?
Ogre Zombie: ?
Minotaur Zombie: ?
Wyvern Zombie: ?
Umber Hulk Zombie: ?
Gray Render Zombie: ?

Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
 

Voadam

Adventurer
Complete Mage

Complete Mage
Zombie: Seed of Undeath spell.
Greater Seed of Undeath spell.

SEED OF UNDEATH
Necromancy
Level: Cleric 4, sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target: Living humanoid or animal touched
Duration: 1 day/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject’s face briefly takes on a gaunt, pale look and a death’s-head rictus before returning to normal.
You plant a kernel of negative energy in a subject, which is held in check by the positive energy inherent to the subject’s own life force. Seed of undeath does not in and of itself, harm the subject. Should the subject die before the spell expires, however, it rises as a zombie 1 round later (as per the animate dead spell), as long as a sufficient corpse remains.
Any undead created in this manner are automatically under your control. At any given time, you can have a number of HD worth of undead animated through seed of undeath equal to your own HD, and they count against the maximum number of HD worth of undead you can control at any time (as described under animate dead).
Material Component: A black onyx gem worth 25 gp per HD of the subject.

SEED OF UNDEATH, GREATER
Necromancy
Level: Cleric 7, sorcerer/wizard 7
Components: V, S, M
Range: Close (25 ft. + 5 ft./2 levels)
Area: 40-ft.-radius emanation
Every creature in the area briefly takes on a corpselike appearance, then returns to normal.
This spell functions like seed of undeath, except it applies to any humanoid or animal that dies in the area while the spell is in effect.
Corpses of creatures that died before you cast the spell, or that died outside the area and were then carried within, are unaffected.
Material Component: A black onyx worth at least 5,000 gp.
 

Voadam

Adventurer
Dragonlance Campaign Setting

Dragonlance Campaign Setting
Death Knight of Krynn: Death knights are terrifying corruptions of those who once served as champions of a god. Only a handful of such beings have existed in Krynn’s history, most of whom were Knights of Solamnia in life. Gods of Evil create death knights in return for terrible acts on the part of those who have spurned the protection of the deities of Good.
“Death knight” is a template that can be added to any humanoid creature of 6th level or higher.
Lord Ausric Krell, Death Knight Fighter 5, Knight of the Lily 7: A Nordmaarian youth recruited directly by Lord Ariakan, Lord Ausric Krell rose to hold the rank of “Night Warrior” in the Knights of Takhisis, serving and fighting directly under Lord Ariakan himself during the Chaos War. Dishonoring himself and disobeying every tenet of the Dark Knights, Ausric secretly plotted against his lord, finally poisoning Ariakan’s mount before the last, fateful battle with the forces of Chaos.
Anyone who might have discovered Ausric’s treachery died in the battle, and he too was overwhelmed and killed by the enemy. The goddess Zeboim, however, found out about the murder of her son and was determined to avenge him. She cursed Ausric to eternal, tormented life.
Fireshadow: Any living creature reduced to Constitution 0 by the green flame of a fireshadow becomes a fireshadow within 1d4 rounds.
Skeletal Warrior: Skeletal warriors were dangerous combatants in life who are forced to battle on after death.
To be considered for transformation to a skeletal warrior, a character must be at least 3rd level.
“Skeletal warrior” is a template that can be added to any humanoid creature.
If a death knight creates a skeletal warrior, it must serve its master until either the death knight or skeletal warrior is destroyed. When a skeletal warrior is created through arcane or divine magic, however, its soul is trapped in a golden circlet, which can then be used to command the creature. Unless commanded against it, a skeletal warrior will do anything in its power to recover the golden circlet and ensure its own free will. A skeletal warrior’s golden circlet is much like a lich’s phylactery.
The spellcaster creating the golden circlet must be a cleric, mystic, sorcerer, or wizard of at least 6th level who possesses the Craft Wondrous Item feat. The golden circlet costs 60,000 stl and 2,400 XP to create and has a caster level equal to that of its creator at the time of its creation.
Physically, golden circlets are unremarkable bands of gold with a circumference large enough to fit around the creator’s head. The golden circlet has a hardness rating of 10, 20 hit points, and a break DC of 20.
Here Sir Ausric Krell, a death knight served by a group of skeletal warriors, is imprisoned, battered by a perpetual storm. Fighting loneliness and boredom, he might keep captives alive for a time before killing them. He forces those he kills to serve him forever as skeletal warriors.
Grimix, Skeletal Warrior Barbarian 4: A minotaur warrior who survived a shipwreck upon the island of Storm’s Keep, Grimix found himself challenged by the death knight, Lord Ausric. Never one to back down, Grimix fought the death knight and was quickly dispatched. Ausric admired the minotaur’s bravery in the face of overwhelming odds, and raised him as a skeletal warrior to serve in the death knight’s growing retinue.
Spectral Minion: A spectral minion is the soul of an intelligent humanoid who died before she could fulfill an important vow. Even in death, spectral minions are bound by the vow or quest placed upon them while they were alive.
“Spectral minion” is a template that can be added to any humanoid, monstrous humanoid or giant creature.
Spectral minions may have been anything in life, from a lowly clerk to a mighty heroic paladin.
Dedrinch, Spectral Minion Expert 5: This spectral minion was a former scribe and archivist who turned to forgery as a way to make more money. Although he can provide helpful advice or information to adventurers who encounter him in his buried library ruins, his overriding goal is to create perfect forgeries of all the volumes in his collection.
Lord Soth, Death Knight: When Lord Soth was cursed for his crimes at the moment of the Cataclysm, he became a death knight.
Fistandantilus, Demilich: ?
Undead Dragon: ?
Shadow Wight: ?
Frost Wight: ?

Undead: Chemosh is the creator and ruler of the undead. Chemosh raises and animates corpses and imprisons souls by tempting mortals with promises of eternal “life,” dooming them to a horrible existence as his undead slaves.
Ghoul: ?
Ghast: ?
Skeleton: ?
Wight: ?
Zombie: ?
Lich: Many clerics of Chemosh hold their positions for generations, using their powers to cling to control even after death by transforming themselves into liches or other dread beings.
Banshee: ?
Ghost: The “Lake of Death” occupies the area where the capital city of Qualinost once stood. The White-Rage River empties into the lake. It is likely that some of the buildings in the ruined city still stand far beneath the surface of the water, along with the carcass of the alien green dragon Beryllinthranox. Many say the ghosts of those who died on both sides haunt the lake.
 

Voadam

Adventurer
Eberron Campaign Setting

Eberron Campaign Setting
Deathless: Deathless is a new creature type, describing creatures that have died but returned to a kind of spiritual life.
The deathless are strongly tied to the plane of Irian, the Eternal Day, the birthplace of all souls. In fact, the death less are little more than disincarnate souls, sometimes wrapped in material flesh, often incorporeal and hardly more substantial than a soul in its purest state.
In the center of the island-continent lies a region where necromantic energy flows easily, and it was here that the elf Priests of Transition discovered the rites and rituals required to preserve their elders beyond death.
Ascendant Councilor: ?
Karrnathi Skeleton: It has been imbued with malign intelligence, and its bones have been treated alchemically to make them more resilient.
Karrnathi skeletons are created from the remains of elite Karrnathi soldiers slain in battle.
First, the priests worked with Kaius’s own court wizards to perfect the process for creating zombie and skeleton troops to bolster Karrnath’s forces. With the addition of armor and weapons, as well as a slight increase in power, these undead were stronger and more formidable than the average mindless walking corpse.
Karrnathi Skeleton Archer: ?
Karrnathi Zombie: It has been imbued with evil intelligence, and its desiccated flesh has been treated alchemically to make it more resilient.
Karrnathi zombies are created from the remains of elite Karrnathi soldiers slain in battle.
First, the priests worked with Kaius’s own court wizards to perfect the process for creating zombie and skeleton troops to bolster Karrnath’s forces. With the addition of armor and weapons, as well as a slight increase in power, these undead were stronger and more formidable than the average mindless walking corpse.
Karrnathi Zombie Archer: ?
Undying Councilor: Similar in some ways to undead mummies, undying councilors are the well-preserved corpses of ancient elves, still animated by their benevolent spirits.
An undying soldier or councilor is an undead creature, but it is charged with positive energy and sustained by the devotion of its descendants.
Undying Soldier: An undying soldier or councilor is an undead creature, but it is charged with positive energy and sustained by the devotion of its descendants.
Erandis d'Vol, Vol, Queen of the Dead, Elf Half-Dragon Lich Wizard 16: In life, Vol was the heir to the fortunes of House Vol. She carried the Mark of Death and proudly proclaimed her heritage as both elf and green dragon. Her half-dragon blood, once thought to be a way to end the elf-dragon wars, eventually led to the eradication of House Vol as both elves and dragons declared the mixing of the species to be an abomination. Lady Vol survived the destruction of her family, but became an undead creature—a lich.
As the Vol family was slaughtered, the matriarch used her powers over death to make sure her beloved daughter survived. Erandis became a lich, and now remains as the single memory of her family’s ancient glory.
Undead Mind Flayer: ?
Kaius III , Kaius I, Human Vampire Aristocrat 2, Fighter 11: When Vol, the ancient lich at the heart of the Blood of Vol cult, appeared before Kaius to collect her “considerations” for the aid her priests provided him, he had no choice but to submit. In addition to allowing the cult to establish temples and bases throughout Karrnath, Vol demanded that Kaius partake in the Sacrament of Blood. Instead of the usual ceremony, Vol invoked an ancient incantation that turned Kaius into a vampire.
Moranna, Human Vampire Aristocrat 4: ?
Malevanor, Mummy Half-Elf Cleric 8:
Spectral Dinosaur: ?
Undead Lizardfolk Priest: ?
Undead Dragon: ?
Undead Rat Monstrosity: Deep in the sewers of Sharn, a mad necromancer assembles a device to transform the rats of the city into undead monstrosities.
Skeletal Dragon: ?
Ghostbear: Some of the scavengers believe that the ghostbeasts are guardian spirits left behind by the royal family of Cyre to protect the city. Others say that they are the ghosts of the city’s dead.

Zombie: Emerald Reanimator Eldritch Machine magic item.
Skeleton: ?
Vampire: ?
Lich: ?
Ghoul: ?
Ghost: When Dolurrh is coterminous, slippage can sometimes occur between the Material Plane and the Realm of the Dead. Ghosts become common on Eberron because it is as easy for spirits to remain in the world of the living as it is for them to pass to Dolurrh. Spells to bring back the dead work normally, but run the risk of calling back more spirits than the one desired. Whenever a character is brought back from the dead while Dolurrh is coterminous, roll on the following table.
d% Result
01–50 Spell functions normally.
51–80 1d4 ghosts (CR = raised character’s level) appear near the raised character.
81–90 As above, but the wrong spirit claims the risen body and the intended spirit returns as a ghost.
91–99 The spell functions normally, but a nalfeshnee possesses the raised character.
100 The spell does not function; instead, a nalfeshnee animates the body.
Dolurrh is coterminous for a period of one year every century, precisely fifty years after each period of being remote.
Some of the scavengers believe that the ghostbeasts are guardian spirits left behind by the royal family of Cyre to protect the city. Others say that they are the ghosts of the city’s dead.
Dracolich: The Order of the Emerald Claw has sent a mad wizard to raise an army of dracoliches from the battlefields of the Age of Demons.
Dust Wight: ?
Ephemeral Swarm: ?
Bodak: ?
Nightshade: ?
Shadow: ?
Necronaut: ?
Vasuthant: ?

Emerald Reanimator: This gruesome device incorporates bone and undead flesh into its construction. Any creature that dies within 2 miles of this eldritch machine immediately animates as a zombie under the control of the device’s creator. An emerald reanimator must be built within a manifest zone linked to Mabar.
 

Voadam

Adventurer
Eberron Faiths of Eberron

Eberron Faiths of Eberron
General Raulz, Karrnathi Skeleton Cleric 9: ?
Erandis d'Vol: Rather than see her daughter destroyed, Minara used her powers over life and death to transform Erandis into a lich.
Kaius I, Human Vampire: Vol herself came before the king of Karrnath to claim her due. First, she demanded that her cult be allowed to establish temples and bases in his kingdom.
Second, she required Kaius to undergo the Sacrament of Blood. Kaius had heard of the ritual and knew it was harmless to participants, so he agreed. Vol deceived him, however, and used the ritual to turn Kaius into her own personal thrall as a vampire.
Malevanor, Mummy Cleric 9: ?
Baszilio, Human Vampire Rogue 2, Wizard 5, Cleric 3: ?
Randall A leazar d’Deneith, Vampire Human Rogue 7: ?

Spectre: The former high priest of the Monastery of the Unyielding Shield has become a spectre.
 

Voadam

Adventurer
Eberron Secrets of Sarlona

Eberron Secrets of Sarlona
Old Copper Dragon Ghost: ?

Undead: Test of Death: The massive skull of a black dragon rests in the center of this chamber, signifying the baleful majesty of Falazure. Its eyes flash red as anyone enters, calling forth heinous undead to harry good folk. Evil beings might find a boon here instead, such as the secret of becoming one of the free-willed undead, if they are willing to risk death to acquire it.
Shanjueed Jungle is one of the largest Mabar manifest zones on Eberron. The center of the zone lies in the heart of the forest. It expands slowly each year and now covers a circle nearly as wide as the forest. Within the zone, it is as if Mabar were coterminous with Eberron. In addition, anyone slain in the forest rises as a random type of undead the next night (usually a zombie).
Zombie: Shanjueed Jungle is one of the largest Mabar manifest zones on Eberron. The center of the zone lies in the heart of the forest. It expands slowly each year and now covers a circle nearly as wide as the forest. Within the zone, it is as if Mabar were coterminous with Eberron. In addition, anyone slain in the forest rises as a random type of undead the next night (usually a zombie).
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
Has anyone put together an organized and formatted compilation of all undead origins? It would be cool to have that on PDF. My searching just returns bestiaries and comic series.
 

Voadam

Adventurer
I had a bunch of links to compilation pages of the ones I have recorded organized by game system with notations for follow up sources on the first entry for particular types of undead, but those now lead to the wrong pages after the update. It will be at least a little while before I adjust them to the new page system.

Edit: The first page has the correct link now to page 17
 
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Voadam

Adventurer
Eberron Secrets of Xen'Drik
Cloud Giant Skeleton: Even as he died, Izzdelth was animated by the arcane energy he wielded.
Advanced Bodak: Even as he died, Izzdelth was animated by the arcane energy he wielded.

Vampire: It is rumored that the secretive elven sect of the Qabalrin gave birth to the first vampires, and that these undead lords still sleep in hidden vaults.
Skeleton: The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home.
Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants.
Zombie: The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home.
Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants.
Spectre: The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home.
Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants.
Mummy: The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home.
Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants.
Wraith: The spirits of the giants who died in the City of Gold emerge to hunt any who dare trespass on their eternal home.
Many elf slaves also died in the City of Gold, and their restless spirits present just as potent a threat as the undead giants.
Undead: If no sentient races inhabit the caverns, then PCs might encounter entombed undead animated by the demise of Izzdelth. When the great necromancer died, his power seeped into the surrounding area, animating the corpses of the fallen.
Nightshade: Even as he died, Izzdelth was animated by the arcane energy he wielded.
 

Voadam

Adventurer
Eberron The Forge of War
Karrnathi Dread Marshall: The result of substantial necromantic experimentation was the dread marshal, an undead officer of greater skill, higher Intelligence, and a substantially stronger sense of personality, than any Karrnathi undead before.
Skeletal Heavy Warhorse: ?
Avlast, Ghast Fighter 2: ?
Shiril, Wight Rogue 2: ?
Lavro, Mummy: ?
Mathir, Ghoul Adept 4: ?
Woeforged: The necromancers of Karrnath have made a horrific discovery deep in the gray mist. A band of warforged once assumed to be part of the Lord of Blades’ cult are in fact nothing of the kind. Just as the warforged are “sort of” alive, they can apparently become “sort of” undead. These “woeforged,” as the necromancers have come to call them, are rusted and broken, just as normal undead are often decayed, and they show the same affinity for negative energy as other undead. Where they come from, who created them, and what they can do remain unclear.
Lord Vladimar Kronen, Ghoul Fighter 5, Cleric 4: ?

Undead: During the spring and summer of 898, new armies arose within the catacombs of the City of Night, as necromancers and corpse collectors created the first undead Legion of Atur.
In mid-994, Cyre launched a deep-strike invasion of Karrnath aimed at the undead-producing crypts of Atur.
Next, the flashback PCs find themselves dispatched to investigate why an entire town in Thrane has fallen silent. Their discovery is horrific: The townsfolk have been wiped out by a virulent plague, very much like the one they faced years ago. Some of the townsfolk have not remained dead, and the PCs must prevent the spread not of plague, but of plague-spawned undead!
Karrnathi Skeleton: ?
Karrnathi Zombie: ?
Skeleton: ?
Zombie: Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes.
Human Warrior Skeleton: ?
Human Commoner Zombie: ?
Bleakborn: ?
Bodak: ?
Ghoul: Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes.
Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed.
Ghost: In the weeks after the fire, the Knights of Thrane and their cleric allies struggled to destroy the remaining undead and rid the city of its Karrnathi stench, but the damage and loss of life were staggering. The city never recovered, and most today believe it is haunted by the ghosts of its burned residents.
Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes.
The citizens of Valin never stood a chance. Their few defenders were swiftly overrun by the Knights of Thrane, and those who died by the sword or the lance were the fortunate ones. At Kronen’s orders, the survivors were rounded up, impaled, and burned, their bodies scattered across the surrounding fields in symbols of great occult significance that Kronen believed were honoring the Silver Flame. Ash and boiling blood spilled over the fields; screams drowned out the crackling of flames and the shrieks of crows in the sky, come to feast on the body.
Legends disagree on the reason for what happened next. Did the ghosts of the dying call down vengeance on their attackers? Did the land itself rebel against the horrors committed upon it? Did the Silver Flame punish those who committed such atrocities in its name? Whatever the cause, the carrion birds and scavengers—crows and vultures, dogs and wolves—turned talons and jaws not upon the bodies, but upon the soldiers of Thrane. To the last individual, everyone who followed Kronen’s mad orders was ripped apart and consumed. Of Kronen himself, no trace was found, except for his emblem of the Silver Flame, scored and defaced by the raking of a thousand claws.
Ghost Brute: Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes.
Deathshrieker: ?
Ghast: Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed.
Spectre: ?
Wraith: ?
 

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