Undead Origins

Voadam

Legend
2016 Gongfarmer's Almanac 1-8

2016 Gongfarmer's Almanac 1-8
Dungeon Crawl Classics RPG
Necrosaur: As one of the Oblivion Syndicate’s greatest warriors, this H’Grungthorr was chosen by the evil Perilous Couple to receive the most profane blessings of their death-cult. Now, H’Grungthorr has been transformed into a ferocious, thanatos-powered, life-hating warrior known as THE NECROSAUR.
Skeletal Heap: Skeletal Heap spell.
Mocking Shade: ?

Skeletal Heap (Thief Spell)
Level: 2 Range: 20’ Duration: Varies
Casting Time: 1 round Save: N/A
General Thieves from North Kovacistan have a tendency to steal spell books from their wizard traveling companions. This spell is as much a defense mechanism for the wizard's spell book as it is an actual spell that the wizard can cast. If casting as a wizard, for all results below 12 the spell fails and is lost for the day, but otherwise they suffer none of the listed effects. Thieves may cast this spell using a d16 but must burn 1 point of Luck PERMANENTLY - yes, you may never recover it, ever!
The caster attempts to summon forth a hideous necromantic warrior from the piles of bones of long-dead creatures. Alas, even failure has its price!
Manifestation The bones of long-dead friends, foes or others come together with the screeching sound of unreleased voices silenced in violent combat, knitting themselves together in stop-motion and exhibiting the general shape of the bones' previous form, albeit crudely pasted together (for example, a skeletal heap conjured from ape-man bones might have long arms where its legs should be and short, squat legs growing from it's back or head, while a heap formed from triceratops bones may have one arm with three spikes protruding from it). Judges are encouraged to embellish the attacks listed below as they see fit in regards to the component bones available.
Corruption None. The results of the spell are corruption enough (see below).
Misfire None. Though when cast by a thief, all results produce some form of skeletal heap, most beyond the caster's control.
1 The bones of the fallen fail to achieve the desired state due to a lack of sufficient necromantic energy. The caster's own bones begin to pop from his body to supplement the creature. Suffer 2d4 Luck loss (permanent, cannot be restored, ever - but you won't live long enough to regret it, anyway!) Each round, the caster must pass an incrementally more difficult Fort save, beginning at DC 14, or suffer the ill effects of their own bones being sucked out through their skin as they attempt to join the heap (lose 1d5 points of Strength, Agility, or Stamina). Three successive saves will halt the process and return the dead to their slumber, leaving the caster in awfully bad shape otherwise.
2 - 8 The heap begins to take shape but needs more, more, more! Suffer 1d7 Luck loss (permanent, cannot be restored, ever - stop messing around with the wizard's spell book, thief!) to supplement the creature's growth. The resulting heap has the following stats: Init -4; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C. Creature only has one usable limb for attacking and will randomly lash out at the nearest target, usually the caster. This heap will continue to attack random targets for 1d3 rounds before falling into a pile of its component bones.
9 - 11 The heap begins to take shape but you can't control it! Suffer 1d3 Luck loss (permanent, cannot be restored, ever - what, you think magic is easy?!) to supplement the creature's growth. Also, make an opposed Personality check (heap gets +4 to this check - leave the dead where they rest, fool!) or the heap will randomly attack the nearest target, usually the caster. If you gain control of the heap this way, it will function for 1d3 rounds at your command before falling apart into its component bones. Init -4; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C.
12 - 13 It's alive! The heap has formed and will remain under the caster's control for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C.
14 – 17 Getting stronger, now! The heap lasts for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d4); AC 12; HD 2d6; MV 20'; Act 1d20; SP un-dead traits; SV Fort +2, Ref +0,Will +0, AL C.
18 - 19 That's better! The Heap lasts for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d5); AC 13 + special; HD 2d7; MV 20'; Act 1d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +0, Will +0, AL C.
20 - 23 Now we're cooking! The heap lasts for 1d5 rounds or until destroyed. Creature only has one usable limb for attacking but now has a melee weapon in its grip. Init +0; Atk limb +0 (1d5) or melee weapon +0 (1d6); AC 13 + special; HD 2d10; MV 20'; Act 1d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +1, Will +0, AL C.
24 - 27 It's getting bigger! The heap lasts for 1d5 rounds and now has two usable limbs for attacking, both of which grip melee weapons. Init +0; Atk limb +0 (1d5) or melee weapon +0 (1d6); AC 14 + special; HD 3d10; MV 20'; Act 2d16; SP undead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +1, Will +0, AL C.
28 - 29 Look at the size of that thing! The heap lasts for 1d5 rounds and has two usable limbs for attacking, both of which grip melee weapons. Init +0; Atk limb +0 (1d6) or melee weapon +0 (1d8); AC 16 + special; HD 3d12; MV 20'; Act 2d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +2, Will +0, AL C.
30 - 31 We're gonna need a bigger boat! The heap lasts for 1d6 rounds and now has three usable limbs for attacking, all of which grip melee weapons. Init +1; Atk limb +0 (1d6) or melee weapon +0 (1d10); AC 18 + special; HD 3d16; MV 20'; Act 3d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +2, Will +0, AL C.
32+ Over 9000! The heap lasts for 1d6 rounds and has three usable limbs for attacking, all of which grip melee weapons. Init +1; Atk limb +0 (1d8) or melee weapon +0 (1d12); AC 20 + special; HD 3d20; MV 20'; Act 3d20; SP un-dead traits, can block up to two attacks with an extra limbs as though carrying a shield (+2 AC), which then splinters; SV Fort +3, Ref +2, Will +0, AL C.
 
Last edited:

log in or register to remove this ad


Voadam

Legend
Kobold Quarterly 2

Kobold Quarterly 2
3.5
Darrakh, Adult Darakhul Cave Dragon: The ravenous hunger and ambition that define the Empire of the Ghouls come from a hunting expedition 200 years ago. A priest of the Death God led a pack of ghouls and ghasts into the underdark in a hunt for new sources of meat. The hunters met and devoured a few of the weaker residents of the deep lands, but then met a horror they were woefully ill-prepared to fight, a cave dragon in its prime. Its darkness filled the tunnels, and its jaws devoured ghouls by the dozens.
Strengthened the Death God’s blessing, one ghast struck a crucial blow with its paralyzing claw, and the dragon was rendered immobile for a dozen heartbeats. The frenzy that followed infected the dragon with ghoul fever. The rest of the ghouls and ghasts died before the dragon could be slain, but the priest of the Death God survived and became the ghoul-dragon’s minion and chief servant. The dragon grew powerful in undeath. Though its growth stopped, its power was greater than any others of its kind.
So was born Darrakh, Father of Ghouls, the Great and Unending Devourer. Of all dragons below the earth, he is the greatest. He recieves ghoul petitioners in a deep cavern perpetually wrapped in darkness, and when he is displeased, he dines on the flesh of the ghouls, his followers and children.
The cult of the Hunger God reveres him as an avatar of their deity, an earthly manifestion of the endless gnawing need that drives ghouls to consume corpses. Darrakh is fast, tough, and powerful — and as an undead dragon, extremely lethal.
As he created ghoul followers, Darrakh and the priest learned that the form of ghoul fever the dragon carried was magically strengthened. Darrakh has always claimed he bathed in the River Styx and struck a bargain with Charon the boatman. The terms seemed to be that to return to the mortal world, he would raise up a race of followers of the Death God. That story is among the secret lore of the Imperial priesthoods. It’s truth depends on what one thinks of the veracity of the undead and the trustworthiness of dragons. Most are sure it’s sheer puffery.
Darakhul Ghoul: Darakhul Fever (Su): Magical disease—bite, Fortitude DC 30, incubation period 1 hour, damage 1d6 Con and 1d3 Dex. Requires a DC 16 level check to cure magically. A creature which dies while infected with darakhul fever may become a more powerful form of ghoul (see Empire of the Ghouls for details).
 
Last edited:

Voadam

Legend
Kobold Quarterly 3

Kobold Quarterly 3
3.5
Lich: the sorcerer or wizard with an unnatural lifespan has been the subject of tales and fables throughout the ages; a thousand, thousand stories hint at their dark beginnings. One of the best known tales tells the story of the Cabal of Unsleep – a cabal of wizards who worked towards the single goal of immortality.
The Cabal ruled kingdoms eons ago, and all its members were tyrants of renowned cruelty. While they waged war with each other on the surface – they secretly held true as a brotherhood, using their squabbles to gain influence in other lands until, at last, no part of the world was untouched by their icy fingers. This cabal, it is rumored, were among the first to discover the Dreadful Pact and thus were the first liches.
Liches are created, not born, and their only method of reproduction is the creation of a new lich.
The lich monster description casually mentions that the process of becoming a lich is unspeakably evil, and that it can only be undertaken by a willing character. In his great work Arcanum, Manse Hoff describes three methods through which a lich can be created, although he hints that some three dozen methods were once catalogued in the great Monstorum Sorcerus. The three known to most are the Dreadful Pact, the Hideous Sacrifice, and the Ripping.
The Dreadful Pact – in this method, the would-be-lich’s soul is ripped from the body and placed into the phylactery by the self-destruction of the spell caster. The caster creates the phylactery and takes his own life, hoping that the magic that he has used to make the phylactery is strong enough to draw the soul into it.
This method is quick but has the drawback that unless the phylactery has been prepared perfectly, the soul of the caster is simply drawn away. Some surmise that souls drawn in this way do not simply pass onwards, but move to some unspeakable nether place where they spend eternity wandering in madness.
The Hideous Sacrifice – this method draws the soul into the phylactery through a variant of the magic jar spell. However, the lich-initiate must cast the spell at the precise moment of his death, and this requires extraordinary timing on behalf of the spellcaster.
As a consequence, this method is the one most fraught with the chance for mishap - the soul can be drawn before death, trapping the caster in his own spell; the caster can fail to complete the spell and die prematurely, or (in the worst case) the caster’s soul is drawn into entirely the wrong place. In this last case, the lich might end up trapped within a nearby creature or object, such as an accomplice, building, or item.
The Ripping – the most dreadful method requires a trustworthy and willing volunteer. The ripping is spiritual warfare; the soul is driven from the body into the phylactery through force of pain inflicted on the spellcaster.
This method is the most sure of success, but it is also the longest and most painful, and requires extraordinary determination on the part of the spellcaster.
Once the transformation from lich-initiate has been withstood, three further stages remain in the life cycle of a lich: the Journey, the Fading, and the Corruption.
The Journey
Only some lich-initiates complete the Beginning and become liches. Those that are lost are variously referred to in arcane works as NetherLiches, the Lost or simply Fallen. Those who do survive acquire the lich template and can look forward to eternal life – and eternal waking.
Thing at the Soul of the Mire, Human Lich Druid 15: ?
Stone Door: Combining necromantic artifice and the art of trapmaking, this door is a favorite among priests of undeath, liches, necromancers, and the depraved wretches who favor such evil devices to deal with trespassers. Creating a bone door is quite tedious, and requires placing an animated skeleton in a specially prepared door mold, then pouring in a high quality mortar. This slurry eventually hardens to the consistency of stone. Later, the stonework is decorated, fitted with a locking mechanism and hinges, and then mounted.
The skeleton’s arms and head are free of the stone confining the rest of its folded extremities, and they jut out like a necromantic fossil. Each bone door’s skeleton has different instructions, though most attack trespassers. Thus, a bone door has two parts: a masterfully constructed stonework door and a large embedded skeleton. In combat, the stonework provides the skeleton with improved cover, though it negates any Dexterity bonus to AC and imposes a –8 penalty on its Reflex saves.
The sample bone door uses a stone giant skeleton to grapple would-be trespassers and crush them to pieces. The EL takes into account its high AC and grapple bonuses.
The cost to construct a bone door varies but is never less than 1,825 gp.
Stone Giant Skeleton: ?
 
Last edited:

Voadam

Legend
Kobold Quarterly 7

Kobold Quarterly 7
3.5
Vampire: Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost.
Ghost: Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost.
Undead: Create Undead feat.
Zombie: A zombie requires an intact, or nearly intact, fleshy corpse. A dismembered corpse can be stitched back together with a DC 15 Heal check, but all body parts must come from the same corpse.
Caster level equal to half the HD of the zombie, Create Undead, gentle repose; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD
Animate Undead I spell.
Animate Undead II spell.
Animate Undead III spell.
Animate Undead IV spell.
Animate Undead V spell.
Animate Undead VI spell.
Animate Undead VII spell.
Animate Undead VIII spell.
Animate Undead IX spell.
Create Undead feat.
Skeleton: The creation of a skeleton requires an intact skeleton. If flesh remains on the bones, it may be left to rot away naturally or be stripped from the bones with a DC 5 Heal or Profession (butcher) check.
Caster level equal to half the HD of the skeleton, Create Undead, cause fear; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD
Animate Undead I spell.
Animate Undead II spell.
Animate Undead III spell.
Animate Undead IV spell.
Animate Undead V spell.
Animate Undead VI spell.
Animate Undead VII spell.
Animate Undead VIII spell.
Animate Undead IX spell.
Create Undead feat.
Ghoul: The creation of a ghoul requires an intact or nearly intact humanoid corpse. It becomes imbued with the unnatural hunger that characterizes these undead horrors.
CL 3rd, Create Undead, ghoul touch, animate dead I; Market Price 250 gp; Cost to Create 125 gp + 10 XP
Animate Undead I spell.
Animate Undead II spell.
Animate Undead III spell.
Animate Undead IV spell.
Animate Undead V spell.
Animate Undead VI spell.
Animate Undead VII spell.
Animate Undead VIII spell.
Animate Undead IX spell.
Create Undead feat.
Ghast: The creation of a ghast is exactly like creating a ghoul, but it requires a stronger bond to the negative energy plane.
CL 5th, Create Undead, ghoul touch, animate dead I; Market Price 500 gp; Cost to Create 250 gp + 20 XP
Animate Undead III spell.
Animate Undead IV spell.
Animate Undead V spell.
Animate Undead VI spell.
Animate Undead VII spell.
Animate Undead VIII spell.
Animate Undead IX spell.
Create Undead feat.
Shadow: The creation of a shadow requires a soul. The soul is merged with its shadow-plane duplicate, creating an unliving shade.
CL 5th, Create Undead, deeper darkness, desecrate; Market Price 400 gp; Cost to Create 200 gp + 16 XP
Animate Undead III spell.
Animate Undead IV spell.
Animate Undead V spell.
Animate Undead VI spell.
Animate Undead VII spell.
Animate Undead VIII spell.
Animate Undead IX spell.
Create Undead feat.
Mummy: The creation of a mummy requires an intact humanoid corpse. The body must be embalmed or preserved, requiring a DC 15 Heal check. The traditional method is via organ removal, drying, and wrapping, but other preservation methods are possible.
CL 7th, Create Undead, death ward, cause fear, bestow curse; Market Price 1,000 gp; Cost to Create 500gp + 40 XP
Animate Undead VII spell.
Animate Undead VIII spell.
Animate Undead IX spell.
Create Undead feat.
Wraith: The creation of a wraith requires a soul. Twisting the soul into a wraith requires an elaborate ritual that suffuses the soul with the essence of darkness and evil.
CL 7th, Create Undead, darkness, enervation, gaseous form; Market Price 1,000 gp; Cost to Create 500gp + 40 XP
Animate Undead V spell.
Animate Undead VI spell.
Animate Undead VII spell.
Animate Undead VIII spell.
Animate Undead IX spell.
Create Undead feat.
Spectre: Creating a spectre requires a soul. The soul is forced to relive the moment of its death over and over while being exposed to vast amounts of negative energy. Eventually, its pain and misery force it to arise as a spectre.
CL 9th, Create Undead, magic jar, feeblemind, bestow curse; Market Price 1,400 gp; Cost to Create 700 gp + 56 XP
Animate Undead VII spell.
Animate Undead VIII spell.
Animate Undead IX spell.
Create Undead feat.
Mohrg: The creation of a mohrg requires a humanoid corpse. While the corpse is only partially animated, it is imbued with an utter hatred of the living through unspeakable ritualized torture that converts its entrails into a hideously oversized tongue.
CL 10th, Create Undead, raise dead, speak with dead, symbol of pain; Market Price 1,500 gp; Cost to Create 750 gp + 60 XP
Animate Undead VIII spell.
Animate Undead IX spell.
Create Undead feat.
Devourer: Creating a devourer requires the body of a medium humanoid. Animating this body as a devourer requires an elaborate ritual, binding the new undead to either the Astral Plane or the Ethereal Plane. During this ritual, the body grows tall and gaunt, leaving the Devourer’s distinctive chest cavity.
At the completion of the ritual, the devourer may be provided with an essence from a soul trapped using other means (such as magic jar or trap the soul), or via the sacrifice of a living creature. The devourer can be created without a trapped essence but will be unable to use its spell-like abilities until it can trap an essence for itself.
CL 13th; Craft Undead, magic jar, planar binding (any), enlarge person, enervation, spectral hand; Market Price 2,000 gp; Cost to Create 1,000 gp + 80 XP
Animate Undead IX spell.
Create Undead feat.
Wight: Animate Undead III spell.
Animate Undead IV spell.
Animate Undead V spell.
Animate Undead VI spell.
Animate Undead VII spell.
Animate Undead VIII spell.
Animate Undead IX spell.
Greater Shadow: Animate Undead VIII spell.
Animate Undead IX spell.
Dread Wraith: Animate Undead IX spell.

Create Undead [Item Creation]
Prerequisite: Spell Focus (Necromancy) or the ability to rebuke undead, caster level 1st
Benefit: You can create any undead provided the prerequisites are met.
Creating an undead requires one day for every 1,000 gp of its market price, 1/25 of its cost to create in XP, and raw materials costing half that price (see individual monster entries for details).
Completing the undead’s creation drains the appropriate XP from the creator and requires the casting of any spells on the final day.
The creator must cast the spells personally but may do so using a scroll or similar device.
As most undead are Evil, creating an undead creature is almost always an Evil act.
A newly created undead has average hit points for its Hit Dice.
Mindless undead created using this feat are automatically under the creator’s control. Free-willed undead are not controlled, though the creator can attempt to gain control using some other method at the moment of creation.
A character can control up to 4 HD of created, mindless undead per level. If you exceed this number, all the newly created creatures fall under your control, and any previously created undead over this limit are released from your control. (The caster chooses which creatures are released.) Any undead commanded by virtue of a command or rebuke undead ability do not count toward this limit.

Animate Dead I
Necromancy (Animation)
Level: Clr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more animated undead
Duration: 1 round/level (D)
Targets: Corpses, no two of which can
be more than 30 feet apart [See below]
Saving Throw: Will negates (object)
Spell Resistance: No
This spell temporarily infuses the remains of a once-living creature with negative energy, animating it in a mockery of its former life. The resulting undead creature acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions within the limits of the creature to obey or understand.
The spell animates one of the creatures from the 1st-level list on the accompanying table. You choose which kind of undead to animate, and you can change that choice each time you cast the spell.
To animate a particular type of undead, the correct remains must be available for each creature created. Remains must be mostly intact. A soul is present in any corporeal remains for which the creature has not been resurrected or previously animated as an undead. A soul can also be obtained from trap the soul, magic jar, or similar magic.
Unlike most spells, line of effect is not required to animate the remains, as long as their location is known. This allows a body to be animated in its grave.
An animated undead cannot summon or otherwise conjure another creature, create spawn, or use any teleportation or planar travel abilities.
When you use an animation spell to create an Air, Chaotic, Earth, Evil, Fire, Good, Lawful, or Water subtype creature, it is a spell of that type.
Within the area of a desecrate spell, the duration of animate dead I is doubled.
Arcane Material Component: A fistful of graveyard soil or a fragment of a tombstone.

Animate Dead II
Necromancy (Animation)
Level: Clr 2, Sor/Wiz 3
This spell functions like animate dead I, except that you can animate one creature from the 2nd-level list or 1d3 of the same option from the 1st-level list.

Animate Dead III
Necromancy (Animation)
Level: Clr 3, Sor/Wiz 4
This spell functions like animate dead I except that you can animate one creature from the 3rd-level list or 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 of the same option from the 1st level list.

Animate Dead IV
Necromancy (Animation)
Level: Clr 4, Sor/Wiz 5
This spell functions like animate dead I, except that you can animate one creature from the 4th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option a lower level list.

Animate Dead V
Necromancy (Animation)
Level: Clr 5, Sor/Wiz 6
This spell functions like animate dead I except that you can animate one creature from the 5th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option from a lower level list.

Animate Dead VI
Necromancy (Animation)
Level: Clr 6, Sor/Wiz 7
This spell functions like animate dead I except that you can animate one creature from the 6th-level list or 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 of the same option from a lower level list.

Animate Dead VII
Necromancy (Animation)
Level: Clr 7, Sor/Wiz 8
This spell functions like animate dead I except that you can animate one creature from the 7th-level list or 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 of the same option from a lower level list.

Animate Dead VIII
Necromancy (Animation)
Level: Clr 8, Sor/Wiz 9
This spell functions like animate dead I except that you can animate one creature from the 8th-level list or 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 of the same option from a lower level list.

Animate Dead XI
Necromancy (Animation)
Level: Clr 9
This spell functions like animate dead I except that you can animate one creature from the 9th-level list or 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 of the same option from a lower level list.

Table 1: Undead Animation
Spell Level Undead Remains Required Alignment
Animate Undead I ghoul humanoid corpse CE
1d4 skeletons (1 HD) appropriate corpse or skeleton NE
skeleton (2-3 HD) appropriate corpse or skeleton NE
1d3 zombies (2 HD) appropriate corpse NE
zombie (4 HD) appropriate corpse NE
Animate Undead II skeleton (4-5 HD) appropriate corpse or skeleton NE
zombie (6 HD) appropriate corpse NE
Animate Undead III ghast humanoid corpse CE
shadow humanoid soul CE
skeleton (6-7 HD) appropriate corpse or skeleton NE
wight humanoid corpse LE
zombie (8-10 HD) appropriate corpse NE
Animate Undead IV skeleton (8-9 HD) appropriate corpse or skeleton NE
zombie (12-14 HD) appropriate corpse NE
Animate Undead V skeleton (10-11 HD) appropriate corpse or skeleton NE
wraith humanoid soul LE
zombie (15-16 HD) appropriate corpse NE
Animate Undead VI skeleton (12-14 HD) appropriate corpse or skeleton NE
zombie (18-10 HD) appropriate corpse NE
Animate Undead VII skeleton (15-17 HD) appropriate corpse or skeleton NE
spectre humanoid soul LE
Animate Undead VIII mohrg humanoid corpse CE
greater shadow humanoid soul CE
skeleton (18-20 HD) appropriate corpse or skeleton NE
Animate Undead IX devourer humanoid corpse NE
dread wraith humanoid or giant soul LE
 
Last edited:

Voadam

Legend
Kobold Quarterly 9

Kobold Quarterly 9
3.5
Skin Bat: Camazotz has created flesh vats within these inverted spires that transform the flayed remnants of sacrifices into undead abominations built of skin.
Skin bats are undead creatures created from the skin flayed from the victims of sacrificial rites. They are given a measure of unlife by a vile rituals involving immersion in the Abyssal flesh vats.
They were born in the fleshwarp cauldrons of Camazotz, the dark bat-god.
 
Last edited:

Voadam

Legend
Kobold Quarterly 11

Kobold Quarterly 11
3.5
Vampire: When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse.
One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire.
When someone dies from a vampire bite, friends and family have little time to save their loved one’s soul. If they destroy the sire before the deceased rises as a vampire in 1-4 days, vampirism never settles on the corpse and the deceased’s soul remains free.
Vampire Spawn: When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse.
One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire.
 
Last edited:


Voadam

Legend
Kobold Quarterly 20

Kobold Quarterly 20
Pathfinder 1e
Endrian's Shade, Human Ghost Paladin 5: Fifty years ago, the paladin Endrian died so far from his home plane that his gods could not find him. His soul has since wandered the planes unable to find his way to a more palatable eternity.
Pishtaco: The unquiet souls of conquerors who commit atrocities against native people sometimes give rise to pishtacos, undead who spirit away locals and butcher them for their organs and fat.
Undead: A circle of once-sacred stones has been corrupted and spawns undead from those who die nearby and corrupts benign plants into evil, aggressive flora.
 
Last edited:

Voadam

Legend
D-Infinity 1

D-Infinity 1
Cthulhu Live
Cyris Crane: The cold grip of winter came early that year, and the corpse of Cyris Crane lay frozen and preserved in the riverbed. With the spring thaw, the corpse washed up on the riverbank, where the maggots and worms of the earth set about their grim task. However, the disembodied and deranged will of Cyris Crane was not powerless.
Death had stripped Cyris of the last of his sanity. With a sorcerer’s skill, Cyris reanimated his body, taking possession of the worm-ridden corpse and willing it into a semblance of life, disguising his decomposing visage with a potent glamour.
I am Cyris Crane and I am something else. I remember being accosted by a foreign type while searching for those accursed standing stones. I remember every sensation as he strangled me and threw my body over a cliff. I remember the moment my heart stopped. Yet my mind went on.
A lifetime of exposure to the occult and my own indomitable will ensured that I did not truly die. I returned!
Walking Corpse: The climax begins as Cyris Crane successfully transfers his soul into a fresh body, leaving his victim’s soul trapped within his worm-ridden former shell. Crane’s victim is rendered a weak and gibbering mass by The Crossing, passing out from exhaustion at the ritual’s conclusion.
As Crane’s former body rises as the Walking Corpse, the glamour concealing it’s hideous form fails. The mind within the body is thoroughly insane and prone to attack anyone it sees. The walking corpse bares a special hatred for Cyris Crane, who will bare the brunt of the monster’s hostilities.
It is possible that Cyris is unable to perform ritual of The Crossing. If this is the case, Crane loses the last of his Façade and he becomes the walking corpse.
 
Last edited:

Remove ads

Top