Undead Origins

Voadam

Adventurer
Claw Claw Bite 8
Zombie Ettin: In the ettin lands to the south of the Ettal Valley, a deep shadow glides down from the mountain. It is said that in this shadow, the bodies of fallen ettin rise up in the night and drag their feet across the hills.
These zombie ettin have been reanimated by ettin priests.
Root of All Evil: A hybrid of plant, corpse and demon grown in the soils of the abyss, these root-covered bipeds thrive on the roots of other plants.
 

Voadam

Adventurer
Claw Claw Bite 10
Spider Zombie: Spider zombies were once spiders of a different (s)ilk who were slain, but never properly lain to rest. They typically become affected by their own poisons and succumb to an affliction that leaves them in limbo, where they make tasty fleshy treats for zombies, ghouls, and wights
Spider Ghoul: ?
Spider Wight: ?
Spider Ghost: Also creepy, usually after these spider zombies pass from undeadness, they become ghost spiders.
 

Voadam

Adventurer
Claw Claw Bite 12
Faduardo Gantonin, Human Lich Wizard 3, Cleric 3, Mystic Theurge 10, Crafting Artificer 2: Eventually Faduardo was consumed by his obsession and became a lich, turning himself on his old friends and causing major problems for the people he served for so many years.
 

Voadam

Adventurer
Claw Claw Bite 14
Shadow Swarm: ?
Thoul: A Thoul is a troll which has become a ghoul.

Shadow: Any humanoid reduced to Strength 0 by a shadow swarm becomes a shadow and joins the swarm within 1d4 rounds.
 

Voadam

Adventurer
The Lords of the Night Vampires
Vampire, Black Blood: Vampires were once living creatures that have been raised from death by necromancy.
Ever since mortals have existed, feral vampires have wandered the mortal realms under cover of darkness. Created by the raw forces of nature, by curse or magic, feral vampires will certainly exist long after the mortal races have passed to dust.
Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.
A Vampire Scion can become a true vampire should their master be slain, although the outcome of this is uncertain.
The vampire touched are those mortals bitten on one or more separate occasions by the Children of Vangual. In this blood-drained state, death is close. A third visitation and the victim will rise up as a vampire a few nights later (provided the victim is slain in the process).
To create a vampire the Children of Vangual must slay their mortal victim by draining every last drop of blood from their body. This is a task in itself - for drinking to the point of death can be extremely difficult. However, this process is not done all at once. The Children of Vangual must come to a mortal three times if they are to turn them into a vampire. This process is called the Visitation and is steeped in ancient ritual and ceremony.
On the third Visitation, the vampire must drain not only all of the blood but the last vestiges of life energy from their victim. The dead and cold corpse will then rise up as a fledgling vampire a few days later. If the master does not (or can not) follow this process exactly, the slain mortal will become a Vampire Scion, cursed to eternal stagnation and endless subservience.
On the fourth night of death, a fledgling vampire will rise from the grave. Occasionally this process can happen more quickly, other times, somewhat longer. The necromantic processes are mysterious and cannot be predicted, even by the most learned of sages.
They were the first of Vangual’s creations and consider themselves the most favored of his children.
The curse can be passed to any of the mortal races, from human, elf and dwarf, to the monster races: goblin, troll and ogre. There are Black Blood giants, drow and even vampire lizardmen lurking in darkness across the realms.
Black Blood is an acquired template that can be added to any humanoid or monstrous humanoid creature.
Shadow Vampires cannot make more of their own. Even if they follow the process exactly, they simply create a standard Black Blood.
Vampire Scion can evolve to become true vampires, although the process is dangerous and involves either intervention by a lich, or the Second Death of their master. A Vampire Scion’s necromantic energies are intrinsically linked to those of their master. If a vampire master is slain, all Vampire Scion under his control make a Will save (DC 20). If they fail, they are forever slain, the negative energies that sustained them dissipating with their master. Success indicates they become fledgling vampires.
A vampire must come to a mortal three times if he wants to make a true vampire.
To create a true vampire, a vampire must drain all of the blood from a mortal and all of their levels. He must do this on three separate encounters on three or more nights. The vampire must drink carefully, for should his victim die before the third visitation, they will rise up as a Vampire Scion a few nights later. There can be interruptions in the process, but any vampire wishing to cement a full and complete relationship with their progeny must follow this procedure. The vampire must perform the Black Kiss within one month of his first visitation or he must begin the whole process anew.
Vangual’s touch can slay any living being in an instant, devouring their life force with no possible chance of resurrection. He can cause any mortal to rise up as a vampire of any race with but a moment’s thought. This transformation is both permanent and irreversible, but is seen as a blessing rather than a curse in the eyes of his devoted.
It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…
When a mortal becomes a vampire, the dark energies of necromancy transform their abilities.
Beholder vampires radiate powerful necromancy and have the power to transform their targets into vampires with the use of their central eye.
Curse of Vampirism spell.
Vangaard: But Vangual was far from done. He took one of his chosen and shaped them into a new form, the Vangaard, a creature filled with rage and cold fury.
The Vangaard can trace their origins back to Toth, the First vampire barbarian and member of the Black Council. The Vangaard Toth is the only member of the Black Council who is not a pure Black Blood. No one knows why Vangual transformed Toth into a Vangaard; perhaps it was a capricious whim by the god of vampires.
Vangaard is an acquired template that can be added to any humanoid or monstrous humanoid creature.
Who knows what power Vangual used to create the new order of Vangaard.
Fire Vampire, Inferno: The First found a wizard who had been burned beyond imagining in the razing of the great city. Vangual breathed unlife into his tortured flesh, returning him from death as a horribly charred and smoldering spirit. Joined with the powers of flame, this vampire became the embodiment of fire, and was vengeance and destruction incarnate.
Perhaps the rarest of all vampires, Fire Vampires (or Infernos) are those mortals horribly burned in life.
Fire Vampires can create progeny, although they rarely choose to (for the memory of their own creation burns upon their minds - and even as filled with madness as they are, they are reluctant to inflict their torment upon another).
To do so, they must drain all of the blood from a candidate while inflicting powerful flame attacks upon their bodies. They must incinerate their victim on the very threshold of death. Horribly disfigured, the mortal will then rise up as a Fire Vampire a few nights later. They call this method of death (and subsequent reanimation) the Kiss of Fire, and it is said to be one of the most agonizing ways to die. Even cremation does not always prevent the Second Waking, a Fire Vampire’s charred and unrecognizable body reforms from ashes unless it was buried on holy ground.
Fire Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature.
Ravenous, Leeches: As the flames of the city died, the remaining dead fell around the ruined city. Some, touched by disease were corrupted by Vangual’s malevolence. They arose as the Ravenous, desperately hungry vampires with a craving for mortal flesh.
Some say the Ravenous were created by the god of slimes and oozes, while others believe they are demons cast from the abyss and given mortal form.
When they so choose, the Ravenous can make their own. To do this the victim must be forced to drink a concentrated point of the Leech’s blood. The victim will be fine - for a day or so. After forty eight hours they will begin to get chills, feeling sick and losing a point of Constitution and Strength per day. This will continue throughout the next 2d4+1 days until their skin turns a greenish hue. Finally, facing uncontrollable and agonizing convulsions, they lose one point of Strength and Constitution per hour. Only a neutralize poison spell cast by a cleric of 15th Level or higher, followed swiftly by a remove curse will prevent death. Lost abilities are regained at a rate of 1 point per week.
Ravenous Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature.
Shadow Vampire: Next, Vangual awoke the shadow. He ordered the First to bring to him the drow they found in the underworld. Willing or not, he transformed them into Shadow Vampires, insubstantial creatures that only half reside in the mortal realms.
Shadow Vampires are drow that have been cursed by a most terrible darkness. They were taken by Vangual and transformed into shadow, stripped of their physical forms and their souls.
Only the drow elder Avernuus has the authority to create new Shadow Vampires, and then only at Vangual’s instruction.
The Black Council petitioned Vangual for a number of non-drow Shadow Vampires to be created, and he agreed.
Shadow Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature.
Mock Vampire, The Mocked: Mock Vampires or the mocked are ghoulish creatures whose bodies have not successfully survived the transition from mortal to vampire. They have remained dead for too long before their Second Waking and have suffered both physical and mental degeneration in the grave.
The mocked have lain dead in the ground for too long.
No one knows exactly what creates the mocked, certainly there are many things that can influence the necromantic process: holy ground, divine blessings, even nearby running water or a holy symbol casually tossed into a coffin. A poor first Katharein can result in the vampire rising as one of the mocked.
The mocked typically remain dead for at least a week longer than the typical 1d4 days, rotting while in the grave.
Mock Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature.
Ash Vampire: At the height of Vangual’s power came the most terrible of his children. Ash Vampires: they who feast upon life itself. Draining the very essence from the living, plants wither and the ground turns to dust as they pass. These emotionless vampires are given mortal form in return for performing despicable acts in the name of the lord of blood. It is said those of the ash are the most powerful of Vangual’s creations, and that he could only create them when he had sufficient followers amongst mortals and vampires alike.
Ash Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature.
There are many rumors as to why this might be. Some say the Ash Vampires are much older even than Vangual, that only those in the mortal realms were corrupted by the Void and that those that remain on the Ash Plane at the tower of Araxx are immune to the effects of the great corrupter.
Some say that the Ash Vampires are a truly ancient race, and that their wisdom dates back thousands, if not tens of thousands of years. Others claim that they were never mortal, that the first Ash Vampires came from a race that no longer exists except in memory.
The Lost: Finally came the Lost, divine beings that have fallen from the grace of their celestial realm and cast to earth. Retaining a fragment of their memory and a shard of divinity, these creatures are perhaps the most tragic of all the vampire races. Forced to drink blood and to eat ash, they wake to darkness knowing they have done wrong, but not what. Perhaps they can find redemption, but most Lost spend their unlives brooding over their mysterious past and punishing themselves for a transgression they cannot remember. While they are not one of Vangual’s creations, the god of blood eagerly accepts them as his own.
These creatures are not and have never been mortal. Cursed by divine magic, they have fallen from whichever spiritual domain they once inhabited, given immortal bodies and doomed to live in exile amongst the undead. Once glorious spirits - now vampires - they must drink blood and devour ashes to survive.
The Lost are not true vampires. They were never ‘turned’ by another, but were instead cursed by powerful magic. Exiled, they appear with no clue as to who they are or from where they came. Occasionally, a divine being will visit them to inform them of their exile, but this will be brief and perfunctory. Their minds and spirits are their own, but their memories are all but gone.
Lost Vampire is an acquired template that can be added to any humanoid or monstrous humanoid creature.
The Lost are celestials that have been cursed by their god. A character must have previously been a celestial that was cast down from his planar home.
Vampire Scion: In time, Vangual showed his vampires how to create children of their own. Vampire Scion are created by a single draining of a mortal’s blood without following the ritualistic process of the Black Kiss. These creatures are devoid of the uniqueness of a true vampire and are typically created as a result of a careless encounter with a mortal.
To create a vampire the Children of Vangual must slay their mortal victim by draining every last drop of blood from their body. This is a task in itself - for drinking to the point of death can be extremely difficult. However, this process is not done all at once. The Children of Vangual must come to a mortal three times if they are to turn them into a vampire. This process is called the Visitation and is steeped in ancient ritual and ceremony.
On the third Visitation, the vampire must drain not only all of the blood but the last vestiges of life energy from their victim. The dead and cold corpse will then rise up as a fledgling vampire a few days later. If the master does not (or can not) follow this process exactly, the slain mortal will become a Vampire Scion, cursed to eternal stagnation and endless subservience.
Vampire Scion are locked in unlife at the moment of death, unchanging yet eternal. Slaves to their masters, most are created when a vampire bitten (once touched) mortal is slain before the effects of the first bite have worn off. These poor souls rise to become Vampire Scion, vampires in name alone, hunters of blood and bringers of death.
Vampire Scion are created by a single draining of a mortal’s blood (or levels) without following the ritualistic process of the Black Kiss.
Vampire Scion is an acquired template that can be added to any humanoid or monstrous humanoid creature.
To create a true vampire, a vampire must drain all of the blood from a mortal and all of their levels. He must do this on three separate encounters on three or more nights. The vampire must drink carefully, for should his victim die before the third visitation, they will rise up as a Vampire Scion a few nights later.
Curse of Vampirism spell.
Kethax: The Avystyx Prophecies also mention the coming of the Kethax: evil vampires of hellfire and brimstone from the Ash Plane.
The First: Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.
It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…
Avystyx, The Vampire Bard: Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.
It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…
Salvatorian Vandadyne: Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.
It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…
Lord Melanch Abraxia, Lord of the Blood Knights of Avystervan: Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.
It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…
Agoravaal The Damned Vampire Mage: Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.
It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…
Ishtyx: Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.
It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…
Kynosh, The Blood-Stained Druid: Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.
It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…
Raxx, Leader of the Black Eye: Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.
It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…
Toth: Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.
It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…
Vathan Gellean, The Hunter: Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.
It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…
Volik, Leader of the Blood Guard: Armed with the greatest of the Powers of Darkness, Vangual transformed the living order into vampires, creatures that looked like mortals and had fearsome powers. Denied sanctuary in the mortal realms, these beings fled deep into the earth beneath the city of Veil where they became the First, the progenitors of the vampire races.
It is said that the dread god Vangual manifested amongst the burning buildings, ready to cast sentence upon those who had slain his faithful. Vangual’s wrath was terrible, he called for justice and the other gods turned away. They knew there was enough darkness festering in the hearts of the Ordo Nobilis to punish each of them forever. They had shown neither compassion nor wisdom in destroying so many, so very willingly. As the god of blood had lost his chosen, so the Ordo Nobilis became his new family. They became vampires - the Children of Vangual…
Agan Ravarr: ?
Avernuus: ?
Corth The Grey, Ash Vampire: ?
Malik Faldein, Ravenous: ?
Moloch: Moloch is a bitter vampire. Horribly burned in the fires that ravaged Veil he was not one of the First. He fell in the great melee that destroyed the city. After his death, necromantic energies seeped into him, perhaps with a blessing from Vangual and he awoke at dusk the following night as the first Fire Vampire.
Arikostinaal, Lich: ?
Avystyx: ?
Ket Uth Makkar: ?
Phillian Artus Alucidan: ?
Blood Hound: Transformed from the worst performing vampire clerics in Vangual’s service, they are vaguely dog shaped, but with long crimson covered bodies and scarlet matted fur and piercing vermilion eyes.
Bloodling: They are favoured by Vangual and are said to be the transformed remnants of his enemies.
Children of Vangual, Age 1 Black Fighter 6: ?
Consanguineous Vampire: Consanguineous vampires the ‘least of vampires’ were created by the Black Cabal. A punishment inflicted upon their greatest enemies, consanguineous vampires are ravenous creatures tormented by madness and hunger. Created in a special ritual, the procedure of which is known only to members of the Black Cabal, the process transforms a mortal (or a vampire) into a consanguineous vampire.
Created by the Black Cabal,
Consanguineous Vampires are the least of vampires.
Vampire Ghoul: Created by the twisted diseases of the Ravenous and the sorceries of the Black Cabal, vampire ghouls are twisted versions of vampires.
Mortals devoured by a vampire ghoul rise up as vampire ghouls in 1d4 nights time.
Spellmite, Arcanus Phagum: Spellmites, or Arcanus Phagum are tiny vampiric creatures created by the Black Cabal.
Blood Leech: ?
Goblin Vampire: ?
Lizardman Vampire: ?
Ogre Vampire: ?
Orc Vampire: ?
Troll Vampire: ?
Beholder Vampire, Blood Tyrant: Not much is known about beholder vampires except that somehow, the transformation to undeath is possible.
Whispers abound of beholders created by Vangual known only as Blood Tyrants, evil and wicked creatures conjured by dark magic and filled with bloodlust for the mortal races.
Demon Vampire: Demons and outsiders typically can not be made into vampires. Only the greatest powers have the might to strip the divine energies from outsiders and transform them into vampires. The Black Cabal has had some minor success with lesser demons and devils, but on the whole, demonic blood will never support vampirism.
Devil Vampire: Demons and outsiders typically can not be made into vampires. Only the greatest powers have the might to strip the divine energies from outsiders and transform them into vampires. The Black Cabal has had some minor success with lesser demons and devils, but on the whole, demonic blood will never support vampirism.
Outsider Vampire: Demons and outsiders typically can not be made into vampires. Only the greatest powers have the might to strip the divine energies from outsiders and transform them into vampires. The Black Cabal has had some minor success with lesser demons and devils, but on the whole, demonic blood will never support vampirism.
Dragon Vampire: the Black Cabal have made a handful of dragons that now reside on the Elemental Planes of Ash or Negativity, allies and minions of the Necromancers that live there.
Ash Dragon: ?
Drider Vampire: ?
Drow Vampire: ?
Giant Vampire: Although the Black Cabal have successfully made a number of vampire giants, they do not adapt well to the change and the Black Kiss works rarely upon them.
Mind Flayer Vampire: ?

Undead: It is time to discuss the Void: the source of all darkness, the driving force that gives life to the undead and caresses their cold flesh with soothing hands of shadow.
The Void is pure darkness. It is the force that drives the undead, the power of evil and shadow. It corrupts the mind and slowly destroys the soul.

Curse of Vampirism
Necromancy
Level: Clr 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target: Person touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
You can transform a mortal into a vampire. Upon the spell’s completion, your target will be slain and will rise up as a Vampire Scion under your control or a fledgling vampire (your choice) 1d4 nights later.
Material Components: A mortal heart marinated in red wine with a pint of attuned vampire Blood and a pinch of vampire dust that the mortal must (be forced to) drink.
 

Voadam

Adventurer
Lords of the Night: Zombies
Zombie, Risen Dead: THE JOURNAL OF MALADAMIUS, ALCHEMIST
Monday 4th January - I am taking a break from my conventional research, for I have found something that greatly intrigues me. Whilst studying in the library late this eve I noticed a scrap of parchment that had fallen beneath my desk. The note was a formula of sorts, pertaining to the manipulation (and I presume subsequent re-animation of dead tissue). Curious...
Tuesday 5th January - I have spent much of the day searching the alchemy section of the library for information on this formula, but have found none. I have not been able to discover from where the parchment came nor any other reference works on so complex a subject. The scrap of paper was torn and the whole formula lost. The secret eludes my mind, but without a complete manuscript I have little on which to work but for tantalizing insights in to what might one day be possible. I shall not grasp at futile secrets. I shall instead accept that such things belong solely to the realm of fiction and not within my reach.
Thursday 8th January - It is no use. I have been trying to continue my own studies and cast aside the thoughts of the deeper alchemy. I have a paper to present this coming Friday – but I cannot get the formula out of my head.
Afternoon - I spoke with the head of my department who informed me that the knowledge I sought was as rare as the Philosopher’s stone. He quite clearly informed me that only through divine magic can the dead be truly restored to life. I have determined to prove the hypothesis that alchemy can lead to the reanimation of the dead. Then perhaps I can return to my own work with a clear mind.
Friday 13th February - I have converted my bedroom into a laboratory, of sorts, although I have used the laboratory in the great hall of wizardry whenever I could, secreting bottles of formaldehyde home in the depths of my cloak. I have abandoned my regular studies in the search for the true formula. The secret is out there, I merely need to find that elusive spark of life.
Friday 20th February - I have become something of a recluse and even my friends tired of my continual excuses and abandoned me to my research. It is for the best, for I am close now. I have created something that I believe resembles the formula spoken of upon the scrap of paper. This formula, I have called Serum, and I think that through it, I will bridge the gap between the living and the dead. A noble goal, I believe.
Saturday 21st February - The formula did not work. I injected a quart of the Serum into the corpse of a rat, with no discernible effect. Nothing seems to work. There are times when the Serum, a luminous green in color seems to elicit a response from some of the subjects, but they seem either too long dead or the formula is not strong enough to pull them back from death…
Saturday 6th March - One month of research; of refining and changing, of spending my entire (yet meager) wealth on equipment, rare potions and powders, I have come to conclusion that without the final part of the puzzle, I will never complete this task. The formula is simply too complex. It is with a heavy heart that I return to my own – admittedly mundane - studies. I only hope I can put this failure behind me and catch up on all that I have lost this past month.
Thursday 11th March - Something has vexed me all morning. The Serum did not work because the formula was wrong! It called for a single gram of moonsalt, but moonsalt is only an effective reagent in larger doses. Thus I will triple the quantity of moonsalt and reinject it into a fresh rat.
Evening - Gods be plagued. Once again the Serum has failed. I was sure it would have some effect upon the creature this time. The rat twitched and even opened its eyes and stared curiously around it before falling into a dormancy from which it would not awaken, no matter how much of the Serum I injected into it.
No matter. It is out of my mind now. I have failed and I must concentrate on more earthly (and practical matters).
Friday 12th March - I awoke this morning and curiously, the corpse of the rat had vanished. I was certain I left it on the table beside my bed, yet now, it is gone. I suspect foul play from my fellow students, who appear to have taken me back into the fold with open arms.
Sunday 14th March - I have been unable to sleep. Questions ravage my mind. What if the Serum worked and the rat simply walked away?
I have prepared another quart of Serum and injected it into a fresh rat. This time it is pinned to my dissection board and I am sitting watching.
Afternoon - Incredible! I left to fetch more ink from the stationer and when I returned the rat was squirming about on my worktop, fixed securely in place on the board. What to do now? I cannot concentrate on quicksilver this afternoon, but must instead obtain more moonsalt and laudanum.
Monday 15th March - The rat has vanished. The blood on the dissecting board suggests it tore itself free. Disconcerting; but who is to question the motives of lower species that rely solely on the most basic instincts? I shall move on to larger animals tomorrow.
I am supposed to be in the Great Hall delivering a paper on the properties of quicksilver, but it will have to wait.
If my experiments are a success my name will be forever etched into the halls of academia!
Friday 26th March - I have procured the fresh corpse of a scrawny hound. It is about ten times the size of the rat, so I have increased the concentration of the Serum by a factor of ten. I am injecting the Serum directly into its brain, in an attempt to quicken the reaction time.
Noon - The hound has awoken! Although I wish it had not, for it howls like some maddened creature, ululating with cries that seem to be issued from the very depths of hell itself.
I am glad it is secured with tight leather straps, for a great hunger fills its eyes when it looks upon me. Only then is it quiet, and then I wish it would howl again.
Late Afternoon - Will the creature not shut up?
Saturday 27th March - I have taken a hatchet to the damnable creature. It is quiet now, at least. Beasts are clearly too primitive to be animated successfully, lacking souls and all.
Tomorrow I shall speak with the physician – a drinking friend of mine – whose ward this is and see about obtaining a creature of a higher order, for it is now on the highest form of life that I must test my work.
Sunday 28th March - My laboratory has been upturned and the body of the hound is gone! Its head remains, although I shall dispose of it today. It stares at me still with those hungry eyes. Was this some manner of burglary? Has one of my colleagues been seized by a fit of jealousy? Or did the creature – like the rats – walk away by itself? I cannot torment myself by such thoughts.
Evening - I have returned from my meeting with the physician. He has agreed to obtain for me a fresh cadaver and I cannot express how overjoyed I am. To converse with someone freshly returned from the grave; that will be an experience unlike any other. To converse with the dead; to discover what lies beyond the veil of death. These are things of which dreams are made.
Tuesday 6th April - I was roused from my sleep late last night by a resounding knock at the door. It was a servant of the physician bearing a large sack. I swiftly admitted him and the cadaver now lies in my cellar. I am moving my laboratory down there, for it is more secure. And hidden from casual observance.
Afternoon - I have begun my calculations for the concentration of Serum needed. A great quantity is needed for the cadaver, which by all accounts, was a laborer who fell from the top of a nearby construction and broke his neck. The clerics may not have been able to do anything for him but perhaps I might…
Evening - I injected a measure of the Serum into the brain of the fellow and waited. Finally he stirred, his eyes rolling wildly in his head and an expression of terror on his face. He gave a low gasp, then he was still. I have re-injected the Serum into his heart, in ever-increasing doses, to no effect.
Midnight - A terrible shriek summoned me to the cellar while I was trying to get a rare few moments rest. The cadaver was sitting bolt upright, screaming and shrieking in agony (or perhaps fright). He had somehow broken loose of the bonds around his wrists and was flailing wildly. I will leave him for now, and see how long the Serum lasts.
The first chills of the grave wash over me as I realize the grisly extent to which my research has taken me, but I must cast off such emotions in the name of scientific discovery.
Monday 17th May - I believe I have perfected the quantities of Serum needed. I managed to rouse the cadaver once more, and he wailed until dawn before falling still. I shall reanimate him when I awaken.
Late Evening - I have successfully reanimated the cadaver for a third time. It would seem that, so long as I have sufficient Serum, I can keep at this indefinitely. With each injection the look of awareness seems to gather in the corpse’s eyes. I have hope that with enough time I can confer sufficient intellect upon this corpse to enable it to speak…
Saturday 19th June - It has been quite a taxing few days – I have been so busy that I have hardly had the time to eat, let alone detail my findings in this journal. I have obtained four more corpses, all of which have been animated successfully. I have buried two of them in the graveyard, for I do not need quite so many cadavers in my cellar. The rest are still for now, but I only have to inject Serum into their veins to bring them back to life.
Monday 21st June - Most exciting is the last of the corpses I animated, for it possesses intelligence! I have had quite a conversation with it this past day, although its mind seems addled and fogged by death. Perhaps it was like that in life. I cannot deny that the creatures I animate look at me innocently enough, yet behind their eyes lies a monstrous and almost feral hunger.
Were they not restrained I believe I would fear for my safety.
Noon - I am preparing for the final experiment. Tonight I shall inject the Serum into my own veins. If my journal ends here, the experiment has failed and I am naught but another lifeless cadaver.
Wednesday 23rd June - I write to you from the other side of the threshold of life and death. The Serum was a complete success. I felt death grasp at me and my heart cease to beat. My vision darkened and all was still. Then I awakened, as though from the deepest slumber and found that a whole day had passed. It feels different. Yes, very different. But I feel strong! And hungry, ever so hungry.
Over the years many twisted monstrosities were created by Gariach in his attempts to unlock the secrets of life and death. Some were swiftly destroyed while others were left to roam the dusty halls of his mansion, acting as guardians and servants to the madness-stricken wizard. His mansion became a grisly place of death, of gruesome horrors, horrendous abominations and the walking dead...
Finally, one night, some ten years later, Gariach found the success he desired. He managed to bring a local blacksmith back to unlife with his soul and mind intact. Gariach repeated the process, this time with the corpse of a watchman he had magically transported into the mansion. Again, although his reanimated body was cold and very much dead, his mind and soul were present, unlike the other undead monstrosities he had created before.
Over the years, Gariach discovered and catalogued countless methods of reanimating the dead from all across the mortal realms, but he was unhappy with all of them. None of them would restore his wife in exactly the way he desired. He sought a master process, one that would precisely approximate the motions of life. Gariach came to the conclusion early on in his research that he would never be able to emulate the gods. His Paths did not create living, breathing creatures, but beings animated by the blackest science or magic. They were the undead.
As Gariach desperately studied death, he discovered six very different methods existed to restore the dead to unlife. Known as Paths, these six areas of wisdom: Alchemy, Corruption, Ether, Invocation, Sorcery and Surgery, are all the blackest forms of knowledge and only those that have (perhaps) stepped over the line of sanity should learn them (or those that do not care about their souls once they finally depart their mortal coil). Once learned, a Path allows a mortal to cast back the veil of death and to restore a semblance of life back to the dead, but one should be warned: the six Paths are not a route to absolute success and as with all things, the restoration of the dead is never an exact science. One might unlock a terrible doom in the quest for immortality, bringing back more than just the soul of the deceased in the process. Sometimes, the fates deem a soul irretrievably destroyed and not fit for reanimation. When such a creature is made, there are always strange (and sometimes horrifying) results. A creature made by one of these Paths is known as one of the Risen.
The process by which a Risen is brought back from death (reanimated) is known as the Kindling. The creature’s spark of life is re-ignited, recovering a portion of the vitality they held in life.
When a Risen is reanimated, they are imbued with a certain amount of life force. Known as Corpus, this essence mirrors the vitality of the living; it is pure, living energy. The Risen are undead beings, animated by necromancy, but within each stirs a flicker of mortal vitality.
While most of the Risen are reanimated through external methods, a Risen may (far more rarely) reanimate spontaneously. Why this happens is still a mystery; even Gariach himself expressed consternation at being denied the wisdom as to why a Revenant returns from death without magical intervention. Spontaneous Kindling seems to be attributed to random magical influences than to any specific process and such creatures are typically rare and powerful individuals beyond Gariach’s wisdom.
Each of the six Paths of Creation allows the maker to create a different type of Risen.
The skill of Risen creation is divided up into six unique feats that must be painstakingly researched in a laboratory or taught by a skilled tutor to any creator that meets the base requirements. Risen creation feats are standard item creation feats that can be purchased with normal character feats (when all research is completed). Anyone that knows one of the Risen creation feats can create a Risen of that type (although there are limits on the number of Risen that can be created). A creator must successfully research one Path of Creation before he can begin studying another.
The process for creating a Risen is as follows:
1. Select a base creature, complete with class levels.
2. Convert the Constitution of the base creature into Corpus energy on a one-for-one basis. All Risen begin play with a minimum Permanent Corpus score of 10.
3. Apply a Risen template to the base creature, converting Hit Dice, type to undead (or living dead) and acquiring the listed
attacks and special abilities.
4. Purchase up to three Corpus powers (adding up the total number of Marks of Decay the powers you gain).
5. Your DM will select your Marks of Decay up to your required total as purchased by your Corpus powers. You automatically begin play with all required Marks of Decay, even if you did not buy sufficient Corpus powers to offset those Marks of Decay.
Required Marks of Decay are always used to offset Corpus powers.
6. Calculate Signum by adding up the total number of Marks of Decay. Adjust the effects of any Corpus powers and Marks of Decay that are altered by Signum.
When Gariach created the first Risen Dead, his procedures were tailored towards humans, and thus would only work on human corpses.
Over the centuries Gariach’s Paths have been greatly modified, with varying results, including the ability to create demi-human Risen Dead.
Regardless of the alterations made to the procedures, the methods of creation only effect corporeal humanoid corpses. Attempts to create Risen giants, dragons and other monstrous undead have met with varying degrees of failure - although there have been some successes: the destruction of the coastal town of Amburgh is thought to be as the result of an attempt to create a Risen kraken by a cult devoted to its worship. What became of the hopelessly insane, undead creature remains a mystery.
The procedures used to transform magical creatures into Risen are as yet unknown. But the secrets are out there...
Gariach was ready. For hours had he prepared, casting spells, performing rites and scattering ointments and powders into the air. Sariah’s face was sprinkled with silver, her cheeks glistening like fire when the light from the candelabra caught it.
The mage stood at the head of the great stone dais upon which his wife lay. He took up a great book in one arm, and raised the other to the skies, “Relash-uurman, est, ethlakar,” he shouted, as if speaking directly to the heavens, “Uvuuth Ost Avantikarr,” the words echoed throughout the Manse, repeating themselves over and over until they finally faded from hearing. In response, lightning crashed somewhere overheard.
“Wake up, my love.” Gariach whispered, bending over the motionless form of his wife and reaching out to take her hand.
Yet he faltered; for all of his desires, all of his conviction, something deep within whispered to him – as it did every night when he lay writhing in his bed – the voice of doubt.
This will never be your wife Gariach. Oh she will be returned to you, but she will never be the same. She may look the same, she may sound the same, but nothing you do will ever return your wife to you.
Be silent, fools! He hissed inwardly. Cease your taunting. My wife will be returned to me.
The voices were silent.
The next moments were a blur. Gariach performed the remainder of the ritual, screaming out a mix of near-unpronounceable vowels and harsh, grinding consonants. With every word, lightning ravaged the world outside the Manse and rain lashed down upon the windows. Finally it was almost dawn, when, exhausted and hoarse beyond words, Gariach said the final words of the ritual that would infuse his wife with vitality once more. The morning sun glimmered upon the horizon, a pale sliver of orange in a plum-colored sky and still lightning raged overhead, illuminating the chamber in electric yellow, and casting stark shadows across the walls.
Lightning crashed across the chamber; the chandelier exploded with a deafening crack, sending sparkling cinders of glass cascading across the room. Gariach lifted up his arms protectively to shield his eyes, and waited, feeling his heart pounding in his chest.
The room was quiet, and deathly still. The dust had slowly settled and a terrible silence had fallen over the Manse. There on the dais, alone and bathed in twilight, Sariah opened her eyes…
An intriguing way to include the Risen in an existing campaign is to have a recently deceased character return to unlife – intentionally or otherwise. Although normally infallible, a raise dead or similar spell may go awry. Interference of evil spirits; impure thoughts on the part of the caster; location, or the flaws inherent in the beliefs of a cleric have all been known to cause ill effects with spellcasting – leading to the return of a character as one of the Risen Dead.
The Character has died and gone to their god, but they have been punished for their crimes/lack of faith and returned to the mortal realms as one of the Fallen; a Risen of any particular type.
Alchemical Zombie: The Path of Alchemy allows the creation of Alchemical Zombies, living dead beings bound to their life-giving Serum.
When Gariach first began his studies to restore life to his beloved wife, he discovered the life-giving properties of the raw elements of nature. When brewed to the most precise alchemical specifications, the resulting viscous fluid (called Serum) will restore life to the dead. While scholars have been seeking the formula for the elixir of life for centuries, Gariach discovered that it was in fact easier to approximate it through a process that created not actual life, but a facsimile of it. This ‘elixir of unlife’ was the closest thing to restoring life to the dead, although it never quite brings them back as they once were…
The Path of Alchemy is the only way in which a mortal may transform himself into one of the Risen (although injecting oneself with Serum involves certain death with no guarantee of successfully reanimating as an Alchemical Zombie). Such are the risks of gaining great power and life after death.
An alchemist must be in possession of a working reanimation formula before they can begin making Serum. The formula is rarely found and even more rarely sold. Researching the formula requires 4d6 months, but the alchemist must have some rudimentary information upon which to work (without such a base, research takes 2d6 years).
Serum is made from the brain fluid of dead creatures, combined with other sensitive internal organs. It is brewed slowly over the course of twenty four hours along with various other ingredients to a total of 50 gp. To complete the process, the alchemist must make a Craft (alchemy) check (DC 25). A failed check incorrectly brews the Serum and while it may still be used, it may have undesired results. Depending on the degree by which the check was failed: the corpse could remain dormant; it could be animated as a mundane zombie, or worse: it could return as a Hollow One. An application of Serum provides 10 points of Corpus (to an Alchemical Zombie only).
Correctly brewed Serum is a viscous golden-yellow fluid that smells strangely organic and rather coppery. Serum can only be made in a well-stocked laboratory or a room specially equipped to brew it. A single corpse provides sufficient bodily materials to make two to four applications of Serum. Once distilled, Serum lasts indefinitely (although particularly old Serum may have a number of unusual side-effects: it might create horribly deranged Risen, or it may not work at all).
Once prepared, the Serum must be injected into a fresh cadaver. The first injection is the most important part of the process, and is exceptionally sensitive to the condition of the corpse. For every hour that has passed since death, there is a 10% chance that something will go wrong with the reanimation process. Insufficiently fresh corpses will result in animating creations with unexpected side effects (they may arise with horrific mental defects or monstrous urges).
If the formula has been successfully brewed, the Alchemical Zombie Kindles immediately and stirs into unlife within 2d4 hours.
If injected into a living person – the target must make a Fortitude save every hour (DC 18) or lose 1 point of Constitution. When they reach 0 Constitution, they die an agonizing death (the cure requires a neutralize poison and a heal (or better) spell from a 10th level cleric). The corpse will then arise 2d12 hours later as an Alchemical Zombie.
While many alchemists may be willing to perform the grisly task of reanimating human dead, others are content to work on more simple creatures. Animals can be reanimated much in the same way as living beings (with a much smaller dose of Serum). As with living mortals, the process is not exact and on occasion the use of Serum can create monstrous aberrations with terrible mental deficiencies: bloated, killer rats and blood-hungry dogs.
The Alchemical Zombie is such a theory made manifest: a cadaver reanimated by the application of alchemy through Serum: the elixir of unlife.
Of all the Risen Dead, the Alchemical (or Serum) Zombie appears the least corpselike. This is in part because the process only works on the freshest of corpses, and partly because the Serum is a powerful preservative.
“Alchemical Zombie” is an acquired template that can be added to any corporeal creature (other than undead) that has a skeletal system.
Distill Serum feat.
Eldritch Zombie: The Path of Sorcery allows the creation of Eldritch Zombies, monstrous beings that devour magic.
Of all the routes Gariach followed to restore Sariah, the Path of Sorcery was perhaps the most terrible, for it called upon the darkest of enchantments to create a being that was literally ravaged by magic.
The Rite of the Scourge: This mystical rite creates an Eldritch Zombie. It is considered a most terrible ritual, both in its performance and upon those it touches. There are few that will risk the wrath of the gods to perform it and even fewer that actually choose to perform the Rite of the Scourge upon a willing subject.
The rite can be taught by a willing teacher or from a book. It takes approximately a week to learn the complex incantations and gestures necessary to perform the rite from a teacher, and no less than a month to study the processes set down on paper.
The rite requires many rare and complex items in order to be successfully performed. The caster must ensure that the corpse to be Kindled was slain by a magical death effect (such as power word kill). Most necromancers bring a living body back to their laboratory where they can prepare it at their leisure.
The rite requires that a circle of silver is drawn around the cadaver as well as the lighting of many candles made from the fat of arcane spellcasters. The rite takes four hours to perform, and must result in the destruction of a magical item that is at least as old as the caster. The caster may have no assistance in performing the rite and all items used cannot have been touched by another living being within one month of their use or the entire process must be started afresh.
Once the rite is completed, the caster makes a
Spellcraft check (DC25) to Kindle the corpse. A success infuses the cadaver with the mystical energies of the Scourge, reanimating them as an Eldritch Zombie with a single point of Corpus in 1d4 hours. It must feed within one hour of its creation or fall back into a mystical slumber from which it cannot be awakened.
A Scourge is often spontaneously animated (in very rare cases) when the dead are buried (or have fallen) in places rich with powerful magic (such as: areas of wild magic, sites of powerful rituals or the resting place of an artifact). A creature slain by excessively powerful magic may also arise as a Scourge (a mortal slain by a wish spell, for example), although such reanimations are rare indeed.
Animated in places of great magical power, the Eldritch Zombie is blight upon magic.
They do not realize that I was created by the darkest powers to devour their arcane mumblings.
“Eldritch Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.
Rite of the Scourge feat.
Ether Zombie: The Path of Ether allows the creation of the Ether Zombie, undead beings that can temporarily expend their life force to animate the dead around them for a period.
Gariach speculated that a body could be reanimated through infusions of spiritual energy from other living beings. He believed that by binding the souls of the living to the preserved spirit of the deceased, he could tether a soul to reality - thus allowing complete reanimation. The resulting process creates yet another undead being, but the creature has a more malleable spirit, buffered by the forces of necromancy and sustained by the life force of the living.
Gariach successfully mastered this process and created several creations (he named Ether Zombies) before discarding the process as being ‘unsuitable’ for the reanimation of his dead wife. He deemed the procedure ‘too fickle’, that ether was highly unstable, and that it produced uncertain mental aberrations in those reanimated.
Often considered one of the most gruesome of the Paths of Gariach, the Process of Necrotic Transfusion involves the direct transfer of life force from the living to the dead. Through specially crafted receptacles, the cadaver is prepared and then is Kindled at the expense of the living. This process creates an Ether Zombie (although the results are not always certain; many aberrations have been made over the years as a result of incorrectly applied amounts of life force). The draining of life force from the living is said to be agonizing and many careless necromancers have been destroyed by the local militia, having been alerted to the grisly goings-on by the wails of the still-living echoing from their laboratories.
This procedure is inherently dark and only non-good characters will ever perform it. There are those that consider using evil (or the unspeakably wicked) souls in the process, believing that in the destruction of their souls, the balance against the living is repaid ‘an eye for an eye, a tooth for a tooth’, but many consider it the highest crime against life and indeed, against nature itself.
The process can be learned by any would-be scholar from a necromancer that has successfully performed the procedure on at least five separate occasions. It takes approximately 40 days (minus the Intelligence score of the pupil) to learn and the student must successfully perform the process to complete their training.
The Laboratory must be well-prepared for the reanimation process. It must have both an Ether Machine, the receptacles for the energy transfusion as well as a number of Ether Glyphs needed to store the spiritual energy required for the process.
In addition, the laboratory must be spiritually warded against extra-planar intrusion as well as having sufficient space for the living that are part of this process (usually glass containers that stand upright from which enchanted tubes pass their essence into a central ‘refinement’ crystal).
The creature to be reanimated must be slain with the draining of each of their levels into a number of magical receptacles known as Ether Glyphs. The corpse must be embalmed with an acrid smelling substance made from organic minerals, life-giving salts and ether. The necromancer must then tattoo various mystical symbols upon the body of the cadaver (this takes about eight hours). These tattoos capture the ether and magical essences, focusing the spirit and allowing the Risen to harness the life force of others.
The necromancer needs to know how much life force he needs to instill into the corpse before he can reanimate the flesh. He does this by ‘weighing’ the soul of the (still living) creature with Spirit Scales – a mystical device made up of tiny bronze weights that weigh the soul and tell the necromancer exactly how much life force he should use in the creation process. A heavy (higher level) soul requires a lot of life force whereas a weaker (lighter) soul requires only a small amount.
The process takes between ten and twenty minutes to perform, involving the spiritual energy of the living being stripped from their bodies and bound into the cadaver. It takes approximately one minute to drain one level from a mortal (the process confers one negative level upon them per minute; these levels are restored if the process is interrupted before its completion). At the end of the process, the spiritual energy is transfused into the cadaver in an incandescent swirl of life essence. Ribbons of amber, violet, azure and vermillion burst around the corpse as the Ether Glyphs release their vital energy. At the end of the procedure, the Ether Zombie is immediately Kindled, with Corpus equal to its maximum Permanent score.
The souls used in the Kindling process are forever destroyed with no possible chance of resurrection. They have been absorbed by the Ether Zombie and cannot be separated. It would take nothing short of a miracle far beyond the power of the gods to unwork such terrible magic. This is considered a most despicable form of reanimation.
“Ether Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.
Process of the Necrotic Transfusion feat.
Golem Zombie: The Path of Surgery allows the creation of Golem Zombie, beings created not from one corpse but from many stitched together and animated by the primal energies of nature.
The Surgical Process: This rather ghoulish process creates a Golem Zombie: a being reanimated from death, the spark of life rekindled through an electrical process. Through this procedure, the creator literally makes a humanoid by stitching together the preserved body parts of others.
The brain, internal organs, limbs and even flesh must be sourced and carefully preserved in liquids painstakingly brewed to ensure the organs are kept in perfect condition before they are used.
The process can be learned from a surgeon with the skill (taking just 2d4 months) or it can be discovered through careful research and painstaking (and ghoulish) experimentation. The researcher may make an Intelligence check at the end of each full year they have spent researching the Path of Surgery (DC 30). The DC falls by 1 with every additional year they spend in study. With comprehensive notes from another surgeon, the DC falls to 25 (-2 per additional year of study).
A Golem Zombie is created through a combination of surgery, crafting and alchemy. It must comprise of at least six separate components: head and brain, torso, two arms and two legs. The majority of the components must come from living creatures, but need not necessarily come from the same creature. Note: Some body parts, with the exception of the head and brain, may be artificial. A Golem Zombie may be constructed with weapons grafted in place of an arm or hand (this requires specialist knowledge - see Black Surgeon).
To assemble the components the crafter must bind them together using a combination of staples, metal studs and leather straps. Construction can take a variable number of hours, depending on the number of cadavers used and the quality of the internal organs. It takes approximately eight hours to prepare a creature for reanimation (if all the parts are prepared in advance).
Once the creature is made, the creator must make a Craft (Leatherworking) check and a Heal check (both with DC 15). A success has crafted a corpse suitable for reanimation. The flesh must then be injected with a thick and syrupy embalming fluid that reacts to electrical energy.
There are occasions when a surgeon does not have access to all the internal organs and body parts required for the creation of a Golem Zombie. In such instances, flesh and organs can be preserved indefinitely with their injection and/or suspension in preserving fluid. The creation of this fluid requires an alchemy skill of 12 ranks and costs 100 gp for sufficient fluid to contain one internal organ (such as the brain). Preserving fluid takes approximately twelve hours to brew and requires a well-stocked laboratory.
To reanimate the flesh, a mechanical device known as a Brass Heart must be fashioned and inserted into the chest cavity of the assembled corpse. Roughly spherical, the Brass Heart costs 500 gp and requires a Crafting (metalworking) skill of 12 ranks and has a crafting DC of 20. While inside the Risen, the Brass Heart is wholly inert and cannot be affected in any way.
The demands placed upon a creator to successfully reanimate the flesh are considerable. They must have access to large amounts of electricity to Kindle the cadaver, plus their laboratory must be well-stocked with some very expensive equipment. Most surgeons build their laboratories on high ground where storms are frequent or use magic to conjure storms when needed. Some employ druids to assist them in their grisly work, while others learn the elemental spells needed to power their experiments.
It costs approximately 10,000 gp to 50,000 gp to purchase and set up the equipment needed to specifically reanimate the dead. Many items parts are hard to find and their installation can raise some strange questions by those building their recondite devices in mysterious laboratories high up in stormy mountain ranges.
Once all preparations are complete, the newly prepared cadaver must receive eight points of electricity damage for every point of Corpus the Golem Zombie is to possess. This ‘charging’ must be inflicted within one hour of the Corpse’s completion, or the entire Kindling process must be done afresh. A newly Kindled Golem Zombie begins with a Temporary Corpus score equal to its Permanent Corpus.
The Golem Zombie is not created from a single corpse, but from the body parts of several creatures stitched together to create a Risen not unlike a flesh golem in appearance.
“Golem Zombie” is an acquired template that can be added to any corporeal creature or creatures.
Craft Golem Zombie feat.
Mock Zombie: The Path of Corruption allows the creation of Mock Zombies, beings animated through vampiric energy and bound to an ever-changing, liquid form.
When Gariach was experimenting with the dead and their endless internment in the grave, he discovered that some cadavers naturally animate, for reasons unknown. He was experimenting with unlife, in particular with vampires and liches, studying the necromantic processes involved in their creation. He called this the Path of Binding, and in trying to recreate the process, discovered that the necromantic energies could be corrupted, transforming vampires and mortals into the creatures now known as Mock Zombies. Through this process, mortals that would otherwise become vampires would instead become lesser creatures, the entropic forces diminishing their essence and leaving them filled with festering rot and decay.
The Path of Binding was designed to harness the necromantic energies of the undead in an attempt to restore life to the slain. The process, through a complex array of crystals and cables, was intended to channel the energy of the undead by converting entropic energy into life-giving vitality. It failed, corrupting all used in the procedure, turning them into Mock Zombies. Its name was changed and it was left as nothing more than a curse, used by evil necromancers to transform their enemies into Mock Zombies.
Any man of science, alchemy or learned individual can learn this Path, having a very well equipped laboratory designed specifically for the purpose of reanimating the dead. The process can be mastered with a teacher in 1d6 months, or it can be researched, but it is very hard to learn. The student must have access to several Mock Zombies and at least one powerful corporeal undead creature. Research takes 1d4+1 years, at which point the researcher can make an Intelligence check (DC25). Every additional year they spend in research allows another Intelligence check to master the creation process (the DC is lowered by 2 for each additional year of research).
The binding process is not only expensive, it is time-consuming and difficult to perform. A necromancer must have a well-equipped laboratory before he can begin the process. He must have an network of quartz crystals and magical cabling installed, costing 50,000 gp to purchase and requiring six months to prepare. He must have a wide range of rare potions and unguents to inject into and apply to the corpse costing in the region of 5,000 gp.
Lastly, the equipment needed to perform the binding process is fragile, expensive and time-consuming to create, costing around 20,000 gp and taking approximately four months to make.
The cadaver must be injected with a syringe of fresh vampire blood and placed within an intricate network of crystals and magically attuned silver cabling. The corpse may not have been dead for more than 24 hours, or the entire process will fail (or the cadaver will animate purely as a feral zombie). A vampire of no fewer than 5HD must be used to power the procedure. The vampire must have been in existence for longer than one year (or they can not provide sufficient energies to fuel the necromantic process).
The process takes about one hour for the necromantic energies to pass from the vampire to the cadaver. Blue-black flashes of energy coruscate between the two corpses during the process as the vampire grows slowly weaker. Finally, the vampire passes into a form of unconsciousness, and finally, death, at which point they are reduced to inert ashes (from which there is no returning). At the end of the process, the corpse is animated as a Mock Zombie with 1 point of Corpus for every hit die the vampire possessed.
A Mock Zombie is almost never created deliberately, instead created by mistake when a vampire fails to rise after the Black Kiss (or through some other vampiric creation process - but never through a typical spell). It is not unheard of for entire groups of vampires to fail to rise when expected, only to emerge over the centuries as Mock Zombies. Rumors abound of a terrible rite known to the Black Council that is powerful enough to strip a vampire of his mystical prowess and forcing his undead flesh to decay, turning him into a Mock Zombie.
The Mock Zombie is a would-be vampire whose Black Kiss has failed and caused them to lie in their coffins for weeks, months or even years before they rose, not as one of the Children of Vangual but as one of the Risen.
“Mock Zombie” is an acquired template that can be added to any corporeal creature (other than undead) that has a skeletal system.
Create Mock Zombie feat.
Revenant Zombie: The Path of Invocation allows the creation of the Revenant Zombie, a being pulled from their eternal slumber in order to perform a task for their creator.
The Rite of Pathos conjures a spirit and Kindles a corpse into a Revenant Zombie, either to right an injustice or to (more commonly) bind a particular spirit to a necromancer’s will for a period, forcing them to endure a form of slavery.
The ritual can be learned by any with
the desire and ability to learn it. It is jealously guarded by scholars and the necromancers that know it. Few actually know the true rite; most animate wisps of smoke and deranged spirits from the nether realms. It takes just 48 hours to learn the rite from one that has successfully performed it and 7 days to learn if the pupil has only the written form of the rite from which to learn.
The caster must protect the area in which he is to perform the Rite with a mystical circle scribed from a powdered mix of silver, salt and chalk. Failure to correctly perform the protective rites will result in the nether spirits conjured during the ritual being loosed to attack the caster during the rite. The caster must be present at the location of the deceased, or at some location that has a direct bearing on their death (such as the place of their demise).
The rite takes 1 hour to perform, during which time the caster cannot be disturbed or lose his concentration in any way (lest the rite fail and any spirits conjured be let loose upon him). The caster must be in possession of an item that was of value to the deceased in order for the rite to work. This can even be a living member of the deceased’s family (if the necromancer wishes to have a bargaining chip under his belt during the Covenant of Binding).
At the Rite’s conclusion, the deceased’s soul materializes to form the Covenant of Binding with the necromancer. If both parties agree, the spirit is bound into its original body (or the body of another should the original be unsuitable) and the Revenant is Kindled on full Corpus.
Some emotions are so strong that their reach extends beyond the grave, clutching at the hearts of the dead and refusing them rest. Love, hate, revenge and loyalty are all emotions strong enough to bring a Revenant Zombie back to life. Revenants walk the earth for two very different reasons:
Bound Revenants: By being bound by a necromancer or powerful figure for a period of service.
Unbound Revenants: To complete a task left incomplete by their death – to avenge the death of a loved one; to hunt down and slay the last of their hated foes, or to rescue the master in whose service they died defending.
Unbound Revenants: Are created spontaneously (or are summoned) due to something bringing them back from death. All have some mission upon the earth (their Quest) that they must complete before they can find eternal rest.
“Revenant Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.
Spontaneous animation, while rare, happens occasionally. It is usually triggered by powerful emotion at the site of a mortal’s death (or where they have a connection to the mortal realms). Tears of the bereaved upon their gravestone, or the blood of the innocent; there are many ways to trigger the return of a Revenant. Strong emotions can, with the aid of magic, stir the dead back into life, albeit with a terrible desire to put right their wrongs.
The Rite of Pathos feat.
Calthar Brecht, Human Alchemical Zombie Wizard 10: ?
Irisu, Human Eldritch Zombie Rogue 5, Assassin 5: It was not the wizard that slew Irisu, but his magical defences. But death was not the end for Irisu, for the magic that slew him also reanimated him as a Scourge.
Brevik Enkilian, Human Ether Zombie Wizard 14: ?
Tolvek, Human Golem Zombie Barbarian 12: In life he was four or five different people, mostly warriors from his tribe, all slain by the wizard Kathrasin. Tolvek was reanimated by the evil wizard to serve as a bodyguard.
Ricard Lupus, Human Mock Zombie Rogue 10: In life, Ricard was a thief and grave robber with a penchant for fencing artifacts and relics. One night he had the misfortune of breaking into a tomb inhabited by a beautiful vampire who, taking a fancy to the unfortunate thief, gifted him with the Black Kiss. Before Ricard could rise as a vampire, a group of priests attacked the vampire, staking her and consecrating the ground. Ricard lay in a state of limbo, not quite dead and yet not alive either. It was five years later that Ricard awoke, not as a vampire but as a Mock Zombie.
Kargan, Human Revenant Zombie Fighter 12: ?
Ash Dragon: They reproduce by stealing the eggs from other dragons and corrupting them with powerful necromantic rituals.
Feral Zombie: A feral zombie is created when a mortal is slain (or bitten within seven days) by a Risen. These corpses Kindle, creating a creature with dark, terrible eyes, the ability to move normally, and an endless and ceaseless appetite for living flesh: a feral zombie...
Any creature slain by a feral zombie rises up as a feral zombie within 1d6 rounds. Any creature bitten or scratched by a feral zombie that dies within seven days of receiving that wound will automatically rise up as a feral zombie.
A creature slain by an Eldritch Zombie has a 5% chance of rising up as a feral zombie.
There is a 1% chance for every level/HD of the Ether Zombie that any mortal upon whom they slay through feeding will reanimate as a feral zombie within 1d6 rounds of their death.
The cadaver to be turned into a mock zombie must be injected with a syringe of fresh vampire blood and placed within an intricate network of crystals and magically attuned silver cabling. The corpse may not have been dead for more than 24 hours, or the entire process will fail (or the cadaver will animate purely as a feral zombie).
A creature slain by a Mock Zombie has a chance of reanimating as either a feral zombie or an ooze zombie. Mock Zombies are careful to avoid passing on their curse to others and so are careful how they slay their prey. Many decapitate the corpse (thus preventing all form of reanimation). On death roll d100: 01 to 10: the slain will rise up as an ooze zombie (this chance rises to 01 to 25% if the Mock Zombie devours the brains of the deceased (with the intention of actively creating an ooze zombie). There is an additional 10% chance that even if the corpse does not rise up as an ooze zombie, that it will reanimate as a feral zombie.
Curse of the Undead spell.
Stricken spell,
Flayed Zombie: The flayed zombie is a horrific monstrosity created by the Black Cabal for use as a potent warrior and assassin.
A flayed zombie is created by having their skin painfully removed by another flayed zombie, or by a mage using the excoriate flesh spell.
Any humanoid slain by a flayed zombie’s excoriate attack will rise as a flayed zombie in 1d4 rounds.
Excoriate Flesh spell.
Frost Zombie: The tragically slain corpses of past adventurers, the frost zombie exists only in freezing climes, for they rely on the cold to slow the rate of decomposition of their flesh.
Gangrel Zombie: Gangrel zombies are afflicted with a virulent magical disease known only as Pain. Any character receiving damage from a gangrel zombie must make a Fortitude save (DC 15) or be afflicted with Pain. Characters infected with Pain immediately lose 1 hit point and a further 1 hit point at the start of every round. A terrible agony fills those afflicted as their flesh begins to burn from within. Lost hit points incurred due to Pain can only be healed naturally; the disease is highly resistant to magical curing and it can only be removed by a remove disease spell. A target may only contract Pain once at any one time and once cured, are immune to the effects of the disease for 24 hours. If a character falls to 0 hit points, they are overcome with agony for 10 rounds (stunned) while their flesh boils and their minds collapse. Thereafter they rise up as a gangrel zombie.
Hollow One: Hollow Ones (or hollow zombies) are the shells of the Risen that have wholly succumbed to the Decay. Their spark of life has been extinguished and their soul forever lost to the swirling mists of entropy. In its place emerges a dreadful malevolence and hunger, desiring nothing more than to feed upon the life force of the living.
“Hollow One” is an acquired template that can be added to any corporeal Risen Dead.
Any humanoid slain by a Hollow One rises up as a Hollow One in 1d4 rounds.
A Risen that loses all of their Corpus energy wholly succumbs to the Decay. Their life force is depleted, their mortal minds forever stripped away. They become Hollow Ones: mindless creatures possessed with naught but an unquenchable hunger for the essence of the living.
Serum is made from the brain fluid of dead creatures, combined with other sensitive internal organs. It is brewed slowly over the course of twenty four hours along with various other ingredients to a total of 50 gp. To complete the process, the alchemist must make a Craft (alchemy) check (DC 25). A failed check incorrectly brews the Serum and while it may still be used, it may have undesired results. Depending on the degree by which the check was failed: the corpse could remain dormant; it could be animated as a mundane zombie, or worse: it could return as a Hollow One.
Ooze Zombie: The spawn of Mock Zombies, they are known as carrion eaters for they are Any creature slain by an ooze zombie rises up as an ooze zombie in 2d6 rounds.
the cleaners of dungeons, readily devouring anything put in front of them.
A creature slain by a Mock Zombie has a chance of reanimating as either a feral zombie or an ooze zombie. Mock Zombies are careful to avoid passing on their curse to others and so are careful how they slay their prey. Many decapitate the corpse (thus preventing all form of reanimation). On death roll d100: 01 to 10: the slain will rise up as an ooze zombie (this chance rises to 01 to 25% if the Mock Zombie devours the brains of the deceased (with the intention of actively creating an ooze zombie). There is an additional 10% chance that even if the corpse does not rise up as an ooze zombie, that it will reanimate as a feral zombie.
Ooze Transfiguration spell.
Sanguine Zombie: Sanguine is a magical disease devised by the Black Cabal to render the mortal populace vulnerable to vampiric domination. Their experiments failed, creating a disease that mutated, filling those infected with a terrible thirst for violence and stripping them of their higher brain functions. Creatures infected by Sanguine quickly lose their minds, becoming highly feral, hungry for the blood of the living.
Sanguine is highly contagious, passed from person to person via saliva or blood. Someone bitten or scratched by an infected creature is swiftly filled with a terrible bloodlust. In time, the hunger consumes their life essence, leaving them forever a blood hungry sanguine zombie.
Sanguine is a magical disease that affects all living creatures not otherwise immune to magical diseases. A creature that comes into contact with the infection must succeed at a Fortitude save (DC 18) or contract Sanguine infection immediately. On infection, the victim loses 1d6 points of Intelligence and Wisdom, and 1 point of Intelligence and Wisdom per round thereafter as the virus courses through their bloodstream. A creature reduced to 0 Intelligence or Wisdom is immediately overcome by a terrible bloodlust, lashing out and attacking everyone near them, discarding weapons in favor of teeth and nails.
Each day following infection the creature loses 1 point of Constitution. When reduced to 0 Constitution an infected creature dies and rises as a sanguine zombie.
“Sanguine Zombie” is an acquired template that is added to any living creature that has a skeletal system slain by the Sanguine infection.
Blight Zombie: A magical disease of unknown origin, the Voracious Wasting afflicts its victims with an inhuman hunger for human flesh, combined with a terrible rotting.
The disease is passed on through blood, bites and wounds caused by the infected. A victim may only contract the disease once at any one time and only magical detection will alert a character to the presence of the Voracious Wasting.
A character must make a Fortitude save (DC 16) to shrug off the effects of the disease when it is first encountered. A failed save causes the victim to lose 1 point of Constitution, Wisdom and Dexterity each day. When their Wisdom reaches 0 the victim has reverted to a completely bestial state and will gorge themselves as much as they can upon human flesh or upon any raw food they can obtain. When their Constitution or Dexterity reaches 0, they have wasted away and arise within 1d6 hour as a blight zombie.
Once the Wasting is contracted, the victim seems relatively normal for a few days (until they reach half Constitution). At that point they begin to develop a desperate thirst that they cannot sate. After few more days, they begin to develop purple lesions across most of their body. Their hair begins to fall out, their breath grows increasingly more fetid, and they grow yellow, discolored nails. In the final stages of the disease, the victim is sullen, their mind and bodies dimmed, the hunger for flesh uncontrollable. A character that dies while they are infected by the Voracious Wasting immediately rises up as blight zombies one round later.
The Voracious Wasting may not be naturally cured with the heal skill. Only a cure disease spell (or more potent healing) will remove the disease from a subject, but only within the first 24 hours of infection. Thereafter, the infected character must have all ability points (lost to the Wasting) restored before a cure disease will be effective upon them.
Necrotic Bacteria: ?
Zombie Flesh Eater: Flesh eaters are undead beings fuelled by powerful necromancy, but their creators have conferred upon them the need to eat living flesh to remain animated and to stave off any signs of rot. Any undead-creation spell (such as animate dead) can make flesh eaters (so long as the necromancer knows how to alter the spell to do so).
Grafted Zombie: Black Surgeon Perform Surgical Graft powers.
Necromancer Grafting feats.

Undead: This book is about hunger, about being slowly consumed from within. It’s about stealing life from beyond the grave, and facing the consequences for extending your existence beyond its natural lifespan. It’s about evading death’s grip; returning from the dead; completing your last quest; whispering a curse on death’s door and haunting the living. All of these things may bring back a creature from the dead.
When Gariach was experimenting with the dead and their endless internment in the grave, he discovered that some cadavers naturally animate, for reasons unknown.
Ether Zombie's Minions of the Dead power.
Zombie: When you imagine a zombie, I imagine you picture a shambling, rotting corpse animated by the forces of necromancy. It will help us both if you put that image to one side for now – yes, what you believe is certainly true, but it is only a part of what I mean when I talk of the Risen.
Serum is made from the brain fluid of dead creatures, combined with other sensitive internal organs. It is brewed slowly over the course of twenty four hours along with various other ingredients to a total of 50 gp. To complete the process, the alchemist must make a Craft (alchemy) check (DC 25). A failed check incorrectly brews the Serum and while it may still be used, it may have undesired results. Depending on the degree by which the check was failed: the corpse could remain dormant; it could be animated as a mundane zombie, or worse: it could return as a Hollow One.
If frost zombies are placed in warmer climes, they lose 1 hit point per minute until they collapse, rising 1d6 rounds later as a standard zombie.
There are many types of zombie, each created differently. While most are corpses held together by magic, this is not always the case. The form of creation determines how long a zombie will remain in existence. Zombies animated by magic can last considerably longer than those created by a disease or through more natural means.
A character reduced to -1 hit points from the Black Shivering, rises up as a standard zombie in 1d3 days.
A character that dies while suffering from Contagion rises up as a standard zombie within 1d4 days.
A character reduced to 0 Constitution from the Entropy disease, rises up as a standard zombie in 24 hours.
Rite of Returning spell.
Power Word Reanimate spell.
Ether zombie's Echoes of Life power.

RITE OF RETURNING
Necromancy
Level: Clr 4, Nec 4, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One creature
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No
This spell infuses any of your living minions with powerful necromantic energy. They lose 1d4 hit points that only return after the expiration of the spell. If they are slain during the spell’s duration, they immediately rise up as a zombie 1d4 rounds later.
Focus: A circle of silver

POWER WORD REANIMATE
Necromancy
Level: Clr 9, Nec 8, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Duration: Instant
Saving Throw: None
Spell Resistance: No
This spell causes a wash of necromancy to swirl out from the speaker of the single power word. This reanimates all corpses in the area of effect as 1 HD skeletons and 2 HD zombies depending on the condition of the corpses. Corpses rise up at the end of the round and can act at the start of the next round.
Focus: A sphere of obsidian

CURSE OF THE UNDEAD
Necromancy [Evil]
Level: Clr 2, Nec 2, Sor/Wiz 3
Components: V, S
Casting time: 1 action
Range: Close (25 ft. + 5 ft. per level)
Effect: 1 living creature
Duration: Special
Saving throw: Fortitude negates
Spell resistance: Yes
This foul spell afflicts the subject with bands of powerful necromantic energy. If the subject victim dies within a year and a day of this curse being uttered, they immediately rise up as a feral zombie 1 round after their death.

STRICKEN
Necromantic [Evil]
Level: Nec 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject is afflicted by a malevolent wasting condition that makes them feel strangely nauseous and unable to eat. They lose 1d4 points of Constitution on the spell’s completion. This Constitution is not regained until the condition is cured or the spell is neutralized. A character loses 1 from their maximum hit point total at the end of every day and receives a -4 penalty to their Fortitude saves. If they are reduced to 0 hit points through this spell, they rise up as a feral zombie within 1d6 rounds.
Material Component: Fennel steeped in the poison of an adder.

Ooze Transfiguration
Necromancy [Evil]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 30 minutes
Range: 10 ft. per level
Target one creature
Duration: instantaneous
Save: Fortitude
Spell Resistance: Yes
This spell transforms a vampire into an ooze zombie. It is considered the worst of curses, only ever performed on those that have committed the most terrible of crimes.
Arcane Material Components: A sprinkling of fresh Mocked Vampire ichor.

DISTIL SERUM [ITEM CREATION]
You can brew Serum
Requirements: 7th Level, Brew Potion, Intelligence 15
Benefits: You can make Serum provided you have a well-equipped laboratory and the correct ingredients (as listed above). You must have access to a working formula before you can comprehend the complex nature of this feat.
XP Cost: 500 XPs per Hit Dice.

RITE OF THE SCOURGE [ITEM CREATION]
You can create Eldritch Zombies
Requirements: Write Scroll, must be able to cast 5th level spells
Benefits: You can create an Eldritch Zombie; a Scourge. A character can only make one Scourge at any one time. A character can assist in any number of Eldritch Zombie creations, but they themselves may only have one Scourge that they personally created with the Rite of the Scourge.
XP Cost: 1000 XPs per Hit Dice.

PROCESS OF THE NECROTIC TRANSFUSION [ITEM CREATION]
You can create Ether Zombies
Requirements: Write Scroll, must be able to cast 5th level spells, Intelligence 16+
Benefits: So long as you have a suitably equipped laboratory, you can create a permanent Ether Zombie.
XP Cost: 400 XPs per Hit Dice

CRAFT GOLEM ZOMBIE [ITEM CREATION]
You can manufacture a Golem Zombie.
Requirements: Craft: Metalworking (12), Craft: Leatherworking (15), Heal (12), Knowledge (Anatomy) 12
Benefits: You can manufacture a Golem Zombie as per the procedures above.
XP Cost: 600 XPs per Hit Dice

CREATE MOCK ZOMBIE [ITEM CREATION]
You can perform the process needed to create a Mock Zombie.
Requirements: Craft (alchemy) 10 ranks; able to cast 5th level spells.
Benefits: You have learned the Path of Corruption and can successfully make Mock Zombies (providing you have access to the correct ritual components).
XP Cost: 300 XPs per Hit Dice.

THE RITE OF PATHOS [ITEM CREATION]
You can summon and bind a Revenant to you.
Requirements: 12th Level, able to cast 5th level wizard spells.
Benefits: You can summon and bind one Revenant to you (but only one at any one time). You must comply with the Covenant of Binding lest the Revenant be set free (and released with the ability to destroy you).
XP Cost: 800 XPs per Hit Dice

THE BLACK SHIVERING
This disease is carried by many forms of the undead, and is a terrible plague indeed. The Shivering can destroy an entire town, while the population remains unaware that they are the victims of a plague at all.
Origins: Created by a group of life-hating necromancers, the Black Shivering is designed to slowly whittle away at a population while working in complete secrecy.
Symptoms: The Shivering afflicts a victim in subtle ways. The target loses 1 from their maximum hit point total once for every 24 hours of the affliction. The character will not be aware of the condition until their hit point total has fallen to half, at which point they will start to feel strange and somewhat light-headed. Note: To avoid suspicion, characters should not know their new hit point totals as time passes, only that they are suffering from some mysterious affliction (thus adding to the suspense and fear of their unknown malady). As the disease progresses (reaches 10 hit points or fewer), the victim’s flesh begins to dry painfully, then begins to disintegrate, nails yellow then fall off, and lips start to wear away, until the teeth begin to show. In the final stages of the disease, the flesh on the victim’s body turns a yellow-parchment color with bloody blotches.
Death: A character reduced to -1 hit points from the Shivering, rises up as a standard zombie in 1d3 days.
Curing: The Shivering can only be removed by a 15th level cleric and a wizard of the same level (or higher). The wizard must begin the curing by successfully casting dispel magic (targeted dispel - DC 25). If successful, the cleric must then cast the spells: remove disease and heal. A fail at any part of the process and the curing must be started anew.
Notes: Those that contract the Shivering do not register as being afflicted by any form of disease. The Shivering is almost completely immune to most forms of magical detection. Only the most powerful detections performed by a 15th level character or higher will recognize that there is any form of magical ailment affecting a character (and even then the results will be vague and unspecific ‘a character will know that there is ‘something’ amiss with another, but not exactly what’).

CONTAGION
This is a disease carried by many Risen (and some zombies). Their claws and teeth glimmer with a nacreous green radiance and they seem to be filled with an abnormal malevolence that even the most non spiritually aligned can detect.
Origins: No one knows (or will accept responsibility) exactly where Contagion began. Many believe it to have been created in some laboratory under the scrutiny of vampire wizards and evil liches.
Symptoms: When a character is infected with Contagion, they do not heal naturally. Wounds steadily worsen and if left unchecked, a character will eventually die. While magical healing will work on them, their bodies simply do not recover from injury on their own. They suffer a -4 penalty to their Fortitude saves, and -8 against all forms of diseases and poisons.
Death: A character that dies while suffering from Contagion rises up as a standard zombie within 1d4 days.
Curing: Contagion can only be cured by a neutralize poison and a remove disease spell cast by a 10th level cleric or higher. Anything else will not work (although higher-level curing will always be successful).
Note: there are new (and even more terrible) versions of Contagion in existence that are even granted a save against the curing effects of a cleric. This enhanced version of Contagion saves against any curing attempts as a 15th level wizard.

ENTROPY
This disease was designed to gain revenge upon the strong and the powerful. While its effects are slow, there are few known cures, and most that contract it, eventually dies a horrible wasting death...
Origins: No necromantic group will take credit for Entropy. It is believed to have originated on the higher planes. The elves call this disease the ‘black wasting’ and treat the afflicted like lepers.
Contracting the Disease: It must be contracted through food or water, or by direct blood contact with an infected creature (certain undead carry the disease).
Symptoms: Entropy affects a victim in subtle ways. Infected victims have a greenish tint in their eyes that glimmers in darkness. Elves and other woodland creatures can sense the ‘wrongness’ about them and druids will be sickened by contracting this illness. Every week the infected must make a Fortitude save (DC18) or lose one point of Constitution. Their flesh grows greener as the disease progresses and their nails take on an emerald sheen.
Death: A character reduced to 0 Constitution, rises up as a standard zombie in 24 hours. They are then carriers of the disease that go on to pass their infection on to all they meet.
Curing: Entropy is very hard to cure. The magic of the disease mixes with the life force of the victim making a cure, near-impossible to find. A god may remove the infection, as will the death of the character. Other restoratives are much harder to find.

Echoes of Life (Su): An Ether Zombie can animate corpses, infusing them with a fraction of its life force. It can choose to expend 1 Corpus to animate any corpse within 30 feet. Corpses animate with a number of HD equal to the Ether Zombie’s Signum. Example: a 2nd Signum Ether Zombie can reanimate the corpse of a 10HD warrior, but the corpse only animates as a 2 HD zombie. Corpses animate immediately and remain animated for 10 rounds (the Ether Zombie can expend additional Corpus energy to continue their existence for another 10 rounds if he desires). All animated zombies remain wholly under the command of the Ether Zombie and cannot be commanded or controlled by anyone else (but they can be turned). If the Ether Zombie is destroyed, all of his creations are destroyed. An Ether Zombie can only have as many undead creatures in existence at any one time as his character level. All creatures reanimate at full hit points. Once a creature has been destroyed, it can never again be reanimated by necromancy; the flesh is corrupted with the taint of ether. Additionally, the Risen cannot feed from any corpse that has been previously animated by an Ether Zombie. The dead flesh has been stripped of vitality and no longer provides any Corpus energy.

MINIONS OF THE DEAD
Cost: 3 Marks
Effect: An Ether Zombie can animate a number of permanent undead minions equal to his Signum. These minions may have a maximum number of Hit Dice equal to twice their creator’s Signum. To create a minion, an Ether Zombie must expend 5 points of Corpus, reanimating the corpse in 1d10 minutes. If a minion is destroyed, the Ether Zombie can immediately animate another by following the same procedure.
Level Requirement: None
 

Voadam

Adventurer
MST3K Monster Project
Projected: The first projected was a wizard who attempted to create a non-magical means of teleportation, or “projection”. The wizard’s experiment was only partially successful- he was teleported, but was killed and reanimated as a bizarre undead creature by the process. Driven mad by his transformation, the wizard killed several people before destroying his work and himself. Despite the loss of the original experiment, more projected are still being created by some unknown process.
Reconstructed: The reconstructed are horrible undead monsters created by the misapplications of science.
In lands where clerics are rare and divine magic is a myth, people turn to science to heal wounds and cure disease. If an experiment in tissue replacement or the reanimation of the dead through electricity and drugs goes awry, the resulting creature is a thing no longer human and no longer fully alive.
Undead Head: Created either by mad science or the intervention of an evil deity, undead heads are intelligent, frightfully persuasive and deadly cunning.
“Undead head” is an acquired template that can be added to any giant, humanoid or monstrous humanoid that can cast spells or use psionic powers.
Sample Undead Head, Human Wizard 5: ?
 

Voadam

Adventurer
Psionics Unbound
Soul-Riven Wanderer: Most corporeal undead creatures that walk Onara are created by binding the soul to the body. However, a Soul-Riven Wanderer is a corporeal undead creature that is not created in this manner. Rather, it is an undead creature whose soul is consumed by the Silence; in return the Silence occupies and powers this fell creature.
The exact process that the Silence uses to create these creatures is not known.
Corporeal Undead: Most corporeal undead creatures that walk Onara are created by binding the soul to the body. However, a Soul-Riven Wanderer is a corporeal undead creature that is not created in this manner. Rather, it is an undead creature whose soul is consumed by the Silence; in return the Silence occupies and powers this fell creature.

Undead Psionic Creature: ?
Caller in Darkness: A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror.
 

Voadam

Adventurer
The Player's Guide to Arcanis
Undead Animal: ?
Skeletal Companion spell.
Spirit Warrior: ?
Undead Template: “Undead” is a template that can be added to any corporeal humanoid that has a skeletal system.
Val'Mordane 4th level Bloodline Neroth's Final Blessing power.

Undead: Sentient undead are the blessed of Neroth; only those whose souls are close to purity can live on as beings of pure intellect, free to contemplate spiritual perfection, unhindered by the demands of living flesh.
Within the church of Neroth there is an Order, not even spoken of outside of Canceri, and even then only in whispers, known to outsiders as the Order of the Still Heart. To those within, they call it the Blessed Path of Neroth. To most Nerothians, Neroth’s gift is to be sought after, and treasured if it is given. To these ambitious people, however, unlife is not a gift to be given, but a secret to be discovered, and taken. Once a willing soul is taken through the rituals to begin this process, there is no stopping it – he will become an undead creature, dying and rising again.
In the world of Arcanis, undead are created differently than suggested by the core rules. Therefore, all undead do not automatically radiate as evil creatures. Unless stated otherwise, undead radiate like any other creature (as described above) regardless of their origins. This change affects no other aspect of undead other than alignment and all other spells affect undead normally. Unless detailed otherwise, undead are created with negative energy. However, some undead on Onara are animated through the use of positive energy.
Intelligent undead are created by using the soul of the person as the fuel that powers the transformation.
Deathbringer's Life Beyond Life power.
Order of the Still Heart's Death and Rebirth power.
Ghost: Hold the Spirit spell.
Skeleton: Mark of Thralldom spell.
Zombie: Mark of Thralldom spell.

Hold the Spirit
Necromancy
Level: Clr (Beltine) 2, HC (Beltine) 3, Spirit 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature that died within the last 24 hours
Duration: 1 day/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
Beltine owns the sprit and has granted her devout followers the power to hold the sprit to the body for a short amount of time. By casting this spell, the spirit may be bound to the body for longer than the standard 24-hour period. As long as the soul is bound to the body in this fashion and the other requirements of the spell are met, a raise dead spell will bring the target back to life even after the 24-hour limit associated with the cosmology of Arcanis.
However, death is not easily cheated and this spell is not cast without substantial risks. First, binding the soul to the body in this manner is very traumatic. For every day the target’s soul is bound to its body through this spell, there is a chance the experience will drive the intellect insane. Every day the target is under the effects of this spell, it must make a Will save (DC 10 plus the number of days under the spell’s effect) or become insane as if affected by the insanity spell. Only a heal, limited wish, miracle, or wish can restore the target’s mind. Second, any target of this spell that is not returned to life, for any reason, is forever cursed in the afterlife. When the spell expires without the target being returned to life, it rises, becoming an undead menace to the living. The target gains the ghost template and immediately switches alignment to Chaotic Evil. The first priority of this abomination is to seek out those who where responsible for its death, as well as the caster of the spell who caused its current state. If these goals cannot be met for any reason, the ghost will wander an area equal to one square mile per character level or Hit Die it had in life, slaying all living creatures who enter its domain.
Material Component: A pearl worth at least 50 gp, which is placed in the corpse’s mouth and remains there until life is returned to the body. The pearl is consumed when the soul returns to its body or when the spell’s duration ends and the body rises as an undead abomination.

Mark of Thralldom
Necromancy (Creation)
Level: Clr 3 (Neroth), Sor/Wiz (val’Mordane) 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One living creature
Duration: One year and one day
Saving Throw: Will negates
Spell Resistance: Yes
By casting this spell on a single living creature, you ensure that when that creature dies, it will animate as an undead within 1-3 rounds. The target will become either a zombie or a skeleton depending on how intact the body is immediately after death. At the time of the casting, you may issue one simple command that the subject will obey when it returns as one of the living dead, such as “Seek me out for further orders” or “Kill the Elorii in the red tunic.”
Once the spell is cast, the mark of thralldom lasts for one year and one day, and it is very difficult to remove. First, the victim must have a remove curse cast by a higher level caster than the caster of the mark of thralldom. This nullifies the effects of the mark for 24 hours and allows further steps to be taken to remove it. Next, the victim must have an erase spell cast to remove the mark, then a heal spell cast to nullify the remaining effects. Once this final step is taken, the red dye will seep from the skin and flake away.
Due to the nature of the casting of this spell, it may not be cast through a spectral hand spell.
Material Component: A red dye worth 100 gold pieces that is smeared on the subject.

Skeletal Companion
Necromancy
Level: Clr (Neroth) 1, Blackguard 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One corpse or skeleton
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
With this spell you may create a skeletal companion. Though limited by its mindless nature; a skeletal companion can be quite useful. This spell animates the body or bones of a Medium-sized or smaller creature and turns it into a skeleton that will follow your simple spoken commands. This skeleton remains animated until destroyed or dismissed by the original caster. Once animated by this spell, the skeleton may never be animated again by any other means. Only a single skeleton from this spell may be controlled at any one time. Any further castings of this spell will fail if you already have one skeletal companion.
This undead companion does not count against your limit on the number of Hit Dice of undead creatures you may control at any one time. A skeletal companion can only be created from a mostly intact skeleton or corpse. If made from a corpse, the flesh falls off of the bones during animation. The skeletal companion is equal in all respects to the Human Warrior Skeleton entry found in Core Rulebook III.
This spell will not work on any recently deceased corpse or any corpse that has a spirit still bound to the body in some way.
Material Component: A small black onyx worth 50 gp, which is placed in the skeleton or corpse’s eye socket or mouth.

Death and Rebirth: When the character reaches enough experience to gain 6th level in the Order, he dies (but does not lose a level). This death cannot be stopped short of a wish or miracle. If the character does circumvent this death in some fashion, he may not progress any further in this or any other class. Assuming the character allows his death to overtake him, the next morning, after the warming rays of Illiir illuminate his corpse, the true blessing of Neroth takes hold. The character rises as a free-willed undead. His type changes to Undead and he gains all of the undead characteristics (see Core Rulebook III for the characteristics of this type).

Life Beyond Life (Ex): At the apex of his career, after a lifetime punishing those who have spent their lives doing evil unto others, the Deathbringer is granted the power of unlife; the exact nature of his transformation into an undead creature is subject to the GM’s discretion and is proportional to how well the Deathbringer has carried out his mission during his mortal lifetime. The typical transformation is for the Deathbringer to be granted some powerful undead form that permits him to continue carrying out his charge as a member of the Order, but sometimes Neroth has other plans for these most devoted and puissant of His servants.

Neroth’s Final Blessing (Ex)
The greatest blessings of Neroth do not come lightly, and few receive them with such open arms as the val’Mordane. The journey into un-life carries with it great power and strength, shedding the fears and frailties of the human form in exchange for life everlasting, though only those closest to Neroth’s teachings truly comprehend this. In such a measure of understanding, the Val’s body is reborn as that of a walking dead, gaining the Undead template.
 

Voadam

Adventurer
Ultimate Toolbox
Undead Skeleton: ?
Undead Fish: ?
Undead Crew: ?
Undead Pirate: ?
Undead Bound Spirit Adnan, Sailor: Haunts inn where he was killed.
Undead Bound Spirit Armigar, Tinker: Trapped inisde a golem.
Undead Bound Spirit Belfius, Wizard: Trapped inside his own rings.
Undead Bound Spirit Byrent, Saint: Watches over his church.
Undead Bound Spirit Delleria, Pirate: Bound to the ship she died on.
Undead Bound Spirit Eniggi, Wizard: Cursed to fix a broken spyglass.
Undead Bound Spirit Forredain, Centaur: Protects sacred falls.
Undead Bound Spirit Gerae, Pixie: Bound to the sword that killed it.
Undead Bound Spirit Jorien, Druid: Guards grove of rare trees.
Undead Bound Spirit Khanor, Lich: Trapped inside his own soul jar.
Undead Bound Spirit Lutior, Elf Illusionist: Believes he is still alive.
Undead Bound Spirit Majeleron, Cardinal: Sworn to serve forever.
Undead Bound Spirit Mazrath, Jannisary: Guards family as a spirit.
Undead Bound Spirit Ordent, Wizard: Bound to magical figurine.
Undead Bound Spirit Ox, Nomad: Wanders the wastes, searching…
Undead Bound Spirit Razathon, Gravekeeper: Roams his cemetery.
Undead Bound Spirit Saratine, Angel: Bound to a great holy sword.
Undead Bound Spirit Sevron the Tyrant: Bound to a crumbling keep.
Undead Bound Spirit Thronn, Dwarf General: Moored to a runestone.
Undead Bound Spirit Thaddeum, Senator: Cursed to never be free.
Apparition: The victims of a ghastly massacre.
Created: ?
Grudge Spirit: ?
Haunt: The victims of a ghastly massacre.
Poltergeist: ?
Revenant: ?
Soulforged: ?
Spirit: ?
Abarenth, Revenant: Haunts his brother who killed him for an inheritance.
Alteniat, Revenant: Wealthy merchant killed by debtor to cancel debt.
Anio, Revenant: Young groom killed accidentally, kills any man close to bride.
Artenios, Revenant: Framed by family and seeks their downfall.
Doniar, Revenant: Guild lied by omission and caused his untimely death.
Ellema, Revenant: Brother was cursed and killed her; he won’t let her pass on.
Fromion, Revenant: Overcome by priests and hates their religion and followers.
Jorathan, Revenant: Murdered by wife’s lover, seeks both still.
Lotemvar, Revenant: Locked in an oubliette and left to starve to death.
Manarette, Revenant: Seeks the man who let her drown.
Marwond, Revenant: Accidently killed by adventurers, hunts them now.
Onlortus,Revenant: Betrayed by fellow adventurers for his treasure.
Prisema, Revenant: Lost her love to a black widow noble, wants to stop her.
Salivar, Revenant: Bard killed so another could claim his creativity.
Saranar, Revenant: Spies on bandit that killed him, needs hero to help.
Schemastria, Revenant: Husband killed her to marry another, hates all men.
Sparial, Revenant: Sadistic serial killer victim tries to warn future victims.
Tremestar, Revenant: Killed so another could claim his identity.
Trinella, Revenant: Burned to death, seeks to purge fire from the world.
Turestos, Revenant: Died in prison and haunts all involved in his sentence.
Arbor Wood: ?
Butcher’s Mire: A brutal killer was chased into the woody swamp and executed by the guard. The locals say he still preys on anyone foolish enough to enter the swampy forest.
Chessup Barn: Old man Chessup’s son went mad and killed himself in this huge red building, the house and outlying buildings haven’t been used since due to unexplained occurrences.
Crazy Quinn’s: This huge tree has the remnants of a house in its branches — once the home of a slightly mad hermit that traded with locals. His body was found missing its head.
Dark Grove: This stand of stones was once a druid’s grove. Now it is twisted and defiled. No one admits to the deed, Nature spirits once guarding the shrine are trapped there, crying for release.
Darken Fields: ?
Esfir’s Mark: A gypsy caravan was killed and burned in this secluded spot by an angry mob. The ground is scorched and dark to this day. The nomad spirits remain trapped until vindicated.
Frostfire’s Rest: A mountain cave where an old red dragon with two breath weapons was killed by adventurers for its unique qualities and riches. Ever since then the mountain rumbles…
Ghoston: All the villagers here claim they have at least one ghost living with them in their homes. The spirits are generally friendly, but anyone threatening them risks their displeasure.
Graven’s Wood: A bandit king buried treasure in this wood, when he was about to pass on he went back there and guards it even now.
Kevril’s Library: ?
Liberator’s Rest: The entire population has recently been sacrificed to the Cult of Pestilence. A cultist introduced a potent disease that spread through town. The ghosts want peace.
Lover’s Leap: Two lovers were chased to this ridge by bandits, the young man died defending the woman and she leapt off the cliff rather than get captured.
Nightmare Run: This dark section of road haunted by the spirit of a black horse, no one claims to remember why, but the creature tries to spook mounts and run them off the road.
Old Well: The buildings surrounding the boarded up well are abandoned. They say a dead body poisoned the water. When retrieved they found signs of wrongful death on the corpse. The victim’s ghost wants revenge.
Rosewood: Many years ago during a war this forest was en route to a military base. It was entered by a unit of soldiers who stripped it of anything they found useful, destroying even things they didn’t need. The forest fought back and killed them almost to a man. It still doesn’t welcome visitors.
Sephra’s Gem: ?
Slaver’s Ride: Once the well used road of a slave caravan, it’s now usually called Freedom’s Ride. A rebellious slave was once beaten to death and his ghost now guards the area.
Trenk’s Rule: An orc scouting patrol lead by a particularly smart and ambitious orc was ambushed and killed here. The patrol’s leader Trenk Stonerival couldn’t accept his own death and now his ghost rules the area, killing any one, even other orcs and leaving grisly markers around his territory.
Wayfarer's Rest: ?
Wraith Lord: ?
Shadow Soldier: ?
Undead Vermin: ?
Mummy Priest: ?
Plague Gaunt: ?
Damned and Evil Fey Spirit: ?
Elven Ghast: ?
Gaunt: ?
Vampire Sorcerer-King: ?
Souls of the Damned: Submerged reliquary where the souls of the damned have broken free and hunt the living.
Undying Soul of Tormented and Vile Crewman: Sunken ship filled with the undying souls of tormented and vile crewmen.
Lich Lord: ?
Undead Zealot: Venerable throne room littered with undead zealots, still serving their unclean gods.
Songbolt Muse: Manifested from song.
Ghostly Undead Spirit: Bound by magic.
Lord of Kaloria: ?
Krazul, Liche King: ?
Undead Immune to Fire: Ritual Effect 29 Raise an undead creature and bind a fire elemental to it, immune to fire damage.

Undead: All of the original inhabitants are undead, walking the halls because of botched funeral rites long ago.
Any who fall within will rise to be added to the tomb’s selection of undead patrolmen.
Betrayed by someone loyal.
Bitten by a vampire.
Buried in desecrated grave.
Completed complex ritual to become undead.
Cursed.
Dead body was never found.
Died in honor-bound service to a king.
Died under intense circumstances.
Drained by a mummy or wraith.
Drowned.
Hell doesn't want you.
Left behind something of value.
Magic.
Murdered in particular violent fashion.
Oath to serve forever.
Returned to protect wards left behind.
Ritual sacrifice or murder.
Terrified (to dead) by a ghost.
Unavenged death.
Unfinished task or unfulfilled oath.
Ghost: ?
Ghast: ?
Ghost: The victims of a ghastly massacre.
Ghoul: ?
Lich: ?
Mummy: ?
Shadow: ?
Skeleton: ?
Spectre: The victims of a ghastly massacre.
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?
 

Voadam

Adventurer
Vikings - Midgard
Gunnar Gunnarson, undead Fighter 6/Northern Navigator 8: According to the legend, Gunnarson became some kind of sea zombie and still commands his ship, attacking other Vikings’ ships in his eternal search for the lost sword.

Undead: ?
Ghost: ?
Wraith: ?
Ghoul: ?
Skeleton: ?
Spectre: ?
Mohrg: ?
Zombie: ?
Shadow: ?
Allip: ?
Ghast: ?
Bodak: ?
Vampire Spawn: ?
Mummy: ?
Vampire: ?
 
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Voadam

Adventurer
World's Largest City
Skeletal Undead: ?
Sir Milton Derek, Vampire Paladin 20: ?
Cyric, Mohrg: In fact, he takes great pride in his most audacious experiment to date, even as his fellow aristocrats murmur in revulsion at it. Working in cooperation with an evil cleric of his acquaintance, he has created an intelligent (more or less) undead servant for his household- a mohrg, whom he calls Cyric, and who now serves as his valet. Together, Sir Geraint and his associate cast create undead on the body of his former valet, just deceased, with the cleric compelling the creature to obey Sir Geraint during the process of creation.
Sir Reinholt Snowheart, Ghost Aristocrat 12: Sir Reinholt Snowheart was a wicked, debauched noble who delved deeply into the occult. When old age rendered him infirm, he attempted to bond his soul to a portrait in order to gain immortality. The spell failed and he was left trapped in the painting. His terrified family sealed the hideous thing into the elaborate crypt prepared for his corpse, where it has remained ever since.
Undead Whale: ?
Lord Admiral Kordanus: They also find an immortal sorcerer who turned Kordanus and his crew into mindless undead.

Skeleton: ?
Zombie: ?
Ghoul: The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated.
Undead: An evil cleric raises some or all of the cemetery's residents as undead.
The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead.
The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated.
They also find an immortal sorcerer who turned Kordanus and his crew into mindless undead.
Wight: It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it.
The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead.
Ghost: It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it.
Lich: It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it.
Vampire Spawn: Sir Milton funds Fellnacht's experiments through several layers of unscrupulous moneylenders, keeping his personal involvement to a minimum. He does, however, provide one key function for his very own mad scientist: producing vampire spawn as experimental fodder. H'kuk will kidnap a subject and place him or her in the cage, whereupon Sir Milton will drain the subject's blood and transform him or her into a vampire spawn.
Mohrg: ?
 

Voadam

Adventurer
10 All-New Space Monsters
Astro Zombie: Astro zombies are bodies of the recently deceased reanimated by cosmic radiation. Because of their cosmic origins, astro zombies tend to be members of space-faring races, and often have a dry, mummy-like appearance caused by exposure to open space—essentially freeze drying them. Astro zombies created on the planet where they are encountered generally lack these characteristics and are virtually indistinguishable from normal zombies.
To become an astro zombie, one need only be exposed to cosmic radiation shortly before—or after—death. A single astro zombie emits enough radiation to raise others, allowing them to rapidly increase their numbers.
Astro zombie breakouts often start on poorly shielded ships which are quickly overrun and flown to populated planets or outposts where the astro zombies can greatly increase their numbers.
Any creature that dies while under the effects of an astro zombie’s radiation—or one who is slain by an astro zombie’s burning hand attack—will rise as an astro zombie 1d4 hours later. Creatures that have already died can also be transformed, but require continuous exposure for 1d3 hours. Creatures Immune to—or shielded from—radiation or immune to effects requiring a Fortitude save cannot become astro zombies.

Zombie: ?
 

Voadam

Adventurer
10 All-New Undead Monsters
Giant Crawling Tongue: Its a little-known fact of nature that when creatures of significant size die their bodies are almost immediately swarmed my necromancers, harvesting useful parts like gigantic eyes and hands for use in their dark magics. The tongue is usually one of the last pieces to be harvested—unless it’s taken with the head—and is often the only piece that can be obtained by the smaller and weaker necromancers.
Crawling Tongue Swarm: A crawling tongue swarm is made of around 1,500 animated tongues. Each tongue must be individually harvested and prepared and then raised as a single creature. As such, all but the most dedicated—or obsessive—of necromancers don’t bother creating such creatures.
Sokushinbutsu Mummy: In a rarely practiced ritual, a monk will enter a deep meditative state which they will not break even to eat or drink. To the uninformed observer this seems to result in the monk’s death; however, the truth is that the monk has transcended to a higher state of enlightenment.
While most never return from this state, if the monk senses a powerful need for them they will return to their body, becoming a sokushinbutsu mummy. While a monk must be of lawful-neutral alignment to achieve this state, once they have reanimated they may be persuaded to change their alignment just as any other creature—although they must always retain their lawful alignment.
A sokushinbutsu mummy is animated by ki, rather than negative energy.
Phantasmagoria: A phantasmagoria is a whirling mass of more than 100 tiny ghostly entities—individually known as phantomets. Each of these indistinct glowing orbs were originally full-fledged ghosts, but have since lost most of their memories and power over centuries of unlife.
Phantom Limb: Phantom limbs are the spirits of limbs lost in battle.
Phantom Limb Arm: ?
Phantom Limb Leg: ?
Shrieking Crypt Skeleton: ?
Visceral Creeper: 1d6 hours after death, the digestive tract of a creature slain by a visceral creeper will detach and crawl out of its former owner’s mouth as a new visceral creeper.
1d6 hours after death, the digestive tract of a creature slain by a visceral creeper will detach and crawl out of its former owner’s mouth as a new visceral creeper.
Visceral creepers can be created with animate dead and lesser animate dead. When calculating cost and number of controllable undead, a visceral creeper counts as a creature of its hit dice total −1.
Electric Zombie: Seen by most necromancers as an overly-complicated zombie, and by golem crafters as an overly-simplified flesh golem, an electric zombie combines science and magic is a way many consider impractical. Prior to animation, an electric zombie’s body must outfitted with several specialized components for storing and distributing electricity through its body.
Rage Zombie, Cadaver Lantern: A cadaver lantern can only be created from the remains of an executed murderer. The preparation ritual is long and involved, first the body and head cavities are hollowed out and the mandible removed. After that, a candle is made from the body’s fat and infused with necromantic energy. Finally, the candle is placed inside the skull cavity and lit, within a few minutes it will animate and begin indiscriminately attacking any creature it sees.
Slime-Vomiting Zombie: A creature who is slain by zombie slime will rise as a slime-vomiting zombie in 2d6 hours.
A slime-vomiting zombie—as one may assume—is a zombie capable of vomiting a corrosive, viscus slime on its victims. The slime not only disables and damages its victims, but is also the catalyst for creating more slime-vomiting zombies. Upon creation, a slime-vomiting zombie’s organs dissolve to create the cavity in which it produces and stores its slime.
Zombie Slime disease.
Tar Zombie: Perhaps the worst of the tar zombie’s abilities is their ability to transmit melting flesh plague, which can provide a painful drawn-out death. Sufferers of melting flesh plague first suffer a fever, but soon begin to break out in large boils that expel acidic puss when ruptured. As the disease continues, the victim’s flesh becomes swollen, easily torn, and takes on a black color as they begin to rot while still alive. Any creature who dies from melting flesh plague immediately rises as tar zombie.
Melting Flesh Plague disease.
Crawling Tongue: Each tongue must be individually harvested and prepared and then raised as a single creature.
Phantomet: Each of these indistinct glowing orbs were originally full-fledged ghosts, but have since lost most of their memories and power over centuries of unlife.

Ghost: ?

Zombie Slime: Corpse Kiss—forced ingestion; save Fort DC 13; frequency 1/round until cured; effect 1 Con; cure 1 save; special A creature who is slain by zombie slime will rise as a slime-vomiting zombie in 2d6 hours.
This ability functions against deceased creatures—including ones who die while suffering from—but not directly as the result of—zombie slime, such creature rise when their Constitution score reaches 0—using Con score as of time of death.

Melting Flesh Plague: Bite—injury; save Fort DC 16; onset 1d4 days; frequency 1/day; effect 1d3 Con and Cha; cure 2 consecutive saves; special A creature who dies from—or while under the effects of—melting flesh plague will immediately rise as a tar zombie. However, they will not gain their additional acid damage for 1d3 hours.
 

Voadam

Adventurer
Borderland Provinces - Pathfinder
Lich-Queen Trystecce: ?
The Singed Man, The Infernal Tyrant, Vampire Lord: ?
Battle Duke Ormand, Vampire Spawn: Duke Ormand’s army was decimated at Seilo Ford, the survivors fleeing east back towards Foere. The Battle-Duke himself was captured and turned into a vampire, an unholy slave of the Singed Man.

Undead: ?
Ghost: ?
Ghoul: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight.
Ghoul Fever disease.
Ghast: A humanoid of 4 Hit Dice or more who dies from ghoul fever rises as a ghast.
Ghoul Fever disease.
Shadow: ?
Skeleton: ?
Skeleton Human: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?
Zombie Human: ?
Groaning Spirit: ?

Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.
A 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.
 

Voadam

Adventurer
Crawthorne's Catalog of Creatures: Doomed Savant
Doomed Savant: Doomed savants are the undead remnants of obsessed individuals of exceptional skill and devotion—people whose single-minded pursuit of skill and knowledge led to their deaths. Some are the animated remains of murdered scholars who were on the cusp of great discoveries. Others are great thieves who returned from the grave for one last heist. And a few are the still-walking corpses of ascetics who starved to death in the single-minded pursuit of spiritual and physical perfection.
When I ‘as about twenty years younger an’ there was more o’ me than still attached, there ‘as this gal—fine lass. I called on ‘er a lot for potions, poultices an’ salves. She knew where all the ‘erbs grew an’ which critters had useful bits on ‘em you could use. Then, one day, I go to ‘er cabin and find her inside. Except she looked a bit more like a decade-ol’ barrel o’ fish than she used ta. But she was still working.
Turns out she’d got’ really occupied with this complicated brew an’ just forgot to eat or drink for a month in a stretch.
 

Voadam

Adventurer
Larger Than Life
Hill Giant Ghoul: Even without a spiritual leader or a partial understanding of the dagaz rune, hill giants treat the recently deceased with some care. Owing to the belief that the spirits of fallen warriors without proper burial will return to haunt the tribe, hill giants bury their dead tribesmates, or at least say a word or two before covering them up with furs if they must hurry away from a battle site. Improperly buried hill giants may spontaneously return as larger versions of ordinary ghouls. These ghouls violently quench their hatred of the tribe responsible for their unholy births before turning their jaundiced eyes towards civilization.
 

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