Undead Origins

Voadam

Adventurer
Eberron Sharn: City of Towers
3.5
Feral Spirit: The legends say that these are the spirits of the warriors who fought for Lord Tarkanan in the War of the Mark. The death curse of the Lady of the Plague bound them to the hordes of vermin called up from below. However, feral spirits can be found beyond Sharn. Any region with a link to Mabar—such as the Gloaming in the Eldeen Reaches—could produce these unnatural swarms.
Forgewraith: The incorporeal spirit of a powerful humanoid consigned to death in the lava furnaces below Sharn, a forgewraith is one of the most fearsome undead creatures found in the city. Some forgewraiths are actually formed from multiple weaker spirits rather than a single powerful soul.
Any humanoid slain by a forgewraith becomes a forgewraith in 1d4 rounds. Its body dissolves into ash, while its spirit is torn free from its corpse and transformed.
Rancid Beetle Zombie: Rancid beetle zombies are the animated forms of humanoids who died from beetle rot or the swarm attack of a rancid beetle swarm. The growth of a rancid beetle swarm inside the corpse has caused its skin to harden like chitin, and the body is incredibly resilient.
A creature killed by a rancid beetle zombie rises as a rancid beetle zombie in 1d4+1 rounds. A creature that dies of beetle rot becomes a rancid beetle zombie in 1d4+1 days.
A rancid beetle zombie is animated by the rancid beetle swarm inside it, though they are separate creatures.
A creature that is killed by a rancid beetle swarm immediately becomes a rancid beetle zombie. A creature who dies of beetle rot becomes a rancid beetle zombie in 1d4+1 days.
Lady Jesel Tarra'az, Human Vampire Monk 6: ?
Gath, Human Lich Cleric 14: ?
Calderus, Psionic Vampire: ?

Undead: ?
Lich: ?
Vampire: ?
Nightshade: ?
Death Knight: ?
Ghoul: ?
Ghast: ?
Mohrg: ?
Mummy: ?
Spectre: ?
Vampire Spawn: ?
Wight: ?
Wraith: ?
Effigy: ?
Famine Spirit: ?
Gravecaller: ?
Jahi: ?
Spawn of Kyuss: ?
Spellstitched: ?
Huecuva: ?
Bonedrinker: ?
Plague Spewer: ?
Vol: ?
 

Voadam

Adventurer
Dragon 275
3.0
Azzathor the Lichlord: ?
Jalastra Bluenthar, Phantom: When the door of a certain empty cellar is opened, the apparition of a young women appears floating upright with eyes closed, her bare feet well clear of the floor. She then opens her eyes, screams piercingly, and rushes forward to fade away.
This is nothing to do with Analeithla, who ignores it, and I believe it to be the last remnant of another student, Jalastra Bluenthar, who was in a magical trance when the battle erupted. She no doubt perished just as her phantom records.
Analeithla: Their origins and purposes are unknown.
Unknown to Volo, that is. I can reveal that all of these manifestations have a single source: a now-insane shred of sentience belonging to one of Ybrithe’s students, the would-be sorceress Analeithla.
A bad-tempered and graspingly ambitious lass Analeithla habitually defied Ybrithe’s rulings and teachings, boldly and rashly experimenting on her own and plotting to someday seize all of Ybrithe’s power for herself. She’d just put some of her own flesh (the smallest joint of her left little finger) into the pommel-stone of a blade and created a magical link between her body and its amputated part (enabling her to see and speak out of the pommel-crystal), when the spell-battle that destroyed her occurred. Somehow her sentience was hurled through or drawn along the collapsing link into the pommel, where she remained, able to see and speak, but do nothing else.
Trapped in the cellar with the shattered, buried blade, Analeithla went mad. The blade’s twisted magics power her ghostly manifestations (the beautiful elf is how she sees herself, though in life she was a human of rather homely and sullen appearance), and she seizes on all intruders as entertainment, luring them and exulting in their misfortunes.

Undead: ?
Vampire: ?
Lich: Sir Michael Pellingrove had compassion for those unfortunates who had entered such a state unwillingly; for those like the lich, who meticulously planned and orchestrated their own undeath, he had nothing but the edge of his blade and the burning power of his god’s fury.
Ghost: Contact with this phantom, which is the fading remnant of some mage of the Fallen Kingdom altered by his own over-reaching spells (the “true ghost” also seen here is someone else linked to the Stair by other deeds), awakens in some persons the power to receive, henceforth in their lives, visions of things past.
Haunt: ?
 

Voadam

Adventurer
Dragon 276
3.0
Dead Dwarf Skeleton: ?
Sheet Phantom: A sheet phantom is the undead manifestation of an evil person who died in bed, embodied in the bedsheet that covered the corpse.
Sheet phantoms are created when a thoroughly evil person dies in bed. The death need not be natural, as with Lord Scaumble’s sickness; being slain in bed can do the trick as well. What matters most is that the person is evil and desperately does not wish to die, usually because there are matters to which he wishes to attend. Thoughts of vengeance often trigger the transformation into a sheet phantom, especially among those slain in bed.
Some sages have speculated that the sheet phantom might be an undead form of a lurker above (a D&D monster from previous editions of the game). This is nonsense: Not only is the lurker above much larger than a sheet phantom, but it is found almost exclusively in subterranean environments. Sheet phantoms, on the other hand, begin their “unlife” inside a dwelling, usually a bedroom.
Many sages speculate that the bed linen acts as a resonator of psychic emanations, that during the hours spent in slumber the sheet becomes “imprinted” with the individual’s life essence. This could be especially true if the person dies violently, as psychic phenomena have been traced to sudden violence.
Sheet Ghoul: A sheet phantom can merge with the body of any humanoid it slays. The process takes about 12 hours, after which time the victim and sheet phantom transform into a sheet ghoul.
A sheet ghoul is the result of a sheet phantom merging with its humanoid victim.
The transformation from sheet phantom to sheet ghoul takes about 12 hours, during which time the life essence trapped in the sheet is transferred into the slain victim. As part of the transformation process, the fibers of the sheet break down and merge into the body, so the sheet ghoul often looks like it’s covered in cobwebs. The change is completely optional on the part of the sheet phantom; it can release itself from its slain prey and remain a sheet phantom for as long as it desires or merge with its victim and become a sheet ghoul.
Lord Scaumble, Sheet Phantom: ?
Lord Scaumble, Sheet Ghoul: ?
Hounds of Kyuss: ?

Szass Tamm: ?
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
It’s rumored that the Wormcrawl was once the seat of power of Kyuss himself, a master in the art of creating undead, who vanished without a trace centuries ago.
Avolakia tend to keep to their own in the depths of the Fissure. They delight in creating and modifying undead, and they sometimes raid bandits and goblins in the Heights, and underdark races below, for fresh stock.
Lich: ?
Vampire: ?
Zombie: ?
Ghost: ?
Ghoul: ?
Ghast: ?
Wight: ?
Mummy: ?
Sons of Kyuss: ?
Ulgurstasta, Beast of Kyuss: The first ulgurstasta was created ages ago by Kyuss.
Vague notes surviving from Kyuss’s time indicate that the process of creating an ulgurstasta is long and dangerous. The creator first digs a mass grave 100 feet square and 20 feet deep. The grave is filled with dead animal matter, all of which must be infested with various kinds of carnivorous worms. This charnal pit ripens for several days until the putrescence has reached the consistency of soup. The creator then waits for the next new moon, at which time he commands no fewer than twenty undead with the capability to inflict negative levels to enter the pit. A gateway to some unspecified plane of great evil is opened and used to infuse the grave with energy, which instantly causes the undead in the pit to liquefy into the morass. Finally, the creator casts a series of unspecified (and likely forgotten) spells on the contents of the pit; these spells are the key to giving the ulgurstatsta its form and abilities, and certainly require dozens of rare spell components.
As they were created through powerful necromantic magic, these creatures cannot reproduce, nor do they need to breathe or eat.
Dubbed the “beasts of Kyuss” by the few who have survived encounters with the massive undead, the ulgurstasta represent one of Kyuss’ greatest necromantic achievements.
Skeleton: The newly formed ulgurstasta beast has an Intelligence of 1 and is immediately able to create new skeletons.
As a full round action, an ulgurstasta can regurgitate the dormant skeletons in its gut.

Dead and Breakfast
Ghost: ?
 

Voadam

Adventurer
Dragon 277
3.0
Dracula: ?
Queen Victoria, Vampire: ?

Undead: The Pool of Radiance, once thought inactive, now emanates a force making all it touches undead.
Dracolich: ?
Vampire: ?
 

Voadam

Adventurer
Dragon 279
3.0
Jaggedra Thul, Vampiric Drow Half-Dragon Cleric 17: Born the daughter of a powerful priestess and a black dragon in drow form, Jaggedra served her goddess for many years, rising quickly through the ranks and eventually assassinating her own mother to attain the position of high priestess in a major Underdark temple. She found a powerful and like-minded mate in a drow vampire named Zachean. Zachean eventually betrayed and slew Jaggedra to get at a powerful magic item, but direct intervention by the Queen of the Spiders allowed Jaggedra to rise as a vampire herself (normally, a half-dragon cannot be afflicted with vampirism).
Zachean, Drow Vampire: ?

Vampire: A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire spawn 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD.
Vampire Spawn: A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire spawn 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD.
Undead: ?
Szass Tam: ?
 

Voadam

Adventurer
Dragon 280
3.0
Undead Familiar: Undead Familiar feat.
Blackstone Ghost: ?

Tyrantfog Zombie: ?
Curst: ?
Crawling Claw: ?
Huge Skeleton: ?
Evil Cloud Giant Skeleton: ?
Ghoul: ?
Undead: ?

UNDEAD FAMILIAR
General
Your familiar is an undead creature.
Benefit: Rather than a living creature, your familiar is an undead version of a normal animal. See page 6 in the Monster Manual for undead special qualities. Note that you cannot convert an existing non-undead familiar to an undead familiar by taking this feat, although if your familiar is slain and you have this feat, you can reanimate your dead familiar with a raise dead spell. Undead familiars tend to be associated with characters of evil alignment, particularly necromancers.
Undead familiars can be turned or rebuked. Use the familiar’s effective Hit Dice (see the Player’s Handbook, page 51) for the purposes of turning or rebuking. A familiar fleeing or cowering as the result of a successful turn can’t obey commands from the master (any more than it could while fear-struck or paralyzed). Raising a destroyed undead familiar brings it back as a living creature.
 

Voadam

Adventurer
Dragon 281
3.0
Undead Beholder: ?
Spirit of a Famous Bard: A famous bard was murdered and his body was tossed into the river Hebrus. The spirit of the bard now haunts that river, singing sad songs on moonless nights.

Dracolich: ?
Ghost: ?
Vampire: ?
Curst: Each time someone puts on Ynaerv's Mask, the wearer must make a Fortitude save (DC 20) or be instantly transformed into a curst.
Shadow: Like a shadow, the wearer of the mask Shade's veil has a supernatural ability to drain Strength from living opponents. A touch from the wearer can deal 1d6 points of temporary Strength damage. The wearer can invoke this power as a free action three times a day plus the character’s Charisma bonus. Any humanoid reduced to 0 Strength by this attack becomes a shadow under control of the wearer of the mask.
Each time the Mask of Shum is removed, there is a 20% chance that the wearer suffers 1d6 negative levels. After 24 hours have passed the character must make a Fortitude save (DC 20) for each negative level. Each failed save indicates a lost level. A character killed by this attack becomes a shadow within 1d4 rounds.
Strahd: ?
Azalin: ?
 

Voadam

Adventurer
Dragon 282
3.0
Noor Ghalagar: ?

Lich: If this undead thing had indeed been her grandmother, why could it speak? How could it remember? Her grandmother had been an imposing matriarch but not much of a wizard. The spells that transformed a dying wizard into an undead lich were far beyond her meager skills.
Ghost: ?
Zombie: ?
Human Skeleton: ?
 

Voadam

Adventurer
Dragon 284
3.0
Ghost Dragon: ?
Ghostly Horseman: Research in town reveals the legend of a vengeful horseman who promised to return to slay the family of a landlord who stole an heirloom from him.
Aulstear Mrelgaunt, Human Ghost Wizard 19: Mrelgaunt’s knowledge of passing history ends (with a few exceptions, presumably learned from visitors) about two hundred years ago, when he apparently died or passed into undeath. He gives no coherent answers about his passing or where his magic is stored. Perhaps he no longer knows such things, but he is eager to explain the intricacies of arcane spells of low and middling levels, identify items shown to him, and impart the locations of long-dead sages and caches of lost magic.
Robert d'Artois, Sorcerer, Lich: ?
Blaenek the Patient, Lich: ?
Undead French Maid: ?
Skeleton Brigade: ?
Veridian Lich: ?

Dracolich: ?
Death Tyrant: ?
Undead: ?
Ghost: ?
Vampire: ?
Undead: ?
Lich: ?
 

Voadam

Adventurer
Dragon 285
3.0
Faust, Ghost: ?
Hussite Ghost: ?
Picayunal of Lillypoot: ?
Ahmut: This dread warrior was reanimated by the spear of the God of War.

Ghost: The Slavonic Monastery on the square’s southwest corner currently holds a dissident Hussite order; on the north end, the first Hussite rebels threw the Catholic town council out of the windows of the New Town Hall in 1419 and killed them in the marketplace below. Their ghosts still haunt the Hussite chapel in the Square’s center, and beneath it stories whisper of miles of crypts, passageways, and torture chambers running all the way to the Monastery of the Knights of the Cross near the bridge on Charles Street in Old Town.
 

Voadam

Adventurer
Dragon 286
3.0
The Warlock Lord, Human Ghost Sorcerer 10/Elder Druid 10: The Warlock Lord was once a human named Brona who was a member of the Druid Council. He was an intelligent and ambitious man, and he gained power quickly. Brona eventually got his hands on the Ildatch, a powerful tome of dark magic scribed by the ancient demons long before the birth of mankind. When the other Druids saw the hold the dark book had on him, they attempted to free him, but Brona had grown too powerful and he left Paranor with a number of supporters. Those supporters became skull bearers.
Convinced that he was meant to rule the Four Lands, Brona used the magic of the Ildatch to unite the human kingdoms under his command and marched forth with a massive army. This was known as the First War of the Races, and Brona nearly accomplished his plans. The combined elven and dwarven armies managed to turn his forces back with the aid of the Druid Council. Several centuries later Brona returned, now warped by the dark magic of the Ildatch, along with abuse of the Druid Sleep.
The druid sleep is a powerful tool the last Elder Druids use to extend their ability to protect the Four Lands; however, using the sleep makes the Elder Druid dependent on it. Such individuals can walk the world for only short times before their energies are exhausted, and they must sleep again for a minimum of twenty-eight days. If used too often, the druid sleep robs its user of his humanity, gradually turning him into a creature of the spirit world. Such is what happened to the rebel Elder Druid Brona.
Ahmut: Ahmut’s body rotted in an unmarked grave for centuries. His name lived on, as he gradually became a bogeyman used to frighten elven children. When rain pounded on the rooftops, it was said to be the sound of Ahmut on his ghostly steed. Everyone understood that Ahmut would take vengeance on the elven people if given the chance.
As he died with an elven blade in his heart, Stratis gave Ahmut that chance. The god’s spear fell straight and true, piercing the aged skeleton of the Baklien warlord. Ahmut, fire in his eyes anew, tore himself free from the grave. The godly artifact had brought him back as a lord of undeath, and he would have his vengeance.
Ghostly Steed: ?
Slaughterpit Gnoll Zombie: Some of the necromancers of the Red Scythe are of questionable sanity. They are not content to simply animate the dead; they want to find a way to make them “better” than they were in life. Slaughterpit Gnoll Zombies are the result of one such experiment. Two extra arms and one extra head have been sewn on to a gnoll corpse, thus improving upon nature’s design.
Skeletal Lord: ?

Ghost: The druid sleep is a powerful tool the last Elder Druids use to extend their ability to protect the Four Lands; however, using the sleep makes the Elder Druid dependent on it. Such individuals can walk the world for only short times before their energies are exhausted, and they must sleep again for a minimum of twenty-eight days. If used too often, the druid sleep robs its user of his humanity, gradually turning him into a creature of the spirit world. Such is what happened to the rebel Elder Druid Brona.
Every twenty-eight days past the first four weeks that someone spends in druid sleep, he must make a successful Will save (DC 15) or be turned into a ghost like the Warlock Lord. For every twenty-eight days the sleep continues, another Will save must be made, increasing in difficulty by one (DC 16 after 84 days, 17 after 112, and so on) until the saving throw fails.
Undead: ?
Shadow: Any shadows a nightcloack's summoned shadow creates by draining Strength are under the control of the nightcloak.
Vampire: ?
Vampire Spawn: ?
Skeleton: The power of Stratis’s spear allowed Ahmut to raise undead skeletons quickly from old battlefields.
Zombie: ?
Lich: ?
 

Voadam

Adventurer
Dragon 301
3.0
Shadow Shadow Dragon Shade: ?
Shadow Ghoul: ?
Captain Marsud, Wight: “Captain Marsud’s Ghost” relays the story of a mutinous crew of pirates that seizes control of the schooner Golden Hawk by tying the ship’s captain to the anchor and dragging him to his death across the bottom of the ocean. Captain Marsud returned as a wight and one by one murdered his former crewmembers and turned them into wights.

Lich: ?
Shadow: ?
Ghast: ?
Ghoul: ?
Banshee: ?
Bodak: ?
Undead: ?
Vampire: ?
Wight: “Captain Marsud’s Ghost” relays the story of a mutinous crew of pirates that seizes control of the schooner Golden Hawk by tying the ship’s captain to the anchor and dragging him to his death across the bottom of the ocean. Captain Marsud returned as a wight and one by one murdered his former crewmembers and turned them into wights.
 

Voadam

Adventurer
Dragon 307
3.0
Trap Haunt, Trapparitions: A trap haunt is the undead remnant of a particularly headstrong rogue who was slain by a trap. Like most ghosts, a trap haunt is bound to the site of its death—in this case, the very trap that created it.
Trap haunts are sometimes purposely created by an especially evil and cruel individual who seeks to further protect a trap-filled lair. Often, such an individual invites a rogue into her lair with the promise of riches and power in return for simply testing her newest security devices. Typically, the lair contains numerous minor and obvious traps, to lure the rogue into a false sense of security. Once the rogue’s guard is down, the real trap is sprung. Creating trap haunts in this manner is time consuming—only the most charismatic of victims can become trap haunts.
“Trap haunt” is a template that can be added to any living creature that possesses at least 1 level of rogue and has been slain by a trap. The creature must have a Charisma score of at least 18.
Human Rogue 6 Trap Haunt: A scything blade trap in a narrow secret passage took the life of a careless human rogue, and as a trap haunt that rogue now seeks to kill any creature that enters its domain.
Ghoulish Troll: ?
Bodak Creature: Bodaks are the undead remnants of creatures destroyed by the touch of absolute evil.
“Bodak creature” is a template that can be added to any corporeal creature of 5 or more HD except constructs, oozes, plants, and undead.
Bodaks are undead remnants of people destroyed by absolute evil.
Bodak Five-Headed Hydra: ?
Ghoulish Creature: Occasionally, a living person chooses a path of ineffable evil through depraved acts including regular cannibalism. Sometimes, these creatures turn into ghoulish versions of their living selves.
“Ghoulish creature” is a template that can be added to any giant or monstrous humanoid or a humanoid with 4 or more HD.
A creature killed by a ghoulish creature rises as a form of ghoul 1d4 days after death. The victim returns as a ghoul if it was a humanoid with 3 or fewer HD and as a ghoulish creature if it was a giant or monstrous humanoid or a humanoid with 4 or more HD.
A creature killed by a ghoulish harpy rises as a form of ghoul 1d4 days after death. The victim returns as a ghoul if it was a humanoid with 3 or fewer HD and as a ghoulish creature if it was a giant or monstrous humanoid or a humanoid with 4 or more HD.
Ghoulish Harpy: ?
Ghastly Creature: “Ghastly creature” is a template that can be added to any giant or monstrous humanoid or a humanoid with 7 or more HD.
A creature killed by a ghastly creature rises as a form of ghast 1d4 days after death. The victim returns as a ghast if it was a humanoid with 6 or fewer HD and as a ghastly creature if it was a giant, humanoid, or monstrous humanoid with 7 or more HD.
A creature killed by a ghastly hill giant rises as a form of ghast 1d4 days after death. The victim returns as a ghast if it was a humanoid with 6 or fewer HD and as a ghastly creature if it was a giant or monstrous humanoid or a humanoid with 7 or more HD.
Ghastly Hill Giant: ?
Scion of Kyuss: Scions of Kyuss are undead creatures created by Kyuss, a powerful evil cleric turned demigod.
“Scion of Kyuss” is a template that can be added to any Medium-size or smaller humanoid, monstrous humanoid, or giant with 9 or more HD, any Large humanoid, monstrous humanoid, or giant with 13 or more HD, or any Huge or larger humanoid, monstrous humanoid, or giant.
A creature killed by a scion of Kyuss rises as an undead creature 1d4 days after death. The victim returns as a spawn of Kyuss (see Monster Manual II)* if it is a giant, humanoid, or monstrous humanoid that does not qualify for the scion of Kyuss template and as a scion of Kyuss if it does. Other creatures do not rise as undead.
*If you do not have Monster Manual II, the creature rises as a standard zombie.
Ogre Mage Scion of Kyuss: ?
Westeros Wight, Barrow-Wight, Wight: The wise recommend burning the dead immediately rather than risk them becoming wights.
Others: ?
Arch-Uber-Mega-Lich-Lord Malignix: ?

Undead: ?
Ghost: ?
Ghoul: A creature killed by a ghoulish creature rises as a form of ghoul 1d4 days after death. The victim returns as a ghoul if it was a humanoid with 3 or fewer HD and as a ghoulish creature if it was a giant or monstrous humanoid or a humanoid with 4 or more HD.
A creature killed by a ghoulish harpy rises as a form of ghoul 1d4 days after death. The victim returns as a ghoul if it was a humanoid with 3 or fewer HD and as a ghoulish creature if it was a giant or monstrous humanoid or a humanoid with 4 or more HD.
Bodak: Corporeal creatures (except constructs, plants, oozes, and undead) who die from a bodak creature's death gaze attack are transformed into bodaks in one day.
Ghast: A creature killed by a ghastly creature rises as a form of ghast 1d4 days after death. The victim returns as a ghast if it was a humanoid with 6 or fewer HD and as a ghastly creature if it was a giant, humanoid, or monstrous humanoid with 7 or more HD.
A creature killed by a ghastly hill giant rises as a form of ghast 1d4 days after death. The victim returns as a ghast if it was a humanoid with 6 or fewer HD and as a ghastly creature if it was a giant or monstrous humanoid or a humanoid with 7 or more HD.
Zombie: A creature killed by a scion of Kyuss rises as an undead creature 1d4 days after death. The victim returns as a spawn of Kyuss (see Monster Manual II)* if it is a giant, humanoid, or monstrous humanoid that does not qualify for the scion of Kyuss template and as a scion of Kyuss if it does. Other creatures do not rise as undead.
*If you do not have Monster Manual II, the creature rises as a standard zombie.
Spawn of Kyuss: A creature killed by a scion of Kyuss rises as an undead creature 1d4 days after death. The victim returns as a spawn of Kyuss (see Monster Manual II)* if it is a giant, humanoid, or monstrous humanoid that does not qualify for the scion of Kyuss template and as a scion of Kyuss if it does. Other creatures do not rise as undead.
*If you do not have Monster Manual II, the creature rises as a standard zombie.
Wight: ?
Skeleton: ?
 

Voadam

Adventurer
5e SRD v 5.1
5e
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
Ghost: ?
Ghast: Create Undead spell, 8th level or higher spell slot.
Ghoul: Create Undead spell.
Lich: ?
Mummy: Create Undead spell, 9th level spell slot.
Mummy Lord: ?
Shadow: If a non‐evil humanoid dies from a shadow's strength drain attack, a new
shadow rises from the corpse 1d4 hours later.
Skeleton: Animate Dead spell.
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: Wraith's create specter ability.
Vampire: ?
Vampire Spawn: ?
Wight: Create Undead spell, 8th level or higher spell slot.
Will-o'-Wisp: ?
Wraith: ?
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Animate Dead spell.
Finger of Death spell.
Ogre Zombie: ?
Avatar of Death: ?

Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Create Undead
6th-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
Duration: Instantaneous
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

Finger of Death
7th-level necromancy
Casting Time:1 action
Range:60 feet
Components:V, S
Duration:Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Create Specter.
The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space.
 
Last edited:

Voadam

Adventurer
D&D Basic Rules Version 1.0
5e
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf.
Flameskull: ?
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.
Ghoul: ?
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest.
Skeleton: ?
Wight: ?
Zombie: A humanoid slain by a wight's Life Drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies.
Finger of Death spell.
Lich: ?
Vampire: ?
Specter: ?

Finger of Death
7th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
 

Voadam

Adventurer
Monster Manual
5e
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Banshee: This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf.
Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters.
A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom.
Beholder Death Tyrant: On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind.
Crawling Claw: Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing.
Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer's spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails.
The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers.
If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer's soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed.
Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw.
Death Knight: When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature.
Lord Soth, Death Knight: Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight.
Demilich: The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This "demilich" contains only a fragment of the lich's malevolent life force-just enough so that if it is disturbed, these remains rise into the air and assume a wraithlike form.
A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich.
Acererak, Demilich: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Acererak Disciple Demilich: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs.
Dracolich: Even as long-lived as they are, all dragons must eventually die. This thought doesn't sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods.
Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich's phylactery. As the dragon's flesh rots away, the spirit inside the gem returns to animate the dragon's bones.
Only an ancient or adult true dragon can be transformed into a dracolich . Younger dragons that attempt to undergo the transformation die, as do other creatures that aren't true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can't be transformed into a dracolich, for it has already lost too much of its physical form.
Adult Blue Dracolich: ?
Flameskull: Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghost: A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.
A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.
Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Doresain, Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Ghast: Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast.
Vlaakith, Lich-Queen, Githyanki: ?
Lich: Liches are the remains of great wizards who embrace undeath as a means of preserving themselves.
No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge.
A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver.
With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains.
Mummy: Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse.
The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages.
The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise.
The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose.
Mummy Lord: In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires.
Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells.
Heart of the Mummy Lord. As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs.
Bone Naga: In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor.
Vecna, Lich: ?
Revenant: A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse.
Shadow: As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume.
If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later.
A humanoid reduced to 0 hit points by a shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
A humanoid reduced to 0 hit points by a young red shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Skeleton: Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.
Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.
While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms.
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some a re spawned when dark magic or the touch of a wraith rips a soul from a living body.
A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives.
Wraith's Create Specter power.
Specter Poltergeist: A poltergeist is a different kind of specter-the confused, invisible spirit of an individual with no sense of how he or she died.
Vampire: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control.
Vampire Spawn: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them.
A humanoid slain by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Count Strahd Von Zarovich: In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.
Vampire Warrior: Some vampires have martial training and battlefield experience.
Vampire Spellcaster: Some vampires are practitioners of the arcane arts.
Wight: The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda.
Will-o'-Wisp: Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic.
Wraith: A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered.
When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died.
Zombie: Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation.
Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell.
The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.
Moreover, a beholder's ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants.
Any humanoid that dies in a death tyrant's negative energy cone becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.
Humanoids slain by a wight can rise as zombies under its control.
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Ogre Zombie: ?
Beholder Zombie: ?

Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
 

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