Undead Origins

Voadam

Legend
Westwater

Westwater
Labyrinth Lord
Ghoul: ?
Mummy: ?
Skeleton: Skeletons are those animated skeletal remains of humanoid (most often but not always) creatures.
Specter: ?
Vampire: ?
Wraith: Wraiths are undead creatures, spirits of those who have died violently.
Creatures slain by a wraith will raise as a wraith themselves in 1d4 days.
Wight: Any creature drained to level 0 will die and become a wight themselves in 1d4 days.
Zombie: Zombies are mindless undead creatures, being the animated remains of humanoids (mostly).
 
Last edited:

log in or register to remove this ad


Voadam

Legend
Yoon-Suin

Yoon-Suin
Labyrinth Lord
Undead Amphisbaenid: These amphisbaenids sometimes, for reasons unknown, are able to extend their life beyond death and live an immortal existence in the deep forests of Láhág.
Chokgyur, Who Has Seen the Afterlife: ?
Chokgyur Worshipper: Undead monks who he drained the life from and took with him when he left the Walung monastery.
Sokushinbutsu: ?
 
Last edited:

Voadam

Legend
COA01: The Chronicles of Amherth

COA01: The Chronicles of Amherth
Labyrinth Lord
Undead: Laelo burial practices include elaborate funerals that end in cremation—if not, Laelo dead always return as undead.
Ashogarr: Ashogarrs are the remains of drowning victims, particularly those killed by murder or neglect.
Matroni: ?
Yukree: ?
 
Last edited:

Voadam

Legend
COA02: Ghoul Keep and the Ghoul Lands

COA02: Ghoul Keep and the Ghoul Lands
Labyrinth Lord
Lorrgan Makaar: In ages past, when the great Kingdom of Mor fell into ruin, the sorcerer-baron Lorrgan Makaar fled to his ancient palace fortress, but was unable to escape the dark magics unleashed during the destruction of the Great City. Makaar soon succumbed to a strange sickness that left him bedridden for days. Fearing their lord to be cursed, his followers began to desert him, one by one, until at last he was alone. When Makaar awoke from his fever, he found that he was no longer fully human. Lorrgan Makaar had become an unholy ghoulish creature of great power.
Arkaan Makaar:
Dala Makaar:
Jaheen Makaar:
Urgen Makaar:
Morrow Makaar:
Wukrael Qalor:
Bonewraith: A bonewraith is an undead monster formed from the restless spirits of fallen soldiers.
Ghoul: ?
Ghoul Reaver: Humans slain by a warrior ghoul’s claw or bite attack rise again in 24 hours as reaver ghouls, unless the spell bless is cast upon their bodies.
Humans slain by a shadow ghoul’s claw or bite attack rise again in 24 hours as reaver ghouls, unless the spell bless is cast upon their bodies.
Humans slain by a sorcerer ghoul’s claw or bite attack rise again in 24 hours as reaver ghouls, unless the spell bless is cast upon their bodies.
Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies.
Ghoul Reaver Ghoulaqi: ?
Ghoul Warrior: Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies.
Ghoul Shadow: Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies.
Ghoul Sorcerer: Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies.
Ghast: ?
Gahoul: Once in a great while, one of Lorrgan Makaar’s human wives dies while giving birth to an abominable blend of human and ghoul known as a gahoul.
Traask The King's Steed: Some say the dragon was once Makaar’s archenemy, while others say it was once the mate or child of the great blue dragon A’tan Hellise.
Irik Utal: This sarcophagus is decorated with numerous carvings depicting Ghoul Keep as well as Utal’s numerous victories. The remains of Irik Utal lie within. Unknown to any save the sorcerer ghoul Jexahl Ta, Irik Utal has slowly begun to reanimate, and if he awakens fully, he may become a powerful undead, perhaps even a lich. The effect of his reawakening is left for the Labyrinth Lord to decide.
Mummy: Seven sealed crypts line the walls of this chamber. These are the final resting places of former wardens of Ghoul Keep. Each crypt contains Hoard Class XXI, but each crypt opened causes the remains to animate as a mummy in 1d4 days. The mummy hunts down the character(s) who disturbed its peace and does not rest until it is slain.
Undead Purple Worm: ?
Zombie: The crab’s operator piloted it out of the sinkhole before succumbing to his injuries. He has since reanimated as a zombie and attacks anyone who opens the hatch.
Anyone killed by Raltus rises as a zombie or skeleton in 1d4 rounds.
Cal Waruk: ?
Lek Mercan: ?
Lek Agheer: ?
Aag Aat: ?
Jexahl Ta: ?
Skeleton: Anyone killed by Raltus rises as a zombie or skeleton in 1d4 rounds.
Raltus the Undying: Raltus the Undying is the avatar of the Kalitus Corpi undead cult.
 
Last edited:

Voadam

Legend
Dungeon Full of Monsters

Dungeon Full of Monsters
Labyrinth Lord
Anamhedonic Ghost: A target reduced to zero Charisma [by an anamhedonic ghost] becomes a ghost themselves.
Nun of the Bone Goddess: But even though they were slaughtered and their monastery was destroyed, the nuns remained unvanquished. For they had taken up worship of the Bone Goddess, and she would not let mere death prevent her followers from attending to her sepulchral bidding.
The Abbess: ?
Blackbone Abbess: ?
Blackbone Nun: ?
Flagellant Nuns: ?
Rhinocorn Wraith: When the civilization of Southern unicorns collapsed, it left behind more than just cursed carcasses. Some rhinocorns refused to take their rage and sorrow with them into death, and so that rage and sorrow became their ghosts.
Snake Eyes: Two hundred thousand years ago, a nation of warriors built a city upon a river whose name has long been lost in time. Such is the weight of years that the river itself was gone before recorded time, leaving only a blasted wasteland full of cracks and fissures and the poisonous smoke that seeps forth out of them. No hint of that ancient city or its people is left, save one—their greatest champion, the best of the best, remains. Now he is only a giant flying head, with snakes for eyes, wings that flap behind him, and a pair of dangling, gangrenous arms hanging down below his chin, each one bearing an ancient sword made of bronze.
Burning Zombie: ?
Calcified Zombie: Some zombies have been in the caves beneath Skull Mountain for so long that the limestone has accumulated on them, forming a stony crust over their rotten muscles.
Compound Zombie: ?
Cult Zombie: When death cultists die, their bodies become cult zombies and continue their work.
Exploding Zombie: ?
Fight Zombie: It is hard for dead, rotting flesh to maintain the alacrity and drive it had in life, but for some corpses, the animating rage inside them burns brighter than it does in others.
Fungated Zombie:
Guardian Zombie:
After 6 months, a cult zombie becomes a guardian zombie.
Hydra Zombie: ?
Hydra Zombie Revenger: When the hydra zombie is defeated, only the reptilian part of it is slain. The four humanoids attached to it become independent, free to revenge themselves upon the living!
Hydra Zombie Revenger The Butler: When the hydra zombie is defeated, only the reptilian part of it is slain. The four humanoids attached to it become independent, free to revenge themselves upon the living!
Hydra Zombie Revenger The Critic: When the hydra zombie is defeated, only the reptilian part of it is slain. The four humanoids attached to it become independent, free to revenge themselves upon the living!
Hydra Zombie Revenger The Pastor: When the hydra zombie is defeated, only the reptilian part of it is slain. The four humanoids attached to it become independent, free to revenge themselves upon the living!
Hydra Zombie Revenger The Victim: When the hydra zombie is defeated, only the reptilian part of it is slain. The four humanoids attached to it become independent, free to revenge themselves upon the living!
Mass of Zombie Limbs: An imitation of either the mass of limbs or the tentacle man (or both, perhaps?), these hideous collections of arms and legs sewn together show the death cult has imagination, if not a conscience or any shred of humanity left.
Monastic Zombie: ?
Plague Zombie: ?
Slow Zombie: When lesser necromancers create zombies, the result is too-often a slow, shambling mockery of a true zombie.
Vat Zombie: ?
Harlan Blackhand: Harlan Blackhand used to let the death cultists store bones in these catacombs, and they would practice animating undead here. They still keep the place tidy.
He built his sanctum on the ruins of Drakdagor’s old tower, and took a fateful plunge from which there is no coming back—he became a lich.
The death ritual was performed at midnight, under the full moon. Harlan slaughtered half a village as payment to the gods of death. All that the survivors could remember about Harlan were his hands, dripping black with blood in the moonlight. It was not his first foray into wanton murder and destruction, and it would not be his last.
The Lich Sorceress: ?
The Flowered King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
The Jewelled King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
The Iron King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
The Vampire King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
The first of the Monster King’s royal “trophies,” the Vampire King was subjected to a debased form of vampirism before being entombed.
The Wolf King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
Skeleton of the Catacombs: The arcades are full of bones, which sometimes spill out into the hall. For each living person that enters the hall, there is a 1 in 6 chance that some of these bones will animate and attack (roll dice equal to the intruders, any 1s indicates an encounter with 1d8 skeletons).
Unruly Skeleton: ?
Ghost: The ghosts of people whose bodies were thrown into the spawning pit congregate here, and some become visible.
These are the souls of people killed by the skinwearers and the iridescent globes.
Zombie: The round after a Bleeding Man has been slain, there is a 1 in 3 chance that he rises again, regaining 1d6 hit points and leaping back into the fight. If he is not killed again, he becomes an undead zombie (but does not gain additional hit points).
In this huge cave is a deep, wide pit, into which the death cultists throw dead things. Inside the pit, they knit themselves together and climb out as zombies, amalgamated from the corpses of myriad beings.
Bone Guardian: ?
 
Last edited:


Voadam

Legend
Dry Land: Empire of the Dragon Sands

Dry Land: Empire of the Dragon Sands
3.0
Shadow: Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Messehn Hessalihn, Dragori-Sah True Mummy Cleric 14/Sorcerer 4: Messehn is an ancient greater mummy, created by masters within the cult of eternal life hundreds of years ago.
He benefited from the full rite, rather than the abortive rite that results in mindless mummies.
True Mummy: Created through complicated rituals and alchemical processes, the true mummy is much more than the non-intelligent, clumsy, cursed tomb resident normally depicted. Long ago, before the dawn of the dragori, the gods held the secret of immortality. When the Age of Ice came and threatened to bury all dragori in its white shroud, the Great Dragon decided to save what he could, and taught the secrets of immortality and preservation to his favored children. Alas, their mortal minds could not master the processes required for these gifts, and so their creations were as flawed as their understanding. The true mummies are created through Craft (Embalming) and Alchemy.
A true mummy is a preserved corpse animated by divine necromancies.
“True mummy” is a template that can be added to any sentient living creature with a solid physical form as well as the necessary organs (tongue, heart and brain). The creature must have been a divine spellcaster capable of casting resurrection in order to create the sacred vessels for his own transformation.
The core element of becoming a true mummy is removing three organs during the embalming process and placing them into specially prepared sacred vessels, which in turn store the true mummy’s essential soul and persona. Unless the true mummy is separated from these Sacred Vessels, no physical attacks can ever slay him due to his fast healing. Each true mummy must make his own three sacred vessels, which requires the Craft Wondrous Item feat. The character must be a divine spellcaster able to cast resurrection. Sacred vessels cost 100,000 gp and 4,000 XP to create and have a caster level equal to that of their creator at the time of their creation. The sacred vessels are most often small stone or clay jars (sometimes metal) just large enough to contain the desiccated organs placed within.
Once the sacred vessels are crafted, the person to become a true mummy must die, allowing his body to be embalmed and the necessary organs removed to be placed in the sacred vessels. The act of embalming the corpse requires a DC 25 Craft (Embalming) check under the supervision of an overseer with at least 10 ranks of Knowledge (Religion) (this second requirement can be fulfilled by one of the embalmers). Up to three embalmers may work on a single corpse, with each helper giving a +2 bonus to the skill check of the master embalmer as long as the helper makes a successful DC 10 Craft (Embalming) check. The master embalmer or the overseer must cast death ward and dimensional anchor during this time, and must also expend 1,000 XP in the sacred ritual of embalming. If the Craft (Embalming) roll fails or the XP cost is not paid, the ritual fails and the corpse rises in one week as a normal mummy. If the ritual is a success, the corpse rises in one week as a true mummy (or as a desecrated mummy if he has already lost the sacred vessels).
Desecrated Mummy: A true mummy becomes a desecrated mummy if it loses any of its sacred vessels.
Mummy: If the Craft (Embalming) roll fails or the XP cost is not paid, the ritual to create a true mummy fails and the corpse rises in one week as a normal mummy.

Sacred Vessels
The core element of becoming a true mummy is the removal of three organs during the embalming process and their placement into specially prepared sacred vessels, which in turn store the true mummy’s essential soul and persona. Unless the true mummy is separated from these sacred vessels, no physical attacks can ever slay him due to his Fast Healing.
Each true mummy must make his own sacred vessels. This requires the Craft Wondrous Item feat. The character must be a divine spellcaster able to cast resurrection. Sacred vessels cost 100,000 gp and 4,000 XP to create and have a caster level equal to that of their creator at the time of creation. Sacred vessels are most often small stone or clay jars (sometimes metal), just large enough to contain the desiccated organs placed within.
Magically enchanted, a sacred vessel has a hardness of 20 and 20 hit points. It cannot be struck while being worn, even by a sunder attack.
The sacred vessels contain some of the essential energies of the true mummy. Each jar contains one organ—each linked to a different ability. The brain is linked to Intelligence, the heart to Wisdom and the tongue to Charisma. If the true mummy loses possession of one of these jars, the corresponding ability drops to that of a desecrated mummy. If two or three jars are taken, the true mummy becomes a desecrated mummy.
For creatures other than the mummy, the sacred vessels can provide great enhancements. A creature in possession of one or two vessels gains a sacred bonus to the corresponding ability scores equal to one half of the original true mummy’s ability bonus. For example, the heart of a mummified cleric with a Wisdom of 22 (+6 bonus) would provide a +3 sacred bonus to Wisdom.
With all three sacred vessels from the same true mummy, the bearer has the option of taking the original mummy’s ability scores in all three abilities, replacing his own. Great though this boon is, the risk is greater. Regardless of whether the bearer of the sacred vessels accepts the original ability scores, once he is in possession of all three vessels he begins making an opposed Will save against the original mummy’s scores. If the mummy wins, his lifeforce transfers to the body of the creature, permanently destroying the current soul, and the body begins the metamorphosis into a true mummy once again. The true mummy template is applied to that creature (except for the Wisdom bonus normally inherent in that template).
Caster Level: see above; Prerequisites: Craft Wondrous Item, resurrection, soul bind; Market Price: 50,000 gp per jar minimum (depending on the embalmed mummy).
 
Last edited:

Voadam

Legend
Legacy of Damnation

Legacy of Damnation
3.0
Corrupted Undead: Special rules apply when a creature with the Undead type gains the Corrupted template. The template can never be applied to an existing Undead creature; it can only be applied to a new Undead creature that is specifically animated using Infernal energies.
If a Corrupted Undead has the ability to create other undead as a result of slaying them or draining their abilities, then any undead created in that fashion arise with the Corrupted template themselves.
Some of the Devil-Kings have found a way to fuse the essence of Infernal energy with the energies that are used to animate the dead; Corrupted Undead are a particularly terrifying sight.
Corrupted Ghoul: An afflicted humanoid who dies of a corrupted ghoul's ghoul fever rises as a ghoul with the Corrupted template at the next midnight. A humanoid of 4 or more Hit Dice rises as a Corrupted ghast, not a ghoul.
Corrupted Ghast: An afflicted humanoid who dies of a corrupted ghoul's ghoul fever rises as a ghoul with the Corrupted template at the next midnight. A humanoid of 4 or more Hit Dice rises as a Corrupted ghast, not a ghoul.
 
Last edited:

Voadam

Legend
The Planes Feuerring Gateway to Hell

The Planes Feuerring Gateway to Hell
3.0
Lake Hag: Any humanoid slain by the devils and cast into Lethe emerges a week later as a lake hag.
Devils cast the mutilated corpses of all slain humanoids into Lethe’s murky depths. Regardless of its original gender, prolonged exposure to the tainted waters transforms the cadaver into a lake hag.
 
Last edited:

Remove ads

Top