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Undead Origins


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Voadam

Hero
MC2 Monstrous Compendium Volume Two
2e
Banshee, Groaning Spirit: The groaning spirit, or banshee, is the spirit of an evil female elf—a very rare thing indeed.
Haunt: A haunt is the restless spirit of a person who died leaving some vital task unfinished.
The exact task to be accomplished varies, but the motives are always powerful (revenge, unfulfilled greed, love, and so forth). Often great distances need to be traveled before the task can be completed and a haunt will drive its host mercilessly toward the goal, ignoring all needs for food or sleep.
Heucuva: Legends tell that heucuva are the restless spirits of monastic priests who were less than faithful to their holy vows. In punishment for their heresies, they are forced to roam the dark.
Poltergeist: Poltergeists are the spirits of restless dead.
Some say that poltergeists are the spirits of those who committed heinous crimes that went unpunished in life.

Spectre: ?
Ghost: ?
 

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Hero
MC4 Monstrous Compendium Dragonlance Appendix
2e
Undead Beast: The undead beast is a mindless killer of unknown origin, compelled to destroy the living.
Stahnk: ?
Gholor: ?
Anhkolox: ?
Knight Haunt: A knight haunt is a floating suit of Solamnic armor, always accompanied by some sort of weapon. If the battle where the knight fell was one where more than 100 Solamnic knights died then it is always riding a suit of floating horse barding.
A knight haunt is sometimes (5% chance) created when an especially lawful good Knight with a Wisdom of 17 or higher dies in battle. The haunt rises with the next full moon phase of Solinari. If its armor has been taken away, the power of the spirit can magically teleport the armor back to the site of the battlefield. If its armor has been destroyed, the power that creates the haunt can create an exact duplicate of the armor it wore.
Death Knight: A death knight is the horrifying corruption of a Knight of Solamnia, cursed by the gods to its terrible form as punishment for betraying the code of honor it held in its former life.
The death knights of Krynn are former Knights of Solamnia who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason. (For instance, Lord Soth, the most famous of all death knights, murdered his wife so that he could continue an affair with an elf maid.) Death knights are cursed to remain in their former domains, usually castles or other strongholds. They are further condemned to remember their crime in song on any night when one of Krynn's three moons is full; few sounds are as terrifying as a death knight's chilling melody echoing through the moonlit countryside.
Lord Soth, Death Knight: The death knights of Krynn are former Knights of Solamnia who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason. (For instance, Lord Soth, the most famous of all death knights, murdered his wife so that he could continue an affair with an elf maid.)
Spectral Minion: Spectral minions are the spirits of humans or demihumans who died before they could fulfill their vows. Even in death, spectral minions are bound to the vows or quests placed upon them while they were alive.
Spectral minions are cursed to relive the events leading to their death, endlessly trying to fulfill their vows. Outdoors, they must stay within 1,000 yards of where they died. Indoors, they must stay in the corridor or room where they lost their lives. On very rare occasions where a quest required them to perform an act over a wide area, they are free to roam within that area.
Spectral Minion Berserker: Some spectral minions become overwhelmed by despair. Losing all hope of ever being freed from their charge, these minions are eventually driven into a berkserking frenzy. Others become mindless killers as soon as they become minions because of an unresolved obsession in their former lives; for instance, a spectral minion cook might become a berserker because someone in the past criticized his cooking and was no longer around to apologize for the remark.
In all cases, berserker spectral minions have rebelled against their quests and have no hope of ever being freed from their charges.
Spectral Minion Guardian: These spectral minions were quested to defend a room, a passage, or an object. In most cases, they served as guards for some important location and died at their posts.
Spectral Minion Philosopher: It is their curse to endlessly discuss philosophic issues left unresolved in their former lives.
Spectral Minion Reveler: These minions are cursed to celebrate madly for all eternity.
Spectral Minion Searcher: Searchers are spectral minions that stalk endlessly through their territory, searching for a particular object to fulfill their quest. These creatures were questing when they died in their original forms, and usually the object of the quest is not to be found within the searcher's range.
Spectral Minion Warrior: These minions are the spirits of mortals who were locked in combat at the time of death, usually soldiers who died in bloody battles. Groups of 100 or more warrior spectral minions are typically encountered on a battlefield, including fighters of differing alignments from both sides of a battle.
Skeleton Warrior: Formerly powerful fighters, skeleton warriors are undead lords forced into their nightmarish states by powerful wizards or evil demigods who trapped their souls in golden circlets.
Witchlin: Wichtlin are a result of an ancient curse on the court of Queen Sylvyana, a Silvanesti elf also known as the Ghoul Queen. All known records of her reign were destroyed by the Silvanesti, and only fragments of rumors remain. When an elf of evil alignment dies violently, there is a 1 % chance that Chemosh, the Lord of the Undead, in conjunction with the spirit of Queen Sylvyana, claims his spirit and resurrects him as a wichtlin.
Kagonesti Witchlin: If an evil Kagonesti elf meets a violent death while riding a wild stag mount, the spirit of the wild stag may also be claimed by Chemosh and resurrected along with the elf.
Witchlin Wild Stag: If an evil Kagonesti elf meets a violent death while riding a wild stag mount, the spirit of the wild stag may also be claimed by Chemosh and resurrected along with the elf.

Skeleton: ?
Zombie: ?
Ghoul: ?
Shadow: ?
Wight: ?
Ghast: ?
Wraith: ?
Mummy: ?
Spectre: ?
Vampire: ?
Ghost: ?
Lich: ?
Groaning Spirit: ?
Juju Zombie: ?
Lacedon: ?
Poltergeist: ?
Revenant: ?
 

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Hero
MC5 Monstrous Compendium Greyhawk Adventures Appendix
2e
Crypt Thing: ?
Crypt Thing Ancestral: Ancestral crypt things are the raised spirits of the dead that have returned to guard the tombs of their descendants. This happens only in rare cases (determined by the DM).
Crypt Thing Summoned: Called into existence by a wizard or priest of at least 14th level.
Create Crypt Thing spell.
Son of Kyuss: Sons of Kyuss are horrible undead beings that convert living humans and demihumans into cursed undead like themselves.
In addition to flailing fists, one worm per round attempts to jump from a son of Kyuss's head to a character the son is meleeing. The worm needs only to roll a successful attack roll (same THACO as the son) to land on the victim. The worm burrows into the victim on the next round unless killed by the touch of cold iron, holy water, or a blessed object. After penetrating the victim's skin, the worm burrows toward the victim's brain, taking 1d4 rounds to reach it. During this time a remove curse or cure disease spell will kill the worm, and neutralize poison or dispel evil will delay the worm for 1d6 turns. If the worm reaches the brain, the victim dies immediately and becomes a son of Kyuss. Decay and putrification set in without further delay.
Kyuss was an evil high priest who created the first of these creatures, via a special curse, under instruction from an evil deity.
The worms are tied to the curse of the sons but exactly how remains a mystery. It is known that the worms cannot survive apart from a victim or on a son. Worms that fail to burrow into a victim die as soon as they touch the ground. Any worm removed from a son dies within one round of separation from the son who carried it. When a son is killed permanently, the worms die with him. Some sages have proposed that the worms might not be living creatures per se, but incarnations of the curse.
Vampire Wizard: ?
Slow Shadow: Slow shadows, like shadows, are believed to be a race of long-dead people cursed to madness and a split existence on the Prime and Negative Material planes. This curse drives slow shadows to hunt and transform living humanoids and demihumans into slow shadows like themselves.
Sages speculate that shadows and slow shadows, when they lived, were bitter enemies. Their cruel, wicked ways and constant warfare brought down a terrible curse upon both races. Now the two people continue their ancient battle, never dying, cursed to insanity, recruiting new shadows and slow shadows from the living. On rare occasions, battles between shadows and slow shadows have been witnessed and it seems that vanquished slow shadows become shadows and vanquished shadows become slow shadows.
Lesser Slow Shadow: Humanoids killed by slow shadows become lesser slow shadows within one turn.
The change can be prevented by casting remove curse on the body.
Swordwraith: Swordwraiths are the spirits of warriors cut down during battle and kept from the dissolution of death by their indomitable wills.
Swordwraiths were once professional soldiers for whom fighting was all there was in life. In many cases, they are too stubborn to even admit that they are dead.
Soul Beckoner: ?
Sea Zombie, Drowned One: Sea zombies (also known as drowned ones) are the animated corpses of humans who died at sea. Although similar to land-dwelling zombies, they are free-willed and are rumored to be animated by the will of the god Nerull the Reaper.
Many of the humans who become drowned ones were priests while alive, and they retain their powers as undead.

Zombie: A cure disease or remove curse spell will transform a son of Kyuss into a zombie, but both spells require that the priest touch the son.
Shadow: Slow shadows, like shadows, are believed to be a race of long-dead people cursed to madness and a split existence on the Prime and Negative Material planes. This curse drives slow shadows to hunt and transform living humanoids and demihumans into slow shadows like themselves.
Sages speculate that shadows and slow shadows, when they lived, were bitter enemies. Their cruel, wicked ways and constant warfare brought down a terrible curse upon both races. Now the two people continue their ancient battle, never dying, cursed to insanity, recruiting new shadows and slow shadows from the living. On rare occasions, battles between shadows and slow shadows have been witnessed and it seems that vanquished slow shadows become shadows and vanquished shadows become slow shadows.
Ghoul: ?
Ghast: ?
Wight: ?
Juju Zombie: ?
Lacedon: ?
Skeleton: ?
Wraith: ?
Spectre: ?
Ghost: ?
Lich: ?

Create Crypt Thing
7th-level Wizard or Priest spell (necromantic)
(Reversible)
Range: Touch Casting Time: 1 round
Components: V,S Area of Effect: 1 corpse
Duration: Permanent Saving Throw: None
This spell enables the caster to cause a single dead body to animate and assume the status of a crypt thing. This spell can be cast only in the tomb or grave area the crypt thing is to protect; the spell requires that the caster touch the skull of the subject body. Once animated, the crypt thing remains until destroyed. Only one crypt thing may guard a given tomb.
A successful dispel magic spell returns the crypt thing to its original unanimated state. Attempts to restore the crypt thing before this is done fail for any magic short of a wish.
The reverse of this spell, destroy crypt thing, utterly annihilates any one such being as soon as it is touched by the caster. The target is allowed a saving throw vs. death magic to avoid destruction.
 

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Hero
MC6 Monstrous Compendium Kara-Tur Appendix
2e
Chu-U, Legless Ghost: If travelers agree to listen, the chu-u relates the story of its life as a human. The story is always sad and is told in great detail, beginning with the bad decisions the chu-u made as a child, continuing through its sorrowful experiences as an adult, and ending with the circumstances of its death, usually the result of cowardice or ineptitude.
They were neither virtuous enough to pass the judges' examinations nor malevolent enough to merit additional sentencing.
Con-Tinh: The malicious con-tinh is a lesser spirit believed to be the spirit of a maiden who died before her time.
According to legend, the Celestial Bureaucracy creates a con-tinh from the spirit of a young maiden who has died before her time, usually as a result of a misdeed. The most common misdeed is an illicit love affair, which ends when the maiden is murdered by a rival or jealous spouse. On rare occasions, sisters who conspired in the same misdeed both become con-tinh, their lifeforces tied to identical, adjacent trees.
Gaki, Nin-Chu-Jugaki: Gaki are lesser spirits derived from the wicked, who have returned to the Prime Material Plane in the form of horrible monsters as punishment for their sins. The name "gaki" refers to a variety of such spirits. They are also known as the "nin-chu-jugaki."
The type of gaki depends on the nature of the crimes committed in the spirit's former life.
Jiki-Ketsu-Gaki: Jiki-ketsu-gaki are corrupted spirits of priests or other holy men who were guilty of heresy in their former lives.
Jiki-Niku-Gaki: Jiki-niku-gaki are corrupted spirits of humans or humanoids who were guilty of excessive avarice in their former lives. Greedy merchants and miserly moneylenders often become these ghoulish, repulsive monsters.
Shikki-Gaki: Most shikki-gaki are the corrupted spirits of irresponsible medical personnel or negligent servants. But about 15% once were lesser nature spirits that inhabited mushrooms or other fungi sprouting from the trunks of decaying trees. These nature spirits completely succumbed to their evil aspect. Usually, they developed a taste for bluebirds, butterflies, or similarly docile creatures. The Celestial Bureaucracy warned them to stop, but they persisted. As a result, they were destroyed and reborn as a mushroom shikki-gaki.
Shinen-Gaki: Shinen-gaki may originate from the spirit of any wicked human, but often they're created from the spirit of a traitorous or cowardly soldier.
Kuei: A lesser spirit of the dead, the kuei is a manifestation of a human or humanoid who died by violence unavenged or with a purpose unfulfilled. The spirit's former body was not buried.
Memedi Djim: Djim are spirits of deceased priests, typically appearing as elderly, bald men wearing long prayer robes.
Memedi Uwil: Uwil are derived from the spirit of dead sohei.

Ghoul: ?
Groaning Spirit: ?
Skeleton: ?
Zombie: ?
Shadow: ?
Mummy: ?
Spectre: ?
Eastern Vampire: ?
 

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Hero
MC9 Monstrous Compendium Spelljammer Appendix II (2e)
2e
Firelich: Firelichs are high-level evil mages whose bodies were prepared for lichdom upon their death. Such mages, either through ignorance (such as in casting fire spells) or spell failure, exploded in the phlogiston. The lich-preparation spells in their bodies turned them into living fireballs of undeath, racing through wildspace, screaming in eternal pain and looking for something to collide with, as a way to extinguish the flames.
It is unknown how the wizard gets from the phlogiston to wildspace. Since the only wizards that can become fireliches are the ones that had made previous preparations for lichdom, some guess that the arcane lich ceremonies tear a temporary hole into wildspace. The energy to create this tear may come from the explosion that created the firelich. If this is true, the hole certainly closes immediately after the firelich enters wildspace.
Spirit Warrior: Spirit warriors are weapons from the Unhuman Wars. There are three ways to acquire one: find one that has been abandoned, wrest one from its owner in combat, or grow one from an egg and perform the appropriate spells. Since the Wars ranged over a great area, the chance of finding an abandoned warrior is small. Also, those still piloted have most likely been around since the time of the Wars, so wresting one from its master in combat is also unlikely. This leaves the method of growing one from an egg, as follows:
The would-be spirit warrior receives an egg. The fighter must incubate the pinhead-sized egg in a warm and secure environment, preferably next to the fighter's body. When the egg hatches, the warrior must nurture and protect the fragile larva from six months to a year, until it is mature. This nurturing involves close emotional contact with the insect (stroking, petting, cuddling, thinking pleasant thoughts) to develop a strong emotional bond as one would with a pet or familiar. After a year the insect is mature, and the spells of modification begin; however, for the strongest bond, this final process is delayed until after the insect has died of old age. If the spells are performed on a living insect, it dies during the ceremony.
The insect becomes a spirit warrior via spells that enlarge, animate, strengthen, and physically modify the insect's remains. These spells also link the minds of warrior and insect in an unbreakable bond, unaffected by magic, disease, physical attack, or mental control. The final stage of the process installs a special minor helm in the hollow chest cavity of the insect warrior.
During the Unhuman Wars, elvish mages created the warriors as armored, super-strong weapons to counter orcish monsters being released on various worlds. At first their years of research only worked up to a point: the giant undead insects ran amok, killing researchers and damaging Armada Noble itself.
An assistant, Rowan Starblade by name, discovered that the ceremonies failed because the researchers and the insects shared no emotional bond. When one of Rowan's "pet" research insects rampaged after the ill-fated ceremony, she threw herself in front of the beast, begging it to stop. To her surprise, the giant insect obeyed her command!
Further experimentation with Rowan's pet zombie revealed that when she welded a modified minor helm in the insect's hollow chest cavity with gold and platinum wire, she could sit in the helm and pilot the insect with her speed and agility, and with the insect's strength.
Spirit Warrior Carnivore: Carnivores descend from the praying mantis.
Spirit Warrior Herbivore: Herbivores are based on the katydid.
Spirit Warrior Nektar: Nektars descend from an insect similar to both a butterfly and a wasp.
Spirit Warrior Zwarth: Zwarth construction resembles that of a spirit warrior. Growth and bonding processes are the same. (Yes, an entire party must undergo this process!)
Stellar Undead: Stellar undead are the corpses of spelljamming sailors returned to a semblance of life. The corpses are animated by raw energy from the Negative Material Plane. This energy warps the dying sailor's brains, twisting their final thoughts of home, safety, and friends into an unholy desire to walk again among the living, and to be warm again by drinking their blood.
Due to the vacuum of wildspace, most bodies decompose very slowly. When viewed from more than 3' away, stellar undead do not look dead, but much as they did in life.
 

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Hero
MC10 Monstrous Compendium Ravenloft Appendix
2e
Bastellus: Any being reduced to below level 0 by the preying of a bastellus will die in its sleep, seemingly of a heart attack. If the body is not destroyed (via cremation, immersion in acid, or similar means), its spirit will rise in a number of days equal to the number of levels it lost to the bastellus. Thus, a 14th level wizard would rise up in two weeks. The new spirit is also a bastellus, but it has no connection with the monster that created it.
There are those who would argue that the bastellus is a creature from beyond the grave and, therefore, has no place in the biology of the natural world. In fact, there is a great deal of speculation that this is not the case. Numerous scholars have put forth the theory that the bastellus is actually a product of the unrecognized hopes and aspirations of living creatures. If this is true, then the bastellus is very much a by-product of the living world and at least nominally important to it. This debate has raged for countless centuries, however, and it seems that the scholars who put forth both arguments are no closer to a resolution of the issue than they were when the debate began.
Skeletal Bat: Skeletal bats are created by the use of an animate dead spell and are often associated with necromancers or evil priests. They are to bats what traditional skeletons are to humans — mindless animated remains.
Bowlyn, Sailor's Demise: Bowlyn are undead spirits who, like the poltergeist, do not rest easily in their graves. Without exception, they were sailors on ocean-going vessels who died due to an accident at sea. In life, they were cruel or selfish persons; in death they blame their shipmates for the mishap that took their lives. Thus, they return from their watery graves to force others beneath the icy waves.
Typical hauntings do not occur immediately after the death of the sailor fated to become a bowlyn. It takes the spirit of the seaman from 1-10 years to return from the grave. The first appearance of a bowlyn always takes place on the anniversary of its death and the haunting lasts for 1-6 weeks.
Bussengeist: A bussengeist is the spectral form of someone who died in a great calamity brought on by their own action or inaction.
As a rule, only those persons who feel remorse for their actions will become bussengeists. For example, a traitor who allowed an invading force to gain access to a walled city and was himself slain in the ensuing battle might become a bussengeist. If he was killed without warning and felt no pity for those his actions had brought misery to, he would not be transformed. If, on the other hand, he knew that he was about to die and had reason to feel that he had acted in error, he might well become a bussengeist. In his afterlife, he would visit cities in the process of being raided by barbarians, castles being overrun by monsters, and similar scenes.
Ghoul Lord: Ghoul lords are unique to the demiplane of Ravenloft. It is rumored that they were first created at the hands of an insane necromancer in some other dimension, but that they were so evil as to instantly draw the attention of the Dark Powers. The Mists of Ravenloft absorbed all of the existing ghoul lords and scattered them across the domains.
Azalin, Lich, Lord of Darkon: ?
Stahd Von Zarovich, Master Vampire, Lord of Barovia: ?
Mist Horror: Mist horrors are the spirits of evil beings who, while not foul enough to receive their own domain, attracted the attention of the Dark Powers with their diabolical acts during life. Upon their deaths, their spirits leave their bodies to enter the mists. Throughout Ravenloft, there is a superstition that anyone buried on a foggy day will become a mist horror. This may or may not be true, but the Vistani themselves seem to take this belief very seriously and that lends great credence to it in the eyes of many.
As mentioned above, mist horrors are the spirits of evil beings who did not merit a place as lord of their own domain.
In essence, a mist horror is the evil soul of a being foul enough to draw the attention of the Dark Powers, but not so evil as to be rewarded/cursed with their own domain.
Wandering Horror: Wandering horrors appear as dark shapes that can be seen as they move through the mists. Unlike mist horrors, they are locked into a single shape—one that is based on the evil deed they did in life. For example, a cruel baron who ordered those he considered disloyal beheaded might well appear as a wandering figure without a head while a woman who murdered her lover with a poisonous spider might appear as a giant black widow.
The wandering horror is an evolutionary step above the mist horror. In essence, a mist horror is the evil soul of a being foul enough to draw the attention of the Dark Powers, but not so evil as to be rewarded/cursed with their own domain. After a period of time as a mist horror, however, this spirit may have caused enough fear and suffering (in short, done enough evil) to be elevated to the status of wandering horror.
Greater Mummy, Anhktepot's Children: Also known as Anhktepot's Children, greater mummies are a powerful form of undead created when a high-level lawful evil priest of certain religions is mummified and charged with the guarding of a burial place.
Greater mummies look just like their more common cousins save that they are almost always adorned with (un)holy symbols and wear the vestments of their religious order. They give off an odor that is said to be reminiscent of a spice cupboard because of the herbs used in the embalming process that created them.
Greater mummies are powerful undead creatures that are usually created from the mummified remains of powerful, evil priests. This being the case, the greater mummy now draws its mystical abilities from evil powers and darkness. In rare cases, however, the mummified priests served non-evil god in life and are still granted the powers they had in life from those gods.
The first of these creatures is known to have been produced by Anhktepot, the Lord of Har'akir, in the years before he became undead himself.
The process by which a greater mummy is created remains a mystery to all but Anhktepot. It is rumored that this process involves a great sacrifice to gain the favor of the gods and an oath of eternal loyalty to the Lord of Har'akir.
Greater Mummy 99 Years Old or Less: ?
Greater Mummy 100-199 Years Old: Greater mummies, like vampires, become more powerful with the passing of time in Ravenloft.
Greater Mummy 200-299 Years Old: Greater mummies, like vampires, become more powerful with the passing of time in Ravenloft.
Greater Mummy 300-199 Years Old: Greater mummies, like vampires, become more powerful with the passing of time in Ravenloft.
Greater Mummy 400-199 Years Old: Greater mummies, like vampires, become more powerful with the passing of time in Ravenloft.
Greater Mummy 500 or More Years Old: Greater mummies, like vampires, become more powerful with the passing of time in Ravenloft.
Anhktepot, Lord of Har'akir: ?
Giant Skeleton: Giant skeletons are similar to the more common undead skeleton, but they have been created with a combination of spells and are, thus, far more deadly than their lesser counterparts.
In actuality, they are simply human skeletons that have been magically enlarged.
The first giant skeletons to appear in Ravenloft were created by the undead priestess Radaga in her lair within the domain of Kartakass. Others have since mastered the spells and techniques required to create these monsters; thus, giant skeletons are gradually beginning to appear in other realms where the dead and undead lurk.
They are created from the bones of those who have died and are abominations in the eyes of all who belief in the sanctity of life and goodness.
The process by which giant skeletons are created is dark and evil. Attempts to manufacture them outside of Ravenloft have failed, so it is clear that they are in some way linked to the Dark Powers themselves. In order to create a giant skeleton, a spell caster must have the intact skeleton of a normal human or demihuman.
On a night when the land is draped in fog, they must cast an animate dead, produce fire, enlarge, and a resist fire spell over the bones. When the last spell is cast, the bones lengthen and thicken and the creatures rises up. The the creator must make a Ravenloft Powers check for his part in this evil undertaking.
Undead Priestess, Radaga: ?
Strahd's Skeletal Steed: Strahd's skeletal steeds are magically animated undead horses, created as guardians and warriors by the master vampire Strahd Von Zarovich.
Completely stripped of flesh, skeletal steeds are held together by magic.
Only Strahd Von Zarovich knows the arcane ritual necessary to make them. He can make them only from horse skeletons where 90% of the bones and the skull are present. It is not know if other animals can be animated from the same spell, but given the power of the Lord of Barovia, and his ties to the evil forces of necromancy, this seems probable.
Undead Treant: When an evil treant sees that its many years are soon to come to an end, it seldom accepts this fate quietly. For most, this means a final, wild orgy of violence and death. For a few, however, it means death and resurrection as a thing so dark and evil that even the Vistani will not speak of it.
Undead treants seem to be a natural stage in the life cycle of some evil treants. No doubt this is given as a "reward" for their evil lives by the Dark Powers.
Valpurgeist, Hanged Man: The valpurgeist, or hanged man, is an undead creature that is sometimes manifested when an innocent man or woman is wrongly hanged for a crime. Unable to prove its innocence in life, the spirit returns after death to claim the lives of those who sent it to the gallows.
Valpurgeists are lonely souls who have felt the cold injustice of a world that would not believe their pleas of innocence. Because of this, they will have no kinship with any living thing in their afterlife.
They are simply products of evil and darkness.
Duke Gundar, Lord of Gundarak, Vampire Lord: ?
Vampire Companion: The process of vampiric bonding is as murky as the fog that often shrouds the vampire's movement. When the vampire decides to take a companion, it generally (although not always) seeks out an individual of the opposite sex that reminds them of someone they loved in life. The vampire repeatedly visits the victim, feeding on them until they are at the point of death. At the last, when all hope seems lost, the vampire draws away the last vestiges of the companion's life and infuses them with its own energies. The process is both traumatic and passionate, for this mingling of essences is far more intimate than any purely physical act of love.
When the bonding is completed, both the vampire and its victim are exhausted and all but helpless for upwards of an hour. At the end of that time, the victim has become a vampire.
Vampire Dwarf, Dwarven Vampire: Any character reduced to a Constitution score of 0 by a dwarven vampire's vitality drain is instantly slain and will rise again as a vampire (of the appropriate type) in 3 days.
Those dwarves that fall prey to the undead will often become themselves undead. Three days after any character dies from the vampire's vitality draining, they will rise again if certain conditions are met. First, and most importantly, the victim must have been a dwarf. Vampire dwarves who kill elves or humans will not create new vampires, for only their own kind can be brought back to unlife by them. Further, the body must be intact. Second, the body must be placed in a stone coffin or sarcophagus and then entombed in some subterranean place. A typical burial service will meet this requirement, while placement in a crypt on the surface will not. Finally, the dwarven vampire must visit the body of its victim on the third night after burial and sprinkle the body with powdered metals. As soon as this is done, the new vampire is born.
Dwarven Vampire 0-99 Years Old: ?
Dwarven Vampire 100-199 Years Old: ?
Dwarven Vampire 200-299 Years Old: ?
Dwarven Vampire 300-399 Years Old: ?
Dwarven Vampire 400-499 Years Old: ?
Dwarven Vampire 500+ Years Old: ?
Vampire Elf, Elvish Vampire: Any elf or half-elf who dies from the elvish vampire's essence draining attack will become a vampire.
Any elf or half-elf who falls to the essence draining attack of an elven vampire will rise again as an elven vampire so long as the body is intact after three days. If the body has been destroyed or mutilated, the transformation is averted, and the dead character may rest in peace. However, any attempt to revive the slain character (with a resurrection spell, for example) has a flat 50% chance of transforming the character into a vampire once the spell is cast.
Elvish Vampire 0-99 Years Old: ?
Elvish Vampire 100-199 Years Old: As time goes by, elvish vampires can become even more powerful than they are initially.
Elvish Vampire 200-299 Years Old: As time goes by, elvish vampires can become even more powerful than they are initially.
Elvish Vampire 300-399 Years Old: As time goes by, elvish vampires can become even more powerful than they are initially.
Elvish Vampire 400-499 Years Old: As time goes by, elvish vampires can become even more powerful than they are initially.
Elvish Vampire 500+ Years Old: As time goes by, elvish vampires can become even more powerful than they are initially.
Vampire Gnome, Gnomish Vampire: While the hand-to-hand blows of gnomish vampires are weak, however, they are not without a powerful debilitating affect. Those struck by such attacks will begin to feel the painful arthritic attack of the creature instantly, for each successful attack drains 2 points of Dexterity from the victim. The result is a painful stiffness in the joints and muscles that can, if the victim suffers several attacks, be crippling or even fatal. Those reduced to a Dexterity score of 0 will be slain as the creeping paralysis spreads through their lungs and heart, making it impossible for them to survive. Gnomes who die in this fashion may themselves become undead if steps are not taken to prevent this foul transformation.
Gnomish vampires seldom create others of their kind. When they opt to do so, however, the process is not without risk. The vampire must first slay a victim with its debilitating touch and then move the body to the sarcophagus in which the vampire itself sleeps. For the next three days, the body must lie in the coffin while the vampire rests atop it, allowing its essences to seep slowly into the evolving vampire. At the end of this time, the slain gnome rises as a fully functioning vampire, completely under the control of its creator. While the gnome vampire rests atop its coffin, it is unable to regenerate any lost hit points or employ any of its spell-like abilities. Thus, the creature is far more vulnerable to attack at this time than it normally might be. In addition, it cannot interrupt the creation process once it has begun or both the would-be vampire and its creator will die.
Gnomish Vampire 0-99 Years Old: ?
Gnomish Vampire 100-199 Years Old: As gnomish vampires age, they become more dangerous and more powerful.
Gnomish Vampire 200-299 Years Old: As gnomish vampires age, they become more dangerous and more powerful.
Gnomish Vampire 300-399 Years Old: As gnomish vampires age, they become more dangerous and more powerful.
Gnomish Vampire 400-499 Years Old: As gnomish vampires age, they become more dangerous and more powerful.
Gnomish Vampire 500+ Years Old: As gnomish vampires age, they become more dangerous and more powerful.
Vampire Halfling: Those halflings who die from a halfling vampire's life draining attack will become vampires themselves.
The vampire can make more of its kind only by slaying other halflings with its energy-sapping attack. In order to create a new vampire, the halfling need do nothing more than keep the body of its victim intact for 7 days after death and a new vampire will be created.
Halfling Vampire 0-99 Years Old: ?
Halfling Vampire 100-199 Years Old: As with other demihuman vampires, halfling vampires become more powerful with age.
Halfling Vampire 200-299 Years Old: As with other demihuman vampires, halfling vampires become more powerful with age.
Halfling Vampire 300-399 Years Old: As with other demihuman vampires, halfling vampires become more powerful with age.
Halfling Vampire 400-499 Years Old: As with other demihuman vampires, halfling vampires become more powerful with age.
Halfling Vampire 500+ Years Old: As with other demihuman vampires, halfling vampires become more powerful with age.
Vampire Kender: Those kender who die from the spirit-rending attack of the kender vampire are in no danger of becoming vampires themselves, however, for these foul creatures are the product of dark sciences and magical experimentation that can only be duplicated with the direct intervention of Lord Soth of Sithicus.
The kender vampire is a solitary creature that exists only to do the bidding of Lord Soth of Sithicus. He is the father of their race, and, although they despise him for what he has done to them, they are unable to turn against him or act in any way contrary to his interests.
Knowing the revulsion that the elves who live in his domain feel for all manner of unnatural things, Soth felt that he could find no better slaves than a band of undead. Aware that undead elves might pose a threat to his own power, Soth set about the creation of a new breed of undead. Drawing a small kender village through the misty veils of Ravenloft and into his domain, he had them killed one by one so that he could study their sufferings and invoke carefully designed magical rituals over their bodies in attempts to make them rise as undead. By the time he had finished with these sad kender, fully half of them had died horrible deaths and suffered unspeakable torment at the hand of the dreaded deathknight. The results of his experiments were, however, satisfactory to Soth, for he discovered a formula that would create a race of vampires utterly loyal to him. It is believed that Soth has created no fewer than 10 such monsters and no more than 30, although hard evidence to support any given estimate is hard to come by.
Kender vampires can exist only within the confines of Lord Soth's domain of Sithicus. They are tied to that dark land in some mystical way that, no doubt, relates to the evil magic used in their creation. It is possible that Lord Soth was required to invoke the favor of the Dark Powers in his creation of these dreaded monsters and, thus, that he has paid some horrible price for their loyalty to him.
Lord Soth, Lord of Sithicus, Death Knight: ?
Zombie Lord: The zombie lord is a living creature that has taken on the foul powers and abilities of the undead. They are formed on rare occasions as the result of a raise dead spell cast while in the demiplane of Ravenloft.
The zombie lord comes into being by chance, and only under certain conditions. First, an evil human being (the soon-to-be zombie lord) must die at the hands of an undead creature. Second, an attempt to raise the slain character must be made. Third, and last, the character must fail his resurrection survival roll. It is believed that the zombie lord can be created only in Ravenloft, but this is not proven absolutely for they have been encountered in other lands from time to time.

Ghost: ?
Ghoul: The death of a darkling usually (90%) draws the attention of the nearest Vistani group. Within a week, they arrive at the location of the demise, bury the body (if such is still available), and perform an ancient rite designed to soothe the spirit of their tortured brother and allow him to rest in eternal peace. If this ritual is not completed, there is a 90% chance that the darkling will return in 1-6 weeks as a ghast (if the body is intact) or as a wraith (if the body has been destroyed). This undead creature will then hunt down those men who served it in life and kill them, transforming them into ghouls (if the darkling returns as a ghast) or wights (if it is a wraith).
Ghoul Ghast: The death of a darkling usually (90%) draws the attention of the nearest Vistani group. Within a week, they arrive at the location of the demise, bury the body (if such is still available), and perform an ancient rite designed to soothe the spirit of their tortured brother and allow him to rest in eternal peace. If this ritual is not completed, there is a 90% chance that the darkling will return in 1-6 weeks as a ghast (if the body is intact) or as a wraith (if the body has been destroyed).
The bite of a ghoul lord causes the victim to contract a horrible rotting disease unless a saving throw vs. poison is made. Those afflicted with this illness will lose 1d10 hit points and 1 point from their Constitution and Charisma scores each day. If either ability score or their hit point totals reach 0, the person dies. If the body is not destroyed, they will rise as a ghast on the third night after their death. In such a state, they are wholly under the command of the creature that made them until such time as that horror is destroyed. At that point, they become free-willed creatures.
The rotting disease can be cured by nothing less than a heal spell. Once the progression of the disease is halted, the victim's Constitution score will return to its original value at the rate of 1 point per week. Their Charisma, however, will remain at its reduced level because of the horrible scars this ailment leaves on both body and soul.
Ghoul Lacedon: ?
Groaning Spirit, Banshee: ?
Haunt:
Heucuva:
Lich: ?
Lich Demilich: ?
Mummy: When a greater mummy wishes to create normal mummies as servants, it does so by mummifying persons infected with its rotting disease. This magical process requires 12-18 hours (10 + 2d4) and cannot be disturbed without ruining the enchantment. Persons to be mummified are normally held or charmed so that they cannot resist the mummification process. Once the process is completed, victims are helpless to escape the bandages that bind them. If nothing happens to free them, they will die of the mummy rot just as they would have elsewhere. Upon their death, however, a strange transformation takes place. Rather than crumbling away into dust, these poor souls rise again as normal mummies.
Poltergeist: ?
Shadow: ?
Skeleton: ?
Skeleton Animal: ?
Skeleton Monster: ?
Spectre: ?
Vampire: As described in the RAVENLOFT Boxed Set, there are three ways to become a vampire. Each of these paths to darkness has its own unique character, but the end result is always a creature of unsurpassed evil and power.
The first path, generally known as that of deadly desire, is perhaps the most awful. In this case, the individual who is destined to become a vampire actually wishes to cross over and become undead. While it has been said that they must sacrifice their lives to attain this goal, a greater cost is often paid. Those who desire to live eternally and feed on the life essences of their fellow men must give up a portion of their spirits to the Dark Powers themselves. In this way, they are granted the powers of the undead, but also stripped of the last vestiges of their humanity. In the centuries to come, many find this loss too great to bear and seek out their own destruction.
The second path, that of the curse, is often the most insidious of the three. In this case, the individual is often unaware that he or she is destined to become a thing of the night. The transformation into "unlife" might occur because of a potent curse laid down by someone who has been wronged by the victim. Occasionally, an individual might find that he or she has inherited (or found) a beautiful and alluring magical ring—only to find that it cannot be removed and that the character is slowly . . . changing. There are those who accept this curse and embrace their new existence as a vampire, while others despise the things they have become. In nearly every case, these are the most passionate and "alive" examples of this evil race.
The final, and surely most tragic, path to vampirism is that of the victim. This is the route most commonly taken to vampirism, for it is the way in which those slain by a vampire become vampires themselves.
When a vampire decides to create new slaves, it does so by taking their lives in some special way. For most, it is simply the draining of their life energies or the drinking of their blood. Whatever the end result, if the victim dies from the feeding of the beast, he or she rises again as a vampire.
Vampire Oriental: ?
Wight: The death of a darkling usually (90%) draws the attention of the nearest Vistani group. Within a week, they arrive at the location of the demise, bury the body (if such is still available), and perform an ancient rite designed to soothe the spirit of their tortured brother and allow him to rest in eternal peace. If this ritual is not completed, there is a 90% chance that the darkling will return in 1-6 weeks as a ghast (if the body is intact) or as a wraith (if the body has been destroyed). This undead creature will then hunt down those men who served it in life and kill them, transforming them into ghouls (if the darkling returns as a ghast) or wights (if it is a wraith).
Wraith: The death of a darkling usually (90%) draws the attention of the nearest Vistani group. Within a week, they arrive at the location of the demise, bury the body (if such is still available), and perform an ancient rite designed to soothe the spirit of their tortured brother and allow him to rest in eternal peace. If this ritual is not completed, there is a 90% chance that the darkling will return in 1-6 weeks as a ghast (if the body is intact) or as a wraith (if the body has been destroyed).
Zombie: The odor of death that surrounds the zombie lord is so potent that it can cause horrible effects in those who breath it. On the first round that a character comes within 30 yards of the monster, he must save vs. poison or be affected in some way. The following results are possible:
1d6 Roll Effect
1 Weakness (as the spell)
2 Cause disease (as the spell)
3 -1 point of Constitution
4 Contagion (as the spell)
5 Character unable to act for 1d4 rounds due to nausea and vomiting
6 Character dies instantly and becomes a zombie under control of the zombie lord
Zombie Monster: ?
Zombie Ju-ju: ?
Crawling Claw: ?
Revenant: ?
Undead Beast Stahnk: ?
Undead Beast Gholor: ?
Knight Haunt: ?
Death Knight: ?
Spectral Minion: ?
Skeleton Warrior: ?
Witchlin: ?
Crypt Thing: ?
Son of Kyuss: ?
Slow Shadow: ?
Wraith Swordwraith: ?
Wraith Soul Beckoner: ?
Sea Zombie: ?
Chu-U: ?
Con-Tinh:
Gaki Jiki-Tetsu-Gaki: ?
Gaki Jiki-Niku-Gaki:
Gaki Shikki-Gaki:
Gaki Shinen-Gaki:
Kuei: ?
Memedi: ?
Ancient Mariner: ?
Spirit Jam: ?
Firelich: ?
Spirit Warrior: ?
Stellar Undead: ?
 

Voadam

Hero
MC11 Monstrous Compendium Forgotten Realms Appendix (2e)
2e
Harrla: The harrla seems to be a natural creature. While some speculate that it is undead or of extraplanar origin, there seems to be little proof of this. Most sages agree that the harrla is not a product of the negative material plane, as most undead are.
Inquisitor: Created by evil wizards centuries ago, inquisitors are a shambling, rotting, undead abomination, living on sheer terror.
Inquisitors are biologically immortal, cursed hundreds or thousands of years ago to forever cause pain and extract information. They cannot reproduce.
Lhiannan Shee, The Ghosts of Obsession: It is thought to be the undead spirit of a woman who killed herself for the unrequited love of a bard or other artistically talented and desirable, but unobtainable or callous man.
Phantom: Phantoms are images left behind by a particularly strong death trauma. A phantom is like a three-dimensional motion picture image filmed at the time of a character's death, in the area where he died.
Nonstandard Phantom Sight: ?
Nonstandard Phantom Sound: ?
Nonstandard Phantom Smell: ?
Evil Phantom: Of greater concern, there are some phantoms that are actually evil, created when powerful evil creatures from other planes are "slain" (forced to return to their home planes) in the Prime Material plane. These phantoms appear as per the evil creature's will 35% of the time, and can seriously misinform or endanger those it meets.
Skuz: Skuz attack by forming pseudo-arms from their slimy mass. In addition to causing physical damage, each touch of a skuz drains one life level from its victim. When a humanoid victim is weakened, the skuz pulls it beneath the water to drown it. When dead, the victim becomes a skuz. Humanoids who are killed by a skuz, but not drowned, do not become one of the unread.

Ghast: ?
Ghost: ?
Groaning Spirit: ?
Haunt: ?
Zombie: ?
Revenant: A character who is murdered and generates a phantom may also return as a revenant.
 

Voadam

Hero
MC13 Monstrous Compendium Al-Qadim Appendix
2e
Ghost Mount: Ghost mounts are formed from the spirits of mistreated animals, creatures so brutally handled in life that they survive after death to take vengeance on all creatures who ride them.
Great Ghul: The great ghuls are undead elemental cousins of the genies, the most wicked members of an inferior order of jann.
Ghul: Only jann slain by great ghuls become ghuls themselves; all other races are simply slain and devoured.
Great Ghul Mage: ?
Great Ghul Sha'ir: ?
Great Ghul Desert: ?
Great Ghul Mountain: ?
Rom: Rom are thought to be all that remains of an ancient race of giant herdsmen. They lived in the hills and on the plains where their giant cows could graze, some practicing a limited form of agriculture. They were a quiet, peace-loving people whose end came when their wives produced only male children; there were no further generations. Shaking their fists at the sad destiny Fate had passed upon them, they built enormous stone cairns for themselves, fashioned out of monolithic granite slabs. Entire clans of rom descended into their self-made tombs, burying themselves alive. However, so great was their collective self-pity and anger at Fate, that their existence persisted beyond death.

Ghost: Ghost mounts are undead creatures which can help desperate or foolish travelers cover vast distances, but at a price. These beasts are aptly named, not only for their appearance, but also because those who ride a ghost mount may themselves become ghosts, doomed to wandering the deserts by night
Wraith: Any creature that rides a ghost mount must make an ability check using Wisdom (at a -2 penalty) when the journey begins. If the check is failed, the mount refuses to obey the rider's instructions and instead takes him deep into the nearest wilderness at full speed. Leaping from the mount when it is traveling at a gallop causes 3d6 points of damage, and items falling with the rider must make a saving throw against crushing blows. If the rider stays with the ghost mount, it will throw him after traveling at least 75 miles into the wilderness. Being thrown causes1d6 damage; a saving throw against falling for items carried by the thrown rider must also be made.
If the initial Wisdom ability check is successful, the ghost mount obeys, but the rider must then make a saving throw versus death magic when the journey has reached a middle point. Failure indicates that the ghost mount's life energy drain has transformed the rider into a wraith.
Ghoul: ?
Ghost: ?
Lacedon: ?
Ghast: ?
Haunt: ?
Lich: ?
Mummy: ?
Shadow: ?
Skeleton: ?
Monster Skeleton: ?
Spectre: ?
Vampire: ?
Zombie: ?
 

Voadam

Hero
MC14 Monstrous Compendium Fiend Folio Appendix (2e)
2e
Apparition: If an apparition's slain victim is not restored to life within 24 hours, he/she will rise as an apparition 2-8 hours later.
Coffer Corpse: The coffer corpse is an undead creature seeking its final rest. It will always be encountered on a stranded funeral barge, unburnt pyre, or the scene of some other incomplete death ritual.
Penanggalan: A female victim of a penanggalan will rise from the grave in three days as a penanggalan, as a free-willed undead. If an attempt is made to raise her within that three day period, the chances of resurrection survival are halved. Should an attempt to raise the victim succeed, the victim will be unable to do anything other than rest for a week, after which all damage done by the penanggalan is healed. Failure means that no further attempt can be made; the process by which the victim becomes a penanggalan is then inexorable.
Sheet Ghoul: Sheet ghouls are created when sheet phantoms kill their victims.
If the victim dies enveloped within the sheet phantom, the sheet phantom merges with the body, creating a sheet ghoul. This process takes 12 hours to complete.
Sheet Phantom: There are sufficient similarities between the sheet phantom and the lurker above for some scholars to speculate that the former is an undead form of the latter. However, other sages and scholars claim that sheet phantoms are actual sheets that have absorbed the life-essence of an evil person who died in their bed. The evil soul is trapped in the sheet, and forced to wander about as a sheet phantom.

Mummy: ?
Spectre: ?
Wraith: ?
Zombie: ?
Ghoul: ?
Ghast: ?
Vampire: ?
 

Voadam

Hero
MC15 Monstrous Compendium Ravenloft Appendix II: Children of the Night (2e)
2e
Strahd Von Zarovich, Vampire: ?
Count Dracula: ?
Jugo Hesketh, Ghoul Ghast: Long ago, Hesketh was a senior priest in the cult of the false god Zhakata led by Yagno Petrovna, the lord of G'henna. As Petrovna's chief Inquisitor, among his horrid duties were dreadful acts of torture and sacrifice; secretly, he practiced cannibalism on the corpses of his hapless victims. Over the years, these unholy practices warped his soul and, upon his death, transformed him into an undead fiend.
When Hesketh died, a terrible curse fell upon him. The origins of this curse may lie in his own taste for human flesh or in the dying oaths of his countless victims. Whatever the source, this curse saw him transformed into a foul thing of the night.
Azalin, Lord of Darkon, Lich: While visiting the elves of Neblus, he came upon the fragments of an ancient tome. This mysterious document told the tale of a young wizard who sought greater and greater power. At first, he found the story distracting. As he read more, he found it engrossing, though horrifying. In the end, he knew that he had found an account detailing the process by which Azalin, the Lord of Darkon, had become a lich.
Andres Duvall, Bardic Lich: Because of the unusual way in which Andres Duvall became undead, he does not have a phylactery or similar vessel containing his life force.
As he explored this terrible place, Azalin discovered his trespasses and confronted him. Enraged at this violation of his hospitality, the lich unleashed a stroke of magical lightning at the bard. Reacting quickly, Duvall attempted to shield himself with the great book he had been about to examine. The lightning struck the tome, which happened to be one of Azalin's most potent books of spells, and a terrible explosion shook the castle. Showers of blazing fragments ignited fires around the room and thick, acrid smoke boiled into the air.
Senmet, Greater Mummy: The so-called Children of Anhktepot are a horrible and sinister lot. Most were created by the dread lord of Har'Akir himself and are wholly loyal to that vile creature. Senmet, however, was given his power and undead stature by Isu Rehkotep, a priestess who stumbled upon a magical scroll.
Unlike all of the other greater mummies that guard Har'Akir's temples and tombs, Senmet was not created by Anhktepot.
Greater Mummy, Children of Anhktepot: The so-called Children of Anhktepot are a horrible and sinister lot. Most were created by the dread lord of Har'Akir himself and are wholly loyal to that vile creature.
Unlike all of the other greater mummies that guard Har'Akir's temples and tombs, Senmet was not created by Anhktepot.
Desert Zombie: In most cases, a diseased person crumbles into dust when he or she dies. If Senmet chooses, however, he can convert someone infected with his rotting disease into a unique breed of zombie or an actual mummy. In either case, the newly created horror is completely under Senmet's control.
Isu Rehkotep, Priest 9: If she perished, she might still be encountered in undead form.
Jezra Wagner, The Ice Queen, Spectre: Jezra's end came as the winter solstice drew near one year. She and several of her friends were climbing the slopes of Mount Baratok, hoping to reach its summit and look out across the grandeur of the Balinoks. It was their hope to see the distant spire of Mount Nyid, which was said to be visible from the highest reaches of Baratok. Their expedition was ill-fated, however, and doom claimed it before they reached the mountain's crest.
Jezra was the first to hear the rumbling. Indeed, this is probably what saved her from the sudden death that claimed her companions. Shouting a cry of alarm, she forced her body into a narrow fissure as the avalanche swept past her, ripping her companions from their ropes and sending them down to their deaths. Those who were not slain by the long fall were crushed to death by the weight of the snow that fell upon them.
Jezra, perched in a narrow cleft, was unhurt. She found that the crack she had taken shelter in was in fact a small cave that ran some twenty or thirty feet back into the cliff. The avalanche, however, had sealed the entrance behind her. With horror, she realized that she had been entombed alive.
Several time she tried to dig her way out of the dark cave. Each time, she gave up the futile effort as more snow fell to seal the entrance. It was not long before her small stock of provisions ran low. The candles she had stored in her pack were all used up, the air in the cave was becoming sour, and her food was gone. Soon, she knew, she would die. Cold fear began to grip her heart as she grew drowsy with the approach of death.
What happened next might be accredited to many things. Perhaps the air was growing thin and she was beginning to hallucinate as her brain slowly starved for oxygen. Perhaps the forces of evil saw their chance to claim this young innocent for their own and sent some dreadful agent to treat with her.
Whatever the truth, Jezra found herself bathed in a ghostly light. Her arms and legs had grown numb and frozen, the first victims of her frosty prison, and she sadly noted that this light brought no warmth with it. If anything, the temperature in the cave fell even lower.
Her interest aroused, she tried to draw herself back from the brink of death. Whatever this mysterious phenomenon was, she longed to know its cause before she died. Her eye focused on the source of the glow and delight welled up inside her. Giorggio, so long presumed dead, stood before her.
The vision moved forward. Short and stocky, with the same charismatic smile that she herself had, this was indeed the exact image of her brother. He wore the travelling clothes that she had last seen him in, but they were tattered and torn.
She reached out her hand to the shimmering vision, grimacing at the frigid fire in her lungs and hardly able to move her arm. The image of Giorggio knelt before her and looked at her with curious, almost unrecognizing eyes.
"Save me," was all she could manage to whisper.
"I cannot," came the reply.
Jezra began to cry, the tears freezing before they could fall from her face. The spirit faded away, leaving her alone and isolated in the darkness of her icy tomb. With her last breath, she cried out for someone, anyone, to save her from death, swearing that she would do anything to keep her existence from ending like this. Then
she closed her eyes and felt the bitter cold around her steal the pitiful remains of her body's warmth.
Somewhere in the darkness of Ravenloft, her pleas were heard. A strange darkness, deeper than the blackness of the cave, seeped out of the soul of the mountain. It coiled around the young woman's body like an ebony snake. Two pinpoints of red light like eyes smoldered to life, yet drove away none of the darkness. Then, like a cobra striking, the blackness plunged into Jezra's body.
As the last traces of the shade vanished into the corporeal flesh of the woman, Jezra twitched and her face contorted in agony. Unseen in her tomb, her body thrashed about violently for several seconds and then was forever still.
Gradually, a cold glow filled the cave. Jezra blinked and opened her eyes. She could feel her hands and her feet again. The air no longer choked her. The cold, however, was redoubled. Her flesh seemed to tremble endlessly, and her bones pounded with an arthritic ache. She cried out in agony and rose to her feet.
Her only thought was to somehow escape from this icy darkness; had she looked down, she might have seen her own body, unmoving in death. Instead, she plunged desperately into the rocks and ice blocking her escape, passing through them as if they were but fog to her.
Not realizing that she had died in the frozen cave, Jezra spent the next several days wandering the slopes of Mount Baratok. Although her heart longed to return to her family estate, she delayed while she searched for her brother, not realizing that she had now become an undead creature, as had he.
Giorggio Wagner: ?
Athaekeetha, Illithid Vampire: Athaekeetha, like all of the vampire illithids, was created in a foul experiment conducted by the vampire Lyssa Von Zarovich and the High Master of the mind flayers. The experiment was part of an ultimately successful attempt to transform the latter into a vampire. The "prototype" vampire illithids created by these experiments were believed to have been destroyed, but their regenerative powers enabled them to survive and escape into the wild, where they have flourished.
Athaekeetha was the last vampire illithid created by Lyssa Von Zarovich and the High Master before they gave up on the experiment; its higher intelligence is proof that at least some progress was being made in the project.
Illithid Vampire: Athaekeetha, like all of the vampire illithids, was created in a foul experiment conducted by the vampire Lyssa Von Zarovich and the High Master of the mind flayers. The experiment was part of an ultimately successful attempt to transform the latter into a vampire. The "prototype" vampire illithids created by these experiments were believed to have been destroyed, but their regenerative powers enabled them to survive and escape into the wild, where they have flourished.
Lyssa Von Zarovich, Vampire: ?
Mayonaka, Eastern Vampire: Hours later, Mayonaka awoke on a ledge that protruded from the walls of the endless shaft. With much effort, he climbed the rough stone face and reached the vampire's lair. Much to his horror he found that the creature was fully recovered from its earlier wounds. Delighted to discover that it might still have a prisoner to torture, the vampire attacked. The battle was long and terrible. In the end, the samurai was triumphant. Sadly, he too was dying. The vampire had tasted his life essence and left his soul drained and tainted. With a final prayer to his ancestors, he died.
To his surprise, he awoke a day or so later. His wounds, it seemed, were completely healed. Indeed, he felt better than he ever had before. He left the vampire's lair and headed out of the cave. With luck, he hoped to rejoin his sisters before they left the island. As he reached the cave's mouth and stepped out into the sunlight, he found himself wracked with horrible pain. He turned and tossed himself back into the cool darkness of the cavern just in time. With horror, he realized that he himself had become undead.

Harrla: ?
Inquisitor: ?
Lhiannon Shee: ?
Phantom: ?
Skuz: ?
Banshee Dwarf: ?
Dune Runner: ?
Ghost Mount: ?
Great Ghul: ?
Rom: ?
Apparition: ?
Coffer Corpse: ?
Penanggalan:
Sheet Ghoul: ?
Sheet Phantom: ?
Ghoul: Any human or demihuman slain by Hesketh will become a ghoul; only if the body is blessed is this horrible fate averted. If the victim is raised or resurrected without being blessed, he or she will rise at once as a ravening ghoul. Of course, if the body is destroyed—for example, if Hesketh and his associates eat their victim—it cannot become a ghoul.
Lich: Throughout the domains of Ravenloft and in countless other worlds, there are few creatures more terrible than the lich. In most cases, these diabolical creatures seek out the means by which they attain undead status, willingly sacrificing their humanity in the quest for forbidden knowledge and unchecked power. In rare cases, the curse of eternal life has been thrust upon someone quite accidentally. Such tragedies are few and far between, but sadly they do occur.
Mummy: In most cases, a diseased person crumbles into dust when he or she dies. If Senmet chooses, however, he can convert someone infected with his rotting disease into a unique breed of zombie or an actual mummy. In either case, the newly created horror is completely under Senmet's control.
In order to create a mummy, Senmet captures someone infected with his disease and takes his victim to his hidden temple. Here, he mummifies the person alive (a terrible and gruesome fate, to be certain). When the process is completed, the victim dies and promptly rises again as a mummy.
Vampire: ?
Vampire Eastern: Any human slain by Mayonaka's life-energy drain will become a vampire in turn. The transformation into unlife occurs one day after burial. Those who are not buried will not rise as vampires; thus, tradition dictates that all who die at the hands of these undead be cremated.
 

Voadam

Hero
A Light in the Belfry
2e
Lambert, Phantom: ?
Morgoroth, Geist: Even if Morgoroth has been killed through the destruction of the mirror in the parlor, his spirit lives on as a geist—trapped in Avonleigh by the dark powers—and he is enraged beyond mortal bounds at the heroes' actions.

Banshee: ?
Geist: ?
Ghost: ?
Ghoul: Morgoroth animates the 33 rotted bodies that lie in here, who attack as ghouls.
Haunt: ?
Shadow: ?
Phantom: ?
Skeleton Armored: ?
Spectre: ?
Wraith: ?
 

Voadam

Hero
Birthright: Cities of the Sun
2e
El-Sheighul, Lord of Ghouls, Wizard 19, Lost: ?
The Magian, Awnshegh, Wizard 20 Lich: ?
The Rider: Folks think them undead lords, called back to life by the awnshegh the Magian's foul sorcery.
Iagostes, Ghost: The Masetian soldiers cornered the high priest in Area 5b and slew him, after he'd already taken magical steps to conceal the existence of the temple's undercrypt. His mortal remains—a few blackened pieces of bone—are burned into the center of a charred circle on the west wall.

Spectre: Five skeletons lie moldering before the altar—the remains of some who once served here, killed by the Masetian troops. The spirits of these priests now guard this place.
 

Voadam

Hero
Bleak House (2e)
2e
Vampire Cerebral: Only the lord of Dominia, Daclaud Heinfroth, knows the secret behind their creation.
The secret of creating cerebral vampires is known only to Daclaud Heinfroth himself.
To this day, Heinfroth is the only person who knows how to create cerebral vampires.
Dr. Dominiani, Daclaud Heinfroth, Lord of Dominia, Cerebral Vampire: When he began to feel the first pangs of madness, panic overcame Heinfroth. Trying to ignore the haunting voices that filled his head and the nightmarish visions that seemed to lurk just beyond the corners of his eyesight, he set about a series of radical procedures involving direct transfusion of spinal and cerebral fluid from healthy donors to madmen. The fact that these donors had been taken against their will and were left either dead or hopelessly insane by the process did not matter to Heinfroth. After some refinement, the process seemed to be a great success. Although he knew that more work should be done before any definitive conclusions could be drawn, Heinfroth pushed ahead. At last, unwilling to wait any longer for fear that the growing madness would consume him, Heinfroth kidnapped a young woman, drained her of her cerebral fluid, and injected into himself.
What Heinfroth did not realize was that the donor for his operation had recently been visited by Duke Gundar, the vampire lord of Gundarak. Indeed, this woman was of more than just passing interest to the Duke, for she was on the verge of becoming one of his vampire "brides."
While the tainted fluids of this donor did indeed halt Heinfroth's growing madness, they also transformed him into a unique vampire.
Duke Gundar, Vampire Lord of Gundarak: ?
Captain Ridg Baykur, Cerebral Vampire: Baykur is a loyal minion of Heinfroth, who rescued the seaman from the brink of death and showed him a new existence beyond life itself.
Shortly after Dominia joined the Core, Baykur was a common seaman who served as a hand aboard the Wailing Spectre, a merchant ship that plied the waters of the Sea of Sorrows. When his ship was attacked by pirates, Baykur and a half-dozen companions were set adrift in a life raft.
With no supplies, Baykur was forced to kill and devour his companions to survive. Even that, however, barely kept him alive. By the time his raft fetched up on the shores of Dominia, he was little more than a skeleton. Further, his wounds had become infected, and both his arms were gangrenous. Still, Baykur clung to life.
Daclaud Heinfroth respected the spirit of this man who seemingly refused to die. He saved him by turning him into a cerebral vampire.
Dr. Piotr Rehner, Cerebral Vampire: A professional acquaintance of Daclaud Heinfroth, Dr. Piotr Rehner has accepted a position on the asylum staff in order to conduct his own twisted experiments. Rehner's expertise is in pain and its effects, both physical and mental, on the human body. Proof of Rehner's dedication (or madness) may be found in the fact that he agreed to be transformed into a cerebral vampire in order to continue his work.
In short, the diary tells the heroes that Rehner was contacted by a man who expressed great interest in his work. Exactly what that work might be is unstated, but the nature of the other books in the chest offers some indication of its nature. This unidentified person offered Rehner the chance to continue his work for all time in the service of Daclaud Heinfroth on the island of Dominia. After serious consideration of the proposal, Rehner agreed and was transformed into a cerebral vampire.
Young Colin, Cerebral Vampire: He was in his early teens when he was transformed into a cerebral vampire, and now he eternally wears the smile of an excitable lad.
Young Colin was a wide-eyed, 13 year old boy who thought that a life on the sea would be exciting and glamorous. He decided to start his career by stowing away on a merchant ship and then revealing himself once they had cleared port. Unfortunately, he picked the wrong ship to sneak aboard. After being beat within an inch of his life, as well as having been fed upon by Captain Baykur, Colin was brought before Heinfroth. The master of Dominia saw the use for evil wearing a mask of innocence and turned the boy into a cerebral vampire.
Baron Metus, Mature Vampire: As he fled from Vistani retribution, Metus came under the protection of a member of the Kargat, the secret police force of Darkon. He also soon found himself transformed into a vampire by his supposed protector.
Recognizing that she needed the aid of a powerful corporeal ally if her plans were to see fruition, Radanavich arranged for the ashes of Baron Metus to be recovered and reanimated.
Madame Radanavich, Lord of Bleak House, 4th Magnitude Ghost: An enraged Van Richten descended upon the tribe, supported by a ravenous horde of undead creatures that were led by the reanimated corpse of her own son. As Madame Radanavich fell beneath Radovan's claws, she uttered the curse that would fulfill the prophesy made at her birth: "Live you always among monsters, and see everyone you love fall beneath their claws, starting with your son!"
By kidnapping his son and then cursing him to live among monsters, Madame Radanavich had set Van Richten firmly on the path he would follow for 30 years, and had thus affected countless residents of the Mists, for good and ill. Also, in the moment of her death, Madame Radanavich was so filled with hate for Van Richten that she lived on.
Although she died that night, Madame Radanavich's hate sustained both her and her tribe. The vengeful spirit lingered among the reanimated remains of her relatives, and she took charge of them in death as she had in life.
Dr. Black, Cerebral Vampire: ?
Dr. White, Cerebral Vampire: ?
Lord Azalin: ?
Tavelia, Mature Vampire: ?
Vampire Kargat Agent: ?
Heinfroth's Shadow: ?
Undead Treant: ?
Erasmus van Richten, Vampire: I learned that they had sold my beloved child to Baron Metus, a vampire. By the time I reached the Baron's tower, he had already transformed Erasmus into a foul creature of the night.
Animal Ghost: ?
Ghost Bear: ?
Sobbing Spirit, Banshee: Not long ago, Baron Metus murdered a young woman in this room. At the time, he was new to the city and had not yet established the subtle feeding patterns that he now employs. So terrified was the innocent lass that her ghost still haunts this room, attacking any male heroes who enter.
Daylight Ghosts: The daylight ghosts of Bleak House are corporeal spirits who endlessly repeat the day of their demise. They are the servants who worked in the house during Van Richten's childhood, and they died during a night of passion, madness, and terror. They are not controlled by Madame Radanavich but have been given existence by the spirit of the house which, recognizing that its true master has come home, is attempting to help Van Richten.
Josef Bierce, Daylight Ghost, Human 0: ?
Elise Bierce, Daylight Ghost, Human 0: When the fateful day came, Karl presented himself to Elise and was dumfounded when she rejected him. He forced his way into her room to argue with her, but when she tried to scream he clapped a heavy hand over her mouth. He squeezed her throat so tightly and for so long that she never made another sound.
Casimir, Daylight Ghost, Fighter 1: Casimir's steadfast companion in life was his hound, Thane, who watched the gate at night while his master slept. Karl poisoned the dog a few hours before he planned to "elope" with Elise. Casimir spent his last living hours searching for his canine friend. Instead, he found death at the hands of Josef.
Unfortunately for Josef, his own guilt over his crimes made him increasingly paranoid. He suspected everyone of watching him, especially the half-breed Vistani. When Josef found his ledger missing on his last day of life, he was certain Casimir had stolen it to blackmail him. He sought out Casimir and murdered him.
Karl Mueller, Daylight Ghost, Fighter 3: ?
Gretta Bierce, Daylight Ghost, Human 0: ?
Spirits of the Night: Madame Radanavich has captured the spirits of nine people who were close to Van Richten's heart.
Alannthir, 3rd Magnitude Ghost, Spirit of the Night: With other brave heroes, this half-elven druid aided Van Richten in tracking the lich known as Bloody Hand. Before the band ever reached the monster's lair, Alannthir was slain during a struggle with Bloody Hand's familiar, an undead redtailed hawk.
Bloody Hand Lich: ?
Undead Red Tailed Hawk Familiar: ?
Davvyd, 2nd Magnitude Ghost, Spirit of the Night: The only time Van Richten was utterly and totally defeated was when he faced the fiend known as Drigor. Davvyd, a devout young priest of Tyr, a god of justice, was among those who fell. Drigor took particular delight in killing Davvyd, taunting him with the fact that his god was doing nothing to save him.
Dr. Harmon Ruscheider, 2nd Magnitude Ghost, Spirit of the Night: Once a brilliant scientific mind, Harmon Ruscheider was corrupted by the influences of a lich and died in Van Richten's arms.
Erasmus van Richten, 4th Magnitude Ghost, Spirit of the Night: ?
Geddar, 3rd Magnitude Ghost, Spirit of the Night: Geddar the Dwarf was a retired watchman who ran an inn in Mordentshire. When a scoundrel died with stolen burial goods in his common room, Geddar joined Van Richten in a quest to return the items to their rightful place and mollify the angry spirits. The mission was successful, but not without the cost of Geddar's life.
Ingrid van Richten, 2nd Magnitude Ghost, Spirit of the Night: Ingrid, Rudolph's wife and mother to his son, Erasmus, was murdered in a most brutal fashion by Baron Metus as a retaliatory gesture.
Ottelie Farringer, 3rd Magnitude Ghost, Spirit of the Night: After the death of his wife, Rudolph van Richten lived for many years without any thought of love or companionship—until he met the brilliant and enchanting Ottelie Farringer. A scholar rivaling Van Richten's own skill and experience, Ottelie stood with him in the fateful confrontation with Drigor. Had she lived, Van Richten may have led a far different life.
Samuel, 2nd Magnitude Ghost, Spirit of the Night: A young man from Mordentshire, Samuel generally tended Van Richten's herb shop when the doctor was on the road. In the end, he took up arms and stood at the Doctor's side against Drigor.
Claudia DeShanes: Before she met Van Richten, Claudia looked forward to being happily married and bearing healthy children some day. When her powerful psychic abilities were awakened by Van Richten and his comrades during a ghost hunt, she joined his crusade, but fell victim to the child vampire Merilee.
Merilee, Child Vampire: ?
Spirit of Bleak House: ?
Cannibal Zombie: ?
Thane, Phantom Hound: Casimir's steadfast companion in life was his hound, Thane, who watched the gate at night while his master slept. Karl poisoned the dog a few hours before he planned to "elope" with Elise. Casimir spent his last living hours searching for his canine friend. Instead, he found death at the hands of Josef.
Radovan Radanavich, Fourth Magnitude Ghost: Radovan was the son of Madame Radanavich. In life, Radovan was not an evil man. Had events been different, he would never have hated Dr. Van Richten for failing to save his life. The corrupting influence of his transformation into an undead creature forced to lead an enemy to his own tribe broke Radovan's undead mind.
Tasha, Animal Ghost: Like most animal ghosts who died serving their masters, Tasha is restless because she did not manage to carry Van Richten all the way to his destination.
Ghostly Boar: ?

Vampire: ?
Ghoul: Any human or humanoid creature whose Intelligence or Wisdom score is reduced to 0 by the drain of cerebral vampires is doomed to become an undead creature himself. Unlike other vampires, however, these creatures do not breed true. The secret of creating cerebral vampires is known only to Daclaud Heinfroth himself.
Instead, the victims of a cerebral vampire rise as ghouls.
As mentioned in the general description of these monsters, victims slain by other cerebral vampires rise as ghouls.
Even in death the Corvara tribe followed Madame Radanavich, their shattered bodies rising as ghouls and zombies to walk with her as she entered the Mists in search of Van Richten.
Zombie: Even in death the Corvara tribe followed Madame Radanavich, their shattered bodies rising as ghouls and zombies to walk with her as she entered the Mists in search of Van Richten.
While the children do indeed learn how to weave rugs, they are kept prisoners in the mills and are fed only enough to keep them alive. Dyreth, however, need not even do that. He is a necromancer who slays the children he "apprentices" and animates them as zombies.
 
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Voadam

Hero
Caravan
2e
Skurra: So where are the ghosts? They are the ghosts! Oh, sure, some might disagree with me, but I know it's true. After all, at least one of their women came here after "escaping" the death squads in Invidia. Not likely is it? She made it out, all right, but I doubt she escaped those squads alive.
Try looking at the faces under those painted masks. It's not easy. That's because there are no faces, George! The Skurra, our faithful drivers, those harmless entertainers strolling through the Carnival while juggling knives and balls, are the restless spirits of Vistani who were murdered while apart from their tribes, and now they're unable to find their way home. Like so many other lost souls, they have come to lsolde and the Carnival to find peace. And the wagons they bring and drive for us? Obviously, they are the very vardos these Vistani once lived in.
Tindal has filled your head with nonsense, telling you that the Skurra are ghosts of Vistani who failed their tribes in life. Telling you that Isolde brought the Skurra back from the land of death to protect the Carnival in its travels. No doubt some Trouper will also tell you that the Skurra conceal themselves behind false faces to hide from Death, not from the Twisting.
Vistani blood flow through the veins of the Skurra, but they are mortu, as am I. Some Skurra have lost their tribes, others were cast out. In this way we are no longer truly Vistani. For our kind, to be mortu is to exist in a cold half-life, cut off from all that fuels our passions. The Troupers do not understand our ways. They have learned that mortu can mean “undead” in your tongue. This confuses them, and the constraints of the Skurra mask have led them to see us as ghosts. Are we simply mortu, or are we undead? Pah. The difference is in the truth you choose to believe.
 

Voadam

Hero
Castle Spulzeer
2e
Kartak Spellseer, Lich Wizard 20 (31): Meanwhile, in the Year of the Thorns (856 DR), Kartak died by his own hand, drinking a potion that would turn him into a lich.
Marble, Ghost: On that horrible night years ago, when Marble's life blood spewed onto Kartak's reconstructed corpse, she willed herself to avenger her murder. So strong was her hatred of the lich and her brother Chardath, so powerful was her will, that she actually recreated herself into a unique ghost of tremendous power.
Sharill Beaufort, “Selune's Daughter”, Eastern Vampire: She was made an eastern vampire when a man claiming to be an itinerant Moonbathed Priest of Selune attacked her in her own quarters in the cellar under the temple.
Ghostly Apparition: ?
Weeping Spirit: ?

Undead: These restless spirits are mostly victims of atrocities committed in the castle by Kartak and the Spellseer/Spulzeer family over the centuries (some may even be the spirits of evil ancestors).
Geist: A geist is the relatively harmless undead spirit of a person who died traumatically, a transparent image of the victim at the moment of death.
Skeleton: These skeletons are the result of Chardath's experimentation with his newfound magical powers.
Wraith: ?
Crypt Thing: ?
Banshee: ?
Ghost: ?
 

Voadam

Hero
Dark of the Moon
2e
Arayaska, Snow Wraith, Snow-People: Arayashka are the undead spirits of travelers killed by cold and exposure in some arctic lands. A person must possess an intense strength of will and a purpose that is left unfulfilled by death in order to become an arayashka.
Any character killed by an arayashka and interred anywhere near the location of death must be cremated while a bless spell is cast, or the PC rises as an arayashka the next time a winter storm rages. A character that is killed by an arayashka but is then interred in some warmer clime does not return as one.
Antonina, Ghost: On the day of Alexei's 18th birthday, Gregor decided that he would bring his son into the ranks of the boyarsky. Mikhail was in Torgov, visiting his mother's kin. While Gregor and Alexei were away, Antonina came to see Sasha. "It is time you knew Gregor's secret and what he plans for Alexei," the old woman spitefully told her. "Tonight, you and I shall follow Gregor into the forest, and I will show you where he has been going all these years."
Sasha agreed, and as night fell the two women trailed stealthily after Alexei, Gregor, and his boyarsky. The boyar led his son and his warriors to a clearing in the woods, and there he gave a wolf skin to Alexei. Together, father and son donned the skins and transformed into great black wolves. The boyarsky changed as well, and the night was full of the howling of the pack.
Sasha was horrified and fled into the woods. The keen ears of the pack caught the sounds of her flight, and in a moment the wolves were bounding after their prey. The wolves chased Sasha to a steep ravine, and there she slipped and fell to her death in her attempt to escape.
Coming up behind the boyarsky, Gregor and Alexei in their wolf-shapes beheld the broken form of Sasha, lying in the snow-covered rocks. Gregor smelled the scent of Antonina on his dead wife, and in a moment of terrible understanding he knew that Sasha had been encouraged to spy on him. He raced off to track down his mother, his rage unspeakable, Alexei a step behind him. The boyar found Antonina near the clearing, and unable to contain his anger, he tore Antonina's throat out with his terrible fangs while Alexei howled in grief and rage.

Undead: Undead can be found in various places, the restless spirits of those killed by Gregor and his pack or frozen as they traveled in the woods.
 

Voadam

Hero
Die Vecna Die
2e
Skeleton Elite: Elite skeletons in Cavitus are created by a lich from the bodies of common soldiers using the animate dead spell in a special ceremony.
Krakkat the Observant created the elite skeletons that populate Cavitius.
True Ghoul: ?
Wight Wizard: These corporeal undead share the same background as other wights here, but they were wizards, not warriors.
Innova, Meekali, Lich possessing human body Wizard 19: The lich who has stolen Innova's body was in life an evil human mage named Meekali, from the realm of Sunndi. When the natural end of her life was only a few years away, she made plans to prevent it from arriving. Her first attempt involved casting magic jar on an elf maiden, but elven adventurers foiled her scheme. She then went through the steps to become a lich. During this process, she came to the attention of Vecna, who recruited her as one of his servants. Now, she occasionally uses magic jar to steal the body of a young human female from the unfortunate citizens of Citadel Cavitius.
Krakkat the Observant, Lich Mage 18: ?
Kyrie, Vampire Mage 2: Kyrie was turned into an undead by a vampire that was ultimately slain by a vengeful Xaven.
Lord Haroln, The Arm of Vecna, Vampire Wizard 3 Priest 10: ?
Nine, Lich Mage 20: ?
Sir Loran of Trollpyre Keep, Death Knight: Sir Loran was the final master of Trollpyre Keep, a minor estate bordering the Vast Swamp on Oerth. Unlike his noble ancestors in Sunndi, he was an evil and twisted man who hid his true nature behind a veneer of stoicism and honor. He took a beautiful dancer as his wife, but when she bore him a daughter instead of a son, he slew them and their midwife moments after the birth with Trollpyre’s Defender, his magic sword. The dancer’s mother, a priestess, cursed Sir Loran to die painfully in battle, then rise as an undead, with the spirits of his slain family haunting him for eternity.
Xaven, Vampire Mage 3: Kyrie was turned into an undead by a vampire that was ultimately slain by a vengeful Xaven. However, his love for Kyrie was such that he could not bring himself to kill her, so he joined her undeath.
Vecna the Maimed God, Lord of Cavitus, Demigod, Lich: Once upon a time lost to history, there lived a mortal man called Vecna. Vecna plumbed the arts of magecraft, eventually becoming the most accomplished and powerful wizard of all times and spaces. When a betrayer’s blade maimed and cut him down, Vecna rose again, infused with secrets of magic no mortal was ever meant to know. He was now a true demigod, while the relics of his former body gained fame in their own right. His power magnified many times over, Vecna schemed, laying audacious plans designed to transform himself into a true god, possibly even a supreme god. Just when all portents aligned with Vecna’s will, the demigod was snatched from his former abode and forcibly caged in a misty realm.
Ilya Noma, Vampire: ?
Animate Greatcoat Minor: This item is sewn from integument harvested from powerful undead.
Carrion Shambler: Taking their form from the piles of fleshy remains, carrion shamblers are undead agglomerates of undead tissue, first animated by cultist wizards, but now capable of reproducing on their own.
Slave Vampire: ?
Kaleb Hoddypeak, Mummy Priest 6: In life, Kaleb Hoddypeak was a half-elf from the Duchy of Geoff. He devoted a great deal of time secretly sabotaging the heroic undertakings of his famed half-brother Fonkin Hoddypeak, a full-blooded elf adventurer. Eventually, Kaleb discovered the Cult of Vecna and joined up, hoping the dark god would grant him secret knowledge to use in slandering Fonkin’s name. Before Kaleb could deal a crippling blow to Fonkin, villagers lynched him for his evil ways and threw his body into a bog. Vecna was impressed with Kaleb’s efforts and caused him to rise as a mummy.
New Vampire: ?
Ylan Tomas, Vampire Necromancer 5: ?
Crassius, Lich Mage 18: Crassius and Vellan were twin brothers and archmages who worked for Vecna at the height of his empire, but were cast into Citadel Cavitius for various perceived deficiencies. They changed into liches in time and still serve Vecna as mage teachers.
Vellan, Lich Mage 18: Crassius and Vellan were twin brothers and archmages who worked for Vecna at the height of his empire, but were cast into Citadel Cavitius for various perceived deficiencies. They changed into liches in time and still serve Vecna as mage teachers.
Wight Mage Advanced Mage 5: This twisted soul has devoted himself to carrying out Vecna’s will for all eternity.
Gundarc the Bald, Lich Mage 18: ?
Wight Mage: ?
Stigel, Vampire Mage 10: ?
Undead Scribe: In life, these scribes served Vecna’s church on Oerth copying fragments of texts relating to his life and deeds. Once they passed from life, their bodies were drawn to Vecna‘s palace where they could continue the work they had started in life.
The Unnamed, Lich Mage 20: ?
Vampire Mage 12: ?
Vampire Pilgrim Wizard 2 Priest 5: ?
Kas the Bloody-Handed Death Knight: He is actually a warrior who came into possession of a false “Sword of Kas,” which corrupted his mind and body.
Lyra, Third-Magnitude Ghost: Sir Loran was the final master of Trollpyre Keep, a minor estate bordering the Vast Swamp on Oerth. Unlike his noble ancestors in Sunndi, he was an evil and twisted man who hid his true nature behind a veneer of stoicism and honor. He took a beautiful dancer as his wife, but when she bore him a daughter instead of a son, he slew them and their midwife moments after the birth with Trollpyre’s Defender, his magic sword. The dancer’s mother, a priestess, cursed Sir Loran to die painfully in battle, then rise as an undead, with the spirits of his slain family haunting him for eternity.
Lich Templar: ?

Death Knight: Nearly all death knights in Vecna’s domain were once lawful good warriors, generals, and knights who fought against Vecna in life. However, they were corrupted by a constant and devastating campaign in which Vecna offered them a variety of dreadful secrets, with a promise of more knowledge and power if they would cease to resist his empire or even join his forces. Their reward was to be cast into Citadel Cavitius when it was a prison on the quasi-elemental plane of Ash, where they eventually became death knights.
Lich: Some liches in this domain were once live mages in Vecna‘s ancient empire on Oerth, but were cast into the prison of Citadel Cavitius when they failed their master. They were changed into liches over time by the prison’s magical nature. Most, however, deliberately turned themselves into liches to become immortal and gain additional magical knowledge
Minor Death: ?
Reaver: ?
Skeletal Steed: ?
Shadow: For every successful attack by a shadow, the target loses 1 point of Strength. Lost Strength points return 2d4 turns later. If a human or demihuman is reduced to 0 points of Strength, the victim’s body dissolves into shadow-stuff and the victim is immediately ”reborn” as a shadow, attacking all former comrades.
Slow Shadow: Only a remove curse cast upon a slow shadow's victim at the time of death prevents the victim from arising as a slow shadow later on; otherwise, there is no recovery.
Skeleton: Animated skeletons are created from the bodies of dead human citizens of Cavitius, as well as executed criminals or unwanted prisoners.
Skeleton Warrior: In life, the skeleton warriors of Citadel Cavitius were great fighters in Vecna’s ancient armies who were punished for failing their leader in any number of critical ways, from losing major battles to committing high treason.
Spectre: Spectre-slain victims turn into spectres.
This accessway is haunted by two spectres of those slain here in the battle.
The two secret alcoves still contain a remnant of the force that once staffed them, in the form of haunted spectres, one to each alcove.
Vampire: The oldest vampires in this ghastly domain were once powerful adventurers who ran afoul of Vecna at some point in his career, then were cast into Citadel Cavitius when it was an extraplanar prison. There they were attacked and slain by the sole vampire in that prison, Kas the Destroyer himself.
Because Vecna is less fond of vampires than more lawful sorts of undead, he has standing orders to have the victims of vampires destroyed completely whenever possible, to prevent having his domain be overrun with them. Vampires go along with these orders, though once in a while they will bring a new member into their family by accident or design (in the latter case, the usually unwilling recruit is someone much favored by a particular vampire). The victim is given a quick burial, and one day later arises as a full-strength vampire enslaved to its creator.
The character was recently kidnapped (however long it was since the heroes had their first run-in with either the supporters of Iuz or Vecna). After being delivered to this terrible place, the character was subjected to mental and physical tortures, then turned into a vampire by two other vampires, male and female, covered in elaborate tattoos,
Wight: Wight-slain victims turn into wights.
A half-strength wight becomes the servant of its creator wight until its master is destroyed, at which time the minor wight gains full strength and free will.
The wights of Citadel Cavitius were formerly warriors or minor adventurers who were imprisoned within the Citadel when it was an extraplanar jail. These experienced prisoners, having run afoul of Vecna at some point, gradually turned into wights from the effects of the Negative Material Plane in their environment.
Wight Half-Strength, Minor Wight: Half-strength wight-slain victims turn into wights.
All heroes and NPCs slain by a wight fall into this category. The transition to unlife takes place quickly, in only 2d8 rounds.
Wraith: Wraith-slain victims turn into wraiths.
A half-strength wraith becomes the servant of its creator wraith until its master is destroyed, at which time the minor wraith gains full strength and free will.
The wraiths of Cavitius have origins much like the wights, but their corporeal forms were destroyed, leaving only their corrupted spirits.
Wraith Half-Strength, Minor Wraith: Half-strength wraith-slain victims turn into wraiths.
All heroes and NPCs slain by a wraith fall into this category. The transition to unlife takes place quickly, in only 2d6 rounds.
Zombie: Like skeletons, zombies of Citadel Cavitius were created from dead human citizens, criminals, and prisoners of little worth to the rulers of the city
Zombie Ju-Ju: In life, they were prisoners or criminals of exceptional note, hideously executed by energy drain spells cast by an archmage lich, or by finger of death spells after prolonged torture.
Ghoul Lord: ?
Ghast: Anyone bitten by a ghoul lord contracts a horrible rotting disease unless a successful save vs. poison is rolled. An infected victim loses ld10 hit points and 1 point each from Constitution and Charisma scores each day until cured with a heal spell. Death occurs if any affected score is reduced to zero. About 60+4d6 hours after death, the victim rises again as a ghast controlled by the ghoul lord.
Ghoul: ?
Gigantic Skeleton: ?
Crawling Claw: ?
Inquisitor: Known as inquisitors, these horrid servants of Vecna are horrid, rotting terrors whose clawed hands are charred from decades of handling red-hot torture implements.
Crypt Thing: ?
Radiant Spirit: This is the restless spirit of a paladin, now transformed by his guilt over having failed in his quest into a type of incorporeal undead known as a radiant spirit.
Poltergeist: This undead being was an unwise thief slain here less than a year ago, on a failed mission to steal from Vecna’s hoard.
 
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Voadam

Hero
FOR2 The Drow of the Underdark
2e
Spirit-Wraith: Zin-Carla spell.

Zombie: ?
Lich: ?
Skeleton: ?
Animal Zombie: ?
Shadow: ?
Vampire: ?
Revenant: If control over a spirit-wraith is lost, the wraith becomes a revenant, driven by hatred and the memory of its violation at the hands of the spellcaster.

Seventh-Level Spell
Zin-Carla (Necromancy)
Sphere: Necromantic
Range: Touch
Components: V.S.M.
Duration: Varies
Casting Time: 4 rounds
Area of Effect: One creature
Saving Throw: Special
This spell is "the highest gift of Lolth," granted rarely even to favored drow. It is a special form of animate dead, that enables the caster to create a special sort of zombie known as a spirit-wraith. Imbued with the skills (hit points, armor class, and THACO) it had in life, this creation is telepathically linked to —and controlled by—the caster of this spell, usually a drow matron mother.
This spell may not be instantaneously granted, or may be denied entirely, at Lolth's will. It is granted only for the completion of specific tasks, and these may never be purely to work revenge or bring harm on other drow. Failure in the task brings on the disfavor of Lolth.
Zin-carla involves the forcible return of a departed soul or spirit to its body. Only through the willpower and exacting, sleepless control of the caster are the undead being's desired skills kept separate from unwanted memories and emotions. The duration of the spell is limited by the needs of the task, the patience of Lolth, and the mental limits of the caster—for a total loss of control usually means failure.
So long as that control is maintained, the spirit-wraith cannot tire or be distracted from its task. It does not feel pain or disability, and will continue to function as long as it remains mobile.
A spirit-wraith cannot be made to cast spells without losing control over its mind entirely, but can fully use combat and craft-skills possessed in life. If control is lost, the wraith becomes a revenant, driven by hatred and the memory of its violation at the hands of the spellcaster. Uncontrolled spirit-wraiths do not stop until the zin-carla caster is destroyed.
A spirit-wraith driven to do something against its old nature has a chance of breaking free of its control (treat as a charm spell, with the same saving throw as in life). For example, one cannot successfully use this undead to destroy a being that it loved in life.
Spell-like natural powers (such as the levitation ability of drow) are retained and can be used by the undead. The spirit-wraith can use its former experience and memories, as much as allowed by the linked caster. Both the zombie and the caster are immune to the effects of spells that attack the mind, and similar spell-like powers (such as the mental blast of a mind flayer). It knows wariness, anger, glee, hatred, frustration, and triumph, but not fear. It cannot be controlled by the spells and priestly powers normally used to command encountered undead—and control of it cannot thereby be wrested away from the caster of the zin-carla.
Spirit-wraiths do not breathe, but can speak (if allowed to do so by their controller). They can utter command and activation words, and the controlling caster can speak through them directly, but spell incantations will have no effect if uttered by the undead.
To stop a spirit-wraith, it must be physically destroyed—if it is still able to even crawl, it will do so, tirelessly, searching for a way to complete its task.
The material components of this spell are the corpse to be animated, and a treasured object that belonged to the person to be controlled. If the corpse is badly decomposed or not whole, other spells (such as Nulathoe's ninemen) and magical unguents will also be required, to restore it to whole, supple condition.
Wizards and other powerful creatures (such as mind flayers, aboleth, or cloakers) who raid or despoil drow cities can expect to face either a full-scale attack—or a spirit-wraith or two.
 

Voadam

Hero
FOR7 Giantcraft (2e)
2e
Undead Giant: ?
Veltig, High Knight of the Blood Riders: Their theories range from the benevolent (the spirit of the Blood Rider leapt from his own grave to continue his war against the Jotunbrud) to the unthinkable (even in death, the Blood Rider's spirit was defending the valley against the undead souls of the giants he slew in life; the angry spirits finally defeated the Rider and escaped through his tomb to haunt the whole valley).
Counselor Trevon, Wraith: Fardo is a covetous, ambitious man. Before he was appointed to his position, he was a close aide to Counselor Trevon, his predecessor. Like Fardo, Trevon was a greedy and manipulative bureaucrat who was more than willing to take advantage of his authority for personal gain. In fact, it was these very traits that Fardo used to destroy his mentor, clearing the way for his own ascension. With the help of a couple of crooked merchants, Fardo led Trevon to believe that a bloc of local traders had discovered the ruins of an ancient temple in the fen located just east of Hartwick. Believing the ruins to be the source of the enormously valuable platinum artifacts that suddenly came to market in Hartsvale (actually, Fardo and his conspirators secretly imported these items and planted them on the market), the usually careful Trevon ventured into the fen without his bodyguards in order to loot the ruins himself. There, he found not an ancient temple filled with valuable artifacts, but Fardo and a band of cutthroats waiting to kill him. So great was Trevon's greed and hatred for his betrayer, however, that upon death he metamorphosed into a wraith. Though unable to leave the fens unassisted, Trevon vows that he will one day have his revenge upon his killers.

Undead: ?
Ghast: ?
 

Halloween Horror For 5E

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