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Undead Origins

Voadam

Hero
5e

5e Compilation
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (5e SRD v 5.1)
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. (5e SRD v 5.1)
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. (5e SRD v 5.1)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (D&D Basic Rules Version 1.0)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
The dead do not always rest peacefully. (Monsters & Creatures: A Young Adventurer's Guide)
Dybbuk's Possess Corpse power. (Mordenkainen's Tome of Foes)
As a necromancer, you've always had an easy time making friends. Hah! That's hilarious because your friends are undead. (Acquisitions Incorporated)
Savvy players might note that the undead minions Hoobur creates to harry the party don't follow the standard rules by which a spellcaster character might create undead. (Acquisitions Incorporated)
Chronically understaffed, especially in those wards catering to poor Outer City residents, the hospital has constant security problems, from angry patients to spontaneously arising undead, unethical or experimental treatments by priests of non-good faiths, or excessive withdrawals from the stores of painkilling narcotics. (Baldur's Gate Descent Into Avernus)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (DM Basic Rules V0.5)
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Dungeons & Dragons Starter Set Stranger Things)
Perhaps a wizard unlocks the secret to immortality (or undeath) and spends eons exploring the farthest reaches of the multiverse. (Dungeon Master's Guide)
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. (Dungeon Master's Guide)
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Dungeons & Dragons vs Rick and Morty)
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. (Eberron: Rising from the Last War)
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release. (Eberron: Rising from the Last War)
The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine. (Eberron: Rising from the Last War)
A victim who was killed by a House Tarkanan assassin returns as an undead that tries to kill anyone who bears an aberrant mark. (Eberron: Rising from the Last War)
In the sewers below Sham, a mad necromancer puts the final touches on a device that will turn the city's residents into undead. (Eberron: Rising from the Last War)
Six years ago, shortly after Kaius's accession, a figure known as Lady Illmarrow emerged as the leader of the Order of the Emerald Claw. Few of her followers know anything about her, other than her great skill as a necromancer; many members of the Order refer to her as Queen of the Dead. Some members of the order believe she will ultimately raise Karrnath above all other nations. Others simply trust that she will grant them personal power. They believe that she is poised to become a god of death, and that when she ascends to divinity, they will be granted immortality or at least the eternal life of undeath. (Eberron: Rising from the Last War)
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Essentials Kit)
The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers. (Ghosts of Saltmarsh)
Off the coast, near heavily trafficked sea lanes, cultists of Orcus create a gateway on the seabed that links to the Abyss. The water above swirls and plunges downward, creating a whirlpool that devours ships and sea life. (Ghosts of Saltmarsh)
Living creatures pulled to the bottom of the whirlpool are slain, warped with Abyssal energy, and unleashed into the sea as undead creatures. Unless someone finds the gate, slips through it into the Abyss, and destroys the unhallowed site found on the other side, the whirlpool will unleash a horde of undead sailors and sea creatures that can transform the region around it into a dead zone. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities. (Midgard Worldbook for 5th Edition and Pathfinder)
The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead. (Midgard Worldbook for 5th Edition and Pathfinder)
Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok. (Midgard Worldbook for 5th Edition and Pathfinder)
Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living. (Ponyfinder Campaign Setting)
Vampiric Sorcerous Origin Ruler of the Night power. (Ponyfinder Campaign Setting)
Abactor Hask Malevanor: See Mummy, Abactor Hask Malevanor.
Abastet, Maatkare: See Banshee, Maatkare Abastet.
Acererak: See Demilich, Acererak.
Acererak: See Lich Archlich, Acererak.
Adult Blue Dracolich: See Dracolich Adult Blue.
Alagondar's Skeletal Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Alina: See Ghost, Alina.
Allip: When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim's psyche and overwhelming psychic agony. (Mordenkainen's Tome of Foes)
A few sages and spellcasters have sought to learn the truth about Gith's fate using arcane magic, only to fall victim to a bizarre curse that transforms them into the formless creatures known as allips. (Mordenkainen's Tome of Foes)
Alhoon: See Mind Flayer Alhoon.
Amasis, Arkara: See Lich Ravenfolk Sorcerer, Arkara Amasis.
Anastrasya Karelova: See Vampire Spawn, Anastrasya Karelova.
Ancient Gold Undead Dragon: See Undead Dragon Gold Ancient.
Anemone Zombified: See Zombie Zombified Anemone
Angvyr Ssetha: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Aquatic Beast Harmless Zombified: See Zombie Zombified Harmless Aquatic Beast.
Archlich: See Lich Archlich.
Archlich Orgupash: See Lich, Archlich Orgupash.
Ariel du Plumette: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Ariel the Heavy: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Arkara Amasis: See Lich Ravenfolk Sorcerer, Arkara Amasis.
Ascendant Councilor: The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors. (Eberron: Rising from the Last War)
Assassin's Ghost: See Ghost Assassin's Ghost.
Avatar of Death: ?
Axeholm's Dwarf Castellan: See Ghoul, Axeholm's Dwarf Castellan.
Balenus: See Vampire Warrior, Commander Balenus of the Ghost Knights.
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf. (D&D Basic Rules Version 1.0)
This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf. (Monster Manual)
Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters. (Monster Manual)
A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom. (Monster Manual)
The corrupted spirit of a female elf. These cursed creatures misused their great beauty in life and are now condemned to suffer for their cruelty in death. (Monsters & Creatures: A Young Adventurer's Guide)
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. (Mordenkainen's Tome of Foes)
The woeful banshee is a spiteful creature formed from the spirit of a female elf. (DM Basic Rules V0.5)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
A banshee is the hateful spirit of a once-beautiful female elf. (Essentials Kit)
Banshee, Maatkare Abastet: ?
Banshee, Miraal: Miraal was a sea elf killed by Moesko, who took her spellcasting focus-an opalescent conch as a trophy. (Essentials Kit)
Banshee, Patrina Velikovna: In life, Patrina Velikovna was a dusk elf who, having learned a great deal about the black arts, was nearly a match for Strahd's powers. She felt a great bond with him and asked to solemnize that bond in a dark marriage. Drawn to her knowledge and power, Strahd consented, but before he could drain all life from Patrina, her own people stoned her to death in an act of mercy to thwart Strahd's plans. Strahd demanded, and got, Patrina's body. She then became the banshee trapped here. (Curse of Strahd)
Banshee, Vyldara: The site was abandoned and sealed up long years ago after being haunted by a banshee-the restless spirit of a moon elf ambassador named Vyldara who tried and failed to foment civil unrest among the dwarves. The dwarves imprisoned the elf and sent messages to her people, asking that they come to collect her. Before envoys could be sent, Vyldara killed two guards trying to escape, only to be cut down by dwarven axes before she could succeed. (Essentials Kit)
Barnabas: See Flameskull, Barnabas.
Baron Metus: See Vampire, Baron Metus.
Baron of Doresh: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Baron Urslav: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Baroness of Doresh: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Beggar Ghoul: See Ghoul Beggar Ghoul.
Beholder Death Tyrant: On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind. (Monster Manual)
When a beholder sleeps, its body goes briefly dormant but its mind never stops working. The creature is fully aware, even though to an outside observer it might appear oblivious of its surroundings. Sometimes a beholder's dreams are dominated by images of itself or of other beholders (which might or might not actually exist). On extremely rare occasions when a beholder dreams of another beholder, the act creates a warp in reality- from which a new, fully formed beholder springs forth unbidden, seemingly having appeared out of thin air in a nearby space. This "offspring" might be a duplicate of the beholder that dreamed it into existence, or it could take the form of a different variety of beholder, such as a death kiss or a gazer (see "Beholder-Kin"). It might also be a truly unique creature, such as could be spawned only from the twisted imagination of a beholder, with a set of magical abilities unlike that of its parent. In most cases, the process yields one of the three principal forms of the beholder: a solitary beholder, a hive, or a death tyrant. (Volo's Guide to Monsters)
Beholder Zombie: See Zombie Beholder Zombie.
Black Wyrmling Undead: See Undead Dragon Black Wyrmling.
Black Fang: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
Blackfly, Drago: See Ghoul Darakhul, Duke Drago Blackfly.
Blood Zombie: See Zombie Blood Zombie.
Bodak: A bodak is the undead remains of someone who revered Orcus. (Volo's Guide to Monsters)
A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on its chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that sucks in all life energy near it. Most bodaks come into being in this way, then unleashed to spread death in Orcus's name. Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze. (Volo's Guide to Monsters)
These soulless terrors, each one risen from the remains of someone who revered Orcus, Lord of the Undead. exist only to spread further suffering and death. (Ghosts of Saltmarsh)
Bodak, Hierophants of Annihilation: Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. (Volo's Guide to Monsters)
Bone Naga: See Naga Bone Naga.
Bonehand, Wierdunn: See Ghoul Darakhul, Duke Wierdunn Bonehand.
Boneclaw: A wizard who tries to become a lich but fails might become a boneclaw instead. (Mordenkainen's Tome of Foes)
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master's wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master's desires. (Mordenkainen's Tome of Foes)
Borag the Executioner: See Darakhul, Duke Borag the Executioner, Warlord of Gallwheor.
Burning Skeleton: See Skeleton Burning Skeleton.
Calimara: See Ghost, Calimara.
Captain Ineca Sufocan: See Vampire Elf, Captain Ineca Sufocan.
Catfolk Mummy: See Mummy Catfolk Mummy.
Cave Dragon Dracolich: See Dracolich Cave Dragon.
Centaur Ghost: See Ghost Undead Centaur Ghost.
Chesmaya: See Lich, Lady Chesmaya, Voivodina of the Verdant Tower.
Commander Balenus of the Ghost Knights: See Vampire Warrior, Commander Balenus of the Ghost Knights.
Count Strahd Von Zarovich: See Vampire, Count Strahd Von Zarovich
Count Warrin: See Vampire, Count Warrin.
Countess Urzana Dolingen of Morgau: See Vampire Spellcaster, Countess Urzana Dolingen of Morgau.
Crawling Claw: Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing. (Monster Manual)
Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer's spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails. (Monster Manual)
The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers. (Monster Manual)
If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer's soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed. (Monster Manual)
Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. (Monster Manual) Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw. (Monster Manual)
Crawling Lord of Vallanoria: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Crawling Strahd Zombie: See Zombie Strahd Zombie Crawling.
Crimson Mist: See Vampiric Mist, Crimson Mist.
Ctenmiir: See Vampire, Ctenmiir.
d'Vol, Erandis: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death.
Dalaen, Old: See Ghost, Old Dalaen.
Darakhul: See Ghoul Darakhul.
Death Knight: When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. (Monster Manual)
The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight. (Dungeon Master's Guide)
Antipaladin Oath of the Giving Grave Undying Sentinel power. (Midgard Worldbook for 5th Edition and Pathfinder)
Death Knight, Lord Soth: Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight. (Monster Manual)
Death Knight, Olanthius: Harurnan followed his master into damnation willingly and was transformed into a narzugon devil, while Olanthius, who took his own life rather than bow before Asmodeus, was brought back to serve as a death knight under Zariel's burning gaze. (Baldur's Gate Descent Into Avernus)
One of Zariel's generals, Olanthius, killed himself rather than embrace tyranny. Zariel raised him as a death knight to ensure his loyalty. (Baldur's Gate Descent Into Avernus)
Olanthius took his life rather than face damnation, but he was transformed into an undead monster by Zariel to serve her forevermore. (Baldur's Gate Descent Into Avernus)
Death Tyrant: See Beholder Death Tyrant.
Deathlock: The forging of a pact between a warlock and a patron is no minor occasion-at least not for the warlock. The consequences of breaking that pact can b e dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. (Mordenkainen's Tome of Foes)
An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron. (Mordenkainen's Tome of Foes)
Deathlock Mastermind: ?
Deathlock Wight: Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight- a special punishment meted out by certain patrons and necromancers. (Mordenkainen's Tome of Foes)
Deathwisp: ?
Defender of the Realm: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Demilich: The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This "demilich" contains only a fragment of the lich's malevolent life force-just enough so that if it is disturbed, these remains rise into the air and assume a wraithlike form. (Monster Manual)
A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich. (Monster Manual)
Demilich, Acererak: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed. (Monster Manual)
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery. (Monster Manual)
Demilich Acererak Disciple: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed. (Monster Manual)
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery. (Monster Manual)
Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs. (Monster Manual)
Devourer: A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes. (Volo's Guide to Monsters)
Derro Ghoulish: See Ghoul Ghoulish Derro.
Dizzerax: See Mummy Mummified Goblin King Dizzerax.
Dolingen, Urzana: See Vampire Spellcaster, Countess Urzana Dolingen of Morgau.
Doresain: See Ghoul, Doresain.
Doru: See Vampire Spawn, Doru.
Dracolich: Even as long-lived as they are, all dragons must eventually die. This thought doesn't sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods. (Monster Manual)
Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich's phylactery. As the dragon's flesh rots away, the spirit inside the gem returns to animate the dragon's bones. (Monster Manual)
Only an ancient or adult true dragon can be transformed into a dracolich . Younger dragons that attempt to undergo the transformation die, as do other creatures that aren't true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can't be transformed into a dracolich, for it has already lost too much of its physical form. (Monster Manual)
Dracolich Adult Blue: ?
Dracolich Cave Dragon, Vizorakh the Ravenous: Vizorakh the Ravenous, thought long gone like all cave dragons of sufficient age, clings to existence. This ancient horror sought out great wizards of the Ghoul Imperium and burrowed into forgotten dungeons beneath the earth in search of salvation. On the brink of death, it found its answer. Vizorakh cast its soul into an onyx gemstone the size of an elephant and passed into undeath. It rose again as a dracolich, no longer hungering for flesh but for the souls of its own kind. (Midgard Worldbook for 5th Edition and Pathfinder)
Drago Blackfly: See Ghoul Darakhul, Duke Drago Blackfly.
Dragon Black Wyrmling Undead: See Undead Dragon Black Wyrmling.
Dragon Ancient Gold Undead: See Undead Dragon Gold Ancient.
Dragonson, Thurso: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Draugir: See Undead Mount, Draugir.
Drowned Ascetic: See Drowned One Drowned Ascetic.
Drowned Assassin: See Drowned One Drowned Assassin.
Drowned Blade: See Drowned One Drowned Blade.
Drowned Master: See Drowned One Drowned Master.
Drowned One Drowned Ascetic: ?
Drowned One Drowned Assassin: ?
Drowned One Drowned Blade: ?
Drowned One Drowned Master: ?
Drowned One Drowned Master, Syrgaul Tammeraut: The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers. (Ghosts of Saltmarsh)
Drowned One, Walker: The pirates, now fully under Orcus's thrall, emerged from the wreckage and marched across the seabed to Firewatch Island. They overran the garrison and carried the remains back to their wrecked ship. There, with Orcus's instruction, they began the laborious process of opening the Pit of Hatred, a rift to the Abyss that can transform corpses into drowned ones. (Ghosts of Saltmarsh)
Feeding off the captain's rage and hate as he died, the energy of the rift animated Tammeraut's crew and turned them into drowned ones. (Ghosts of Saltmarsh)
Dryad Spirit: In a bygone age, the night hag Red Ruth corrupted a community of dryads by fouling the roots of their trees with mind-bending poison. As the dryads fell to evil, their forest was wrenched from the Feywild into Avernus. Those dryads who resisted the poison died trying to merge back into their trees. The rest crumbled to ash and became restless, tortured spirits akin to banshees. (Baldur's Gate Descent Into Avernus)
du Plumette, Ariel: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Duchess Angvyr Ssetha: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Duchess Mikalea Soulreaper: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Duke Borag the Executioner: See Darakhul, Duke Borag the Executioner, Warlord of Gallwheor.
Duke Drago Blackfly: See Ghoul Darakhul, Duke Drago Blackfly.
Duke Eloghar Vorghesht: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Duke Leander Stross: See Ghoul Darakhul, Duke Leander Stross.
Duke of Morgau: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Duke Wierdunn Bonehand: See Ghoul Darakhul, Duke Wierdunn Bonehand.
Durst, Rosavalda: See Ghost, Rosavalda Durst, Rose.
Durst, Thornboldt: See Ghost, Thornboldt Durst, Thorn.
Dust Goblin Ghost: See Ghost Dust Goblin Ghost.
Dwarf Castellan: See Ghoul, Axeholm's Dwarf Castellan.
Eidolon: The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had prove n their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites. (Mordenkainen's Tome of Foes)
Creating an eidolon requires a spirit of fanatical devotion-that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site. (Mordenkainen's Tome of Foes)
Elf Spirit: ?
Elfshadow: ?
Eloghar Vorghesht: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Elven Wizard Ghost: See Ghost Elven Wizard Ghost.
Emperor Nicoforus The Pale: See Ghoul Darakhul, Emperor Nicoforus The Pale.
Emperor Vilmos Marquering: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
Erasmus Van Richten: See Vampire, Erasmus Van Richten.
Erandis d'Vol: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death.
Erandis Vol: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death.
Escher: See Vampire Spawn, Escher.
Exethanter: See Lich, Exethanter.
Eye of Anu-Akma: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Fandorin: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Father Lucian: See Vampire Spawn, Father Lucian.
Fey Lord of the Grisal Marches: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Flameskull: Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Monster Manual)
After his transformation, the lich Exethanter took over the temple and turned the skulls of it previous defenders into flameskulls under his command. (Curse of Strahd)
Flameskulls-constructs made from the remains of dead wizards-guard the temple. (Curse of Strahd)
Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Dungeons & Dragons Starter Set Stranger Things)
Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Dungeons & Dragons vs Rick and Morty)
Flameskull, Barnabas: Barnabas, once a powerful wizard, had his crypt defiled by an evil nemesis who stole his skull and turned it into a flameskull. (Baldur's Gate Descent Into Avernus)
Folly, Silas: See Ghoul Darakhul, Silas Folly.
Gath: See Lich-Priest Gath.
General Yael: See Ghost, General Yael.
Ghast: See Ghoul Ghast.
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life. (D&D Basic Rules Version 1.0)
A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life. (Monster Manual)
A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead. (Monster Manual)
This particular ghost is all that remains of a person drained of life by Strahd. (Curse of Strahd)
A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life. (DM Basic Rules V0.5)
The rakshasa master of a nearby monastery performs rituals to raise troubled ghosts from their rest. (Dungeon Master's Guide)
As a barbarian, you could have been a simple peasant caught in the Mourning. Everyone else in your community was killed, but their spirits were bound to you. Your barbarian rage represents you channeling these vengeful ghosts. (Eberron: Rising from the Last War)
The Talentan reverence for spirits derives from the fact that a variety of spirits haunt the Plains. The region contains an unusual number of manifest zones tied to Dolurrh and Thelanis. Ghosts are more likely to linger in such places, and minor fey are scattered across the Plains. (Eberron: Rising from the Last War)
Shadukar is a grim reminder of the cost of the war. Once known as the Jewel of the Sound, this coastal city was destroyed in a bitter siege against Karrnathi forces. The city has yet to be reclaimed, and it's said to be haunted both by Thrane ghosts and by undead forces left behind by the Karrns. (Eberron: Rising from the Last War)
The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised. (Eberron: Rising from the Last War)
No one knows exactly; what lurks in Old Sharn. The ruins could contain ghosts or other undead, the vengeful spirits of the aberrant-marked people who took refuge in the fallen city. (Eberron: Rising from the Last War)
Today, the district known as Fallen is strewn with the rubble of the fallen tower, mingled with shattered buildings and broken statues. Those who venture into Fallen must deal with the Ravers, feral savages that lurk in the shadows. There's no question that the Ravers exist, but their true nature remains a subject of debate. A common hypothesis is that they're the descendants of the original inhabitants of the district, who were possessed and driven mad by the ghosts of those who died when the tower fell. (Eberron: Rising from the Last War)
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. (Eberron: Rising from the Last War)
Ghosts might linger in a manifest zone associated with Dolurrh. (Eberron: Rising from the Last War)
Strong negative emotions can trap a spirit as a ghost or wraith. (Eberron: Rising from the Last War)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
The black shadows that pass for water in the Shadow Realm run swift and cold, so cold that no matter the surrounding terrain or climate, every stream or river or lake in the plane counts as frigid water. Worse, the spirits of things that died in or near the water constitute a hazard of the plane. (Midgard Worldbook for 5th Edition and Pathfinder)
When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghost, Alina: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank. (Ghosts of Saltmarsh)
Ghost, Calimara: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank. (Ghosts of Saltmarsh)
Ghost, General Yael: I gave up my magic and memories, and Yael gave her life to construct this place to protect the sword. (Baldur's Gate Descent Into Avernus)
Ghost, Lazlo Ulrich: Strahd refuses to let Burgomaster Ulrich's spirit find rest because of what he did to poor Marina. (Curse of Strahd)
Ghost, Old Dalaen: ?
Ghost, Patsy McRoyne: The ghost and the corpse are all that remain of a deceased member of the Order of the Stout Half-Pint, Patsy McRoyne. An examination of the body reveals no weapon wounds, but a successful DC 10 Intelligence (Arcana) or Wisdom (Medicine) check finds evidence of necrotic damage. A familiar sigil has been carved into the corpse's chest-a draconic skull pierced by a sword thrust upward through it. (Acquisitions Incorporated)
Ghost, Pfinston Nezzelech: The ghost of a gnome inquisitive who died when the old city collapsed during the War of the Mark. (Eberron: Rising from the Last War)
Ghost, Pidlwick: If asked how he died, he replies humorlessly, "I fell down the stairs." If Pidlwick II is with the party, the ghost points at the clockwork effigy and says, "He pushed me down the stairs."
Ghost, Prince Ariel du Plumette, Ariel the Heavy: Prince Ariel was a terrible man who longed to fly. He attached artificial wings to a harness and empowered the device with magic, but the apparatus still couldn't bear his weight, and he plunged from the Pillarstone of Ravenloft to his death. (Curse of Strahd)
Ghost, Rosavalda Durst, Rose: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death. (Curse of Strahd)
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger. (Curse of Strahd)
Ghost, Szarr: Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead. (Baldur's Gate Descent Into Avernus)
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain. (Baldur's Gate Descent Into Avernus)
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. Wights hide in their tombs by day, while ghosts and wraiths terrorize unsuspecting mortals. Putting down such threats before they can prey on citizens is the Gravemakers' primary job, and though rightfully proud of their prowess, their leader Leone Wen, a lawful good female human knight and servant of Torm, is always looking for fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery's center, its moldering halls reputedly still infested by the ghosts of the murdered Szarrs-though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty. (Baldur's Gate Descent Into Avernus)
Ghost, Thornboldt Durst, Thorn: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death. (Curse of Strahd)
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger. (Curse of Strahd)
Ghost, Zariel's Knight: The knights' souls are cursed to remain here. They yearn for the afterlife, but the oath they swore to Zariel binds them to her service. (Baldur's Gate Descent Into Avernus)
Ghost Assassin's Ghost: The entity in the mirror is the spirit of a nameless assassin who once belonged to a secret society called the Ba'al Verzi. (Curse of Strahd)
Ghost Dust Goblin Ghost, Kamelk Twice-Killed, Chieftain of the Ghost Head Goblin: ?
Ghost Elven Wizard Ghost: ?
Ghost Ghostly Drake: ?
Ghost Head Goblin Horror: See Zombie Ghost Head Goblin Horror.
Ghost Undead Centaur Ghost: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghostly Adventurer: See Spirit, Phantom, Ghostly Adventurer.
Ghostly Drake: See Ghost Ghostly Drake.
Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights. (Mordenkainen's Tome of Foes)
Maurezhi are contagion incarnate. Their bite attacks can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul. (Mordenkainen's Tome of Foes)
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. (Mordenkainen's Tome of Foes)
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. (Mordenkainen's Tome of Foes)
Maurezhi Bite attack.(Mordenkainen's Tome of Foes)
Nabassu Stoul Stealing Gaze attack.(Mordenkainen's Tome of Foes)
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it. (Volo's Guide to Monsters)
Devourer's Imprison Soul power. (Volo's Guide to Monsters)
Hiding in the wardrobes and chests are four ghouls made from gnome and halfling corpses of members of the Order of the Stout Half-Pint. (Acquisitions Incorporated)
These former citizens of the city died when Elturel was drawn into Avernus. Their souls were corrupted by the terrible power of the plane, leaving them in these undead forms. (Baldur's Gate Descent Into Avernus)
Undead Pit. (Baldur's Gate Descent Into Avernus)
When the elf's evil spirit started filling Axeholm's halls with deathly wails, the dwarves abandoned their stronghold, but not before several dwarves slain by the banshee arose as ghouls to feed on their kin. (Essentials Kit)
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship. (Ghosts of Saltmarsh)
Create Undead spell. (5e SRD v 5.1)
Animate Ghoul spell. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghoul, Axeholm's Dwarf Castellan: ?
Ghoul, Doresain: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch. (Monster Manual)
Ghoul, Ghul King: ?
Ghoul Beggar Ghoul: ?
Ghoul Darakhul: ?
Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard: ?
Ghoul Darakhul, Duke Borag the Executioner, Warlord of Gallwheor: ?
Ghoul Darakhul, Duke Drago Blackfly: ?
Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain: ?
Ghoul Darakhul, Duke Leander Stross: ?
Ghoul Darakhul, Duke Wierdunn Bonehand: ?
Ghoul Darakhul, Emperor Nicoforus The Pale: ?
Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang: ?
Ghoul Darakhul, Haresha Winterblood: ?
Ghoul Darakhul, Saint Whiteskull of Brastilor: ?
Ghoul Darakhul, Silas Folly: ?
Ghoul Darakhul, Tonderil the Bonebreaker: ?
Ghoul Darakhul, Vermesail the Gravedancer: ?
Ghoul Darakhul Monk, Sated Fang: ?
Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean: ?
Ghoul Darakhul Necrophage, Valengurd the Confessor: ?
Ghoul Ghast: Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. (Monster Manual)
Courtesy of the magic of Hoobur Gran'Shoop, the rotting dragonborn reanimates as a ghast moments after anyone opens the north cell. (Acquisitions Incorporated)
Undead Pit. (Baldur's Gate Descent Into Avernus)
This deck is a prison for four ghasts-formerly a group of thieves who stowed away in the hold before the Emperor last left port. When the ship was waylaid by the storm, they could not escape from the hold and eventually starved to death. (Ghosts of Saltmarsh)
Create Undead spell, 8th level or higher spell slot. (5e SRD v 5.1)
Animate Ghoul spell, 4th level slot. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghoul Ghoulish Derro: ?
Ghoul Imperial Ghoul: ?
Ghoul Iron Ghoul: ?
Ghoul Large Ghoul: Animate Ghoul spell, 3rd level slot. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghoulish Derro: See Ghoul Ghoulish Derro.
Ghul King: See Ghoul, Ghul King.
Giant Undead: See Haunting Ancestor, Undead Giant.
Gideon Lightward: See Undead Priest, Gideon Lightward.
Githyanki Lich: See Lich Githyanki.
Glutton of Hangksburg: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
Gnogrot Milkeye: See Lich Goblin, Gnogrot Milkeye.
Gnoll Undead: See Undead Gnoll.
Gnoll Witherling: Sometimes gnolls turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long can't control their hunger and violent urges. Eventually, they fight among themselves. The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu, they bring the remains back to a semblance of life in the form of a gnoll witherling. (Volo's Guide to Monsters)
When a war band grows desperate for food, its members turn on each other. Those who succumb to the violence are devoured, but their service to the war band doesn't end at that point. The survivors preserve the bones of their fallen comrades, so that a pack lord or a flind can perform a ritual to Yeenoghu to turn them into loyal, undead followers known as witherlings. (Volo's Guide to Monsters)
Goblin Ghost Head Goblin Horror: See Zombie Ghost Head Goblin Horror.
Goblin King Dizzerax: See Mummy Mummified Goblin King Dizzerax.
Goblin Lich: See Lich Goblin.
God-King Irsu Thanetsi Khamet: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
God-King Sut-Akhaman: See Mummy Lord, God-King Sut-Akhaman.
God-Wizard Kuluma-Siris: See Lich, God-Wizard Kuluma-Siris.
Godfrey Gwilym: See Revenant, Sir Godfrey Gwilym.
Gold Ancient Dragon Undead: See Undead Dragon Gold Ancient.
Gray Thirster, Grey Thirster: ?
Grey Thirster: See Gray Thirster, Grey Thirster.
Gwilym, Godfrey: See Revenant, Sir Godfrey Gwilym.
Haresha Winterblood: See Ghoul Darakhul, Haresha Winterblood.
Harmless Aquatic Beast Zombified: See Zombie Zombified Harmless Aquatic Beast.
Hask Malevanor: See Mummy, Abactor Hask Malevanor.
Haunt: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Haunting Ancestor, Undead Giant: Cursed with long lives and restless deaths, these giants are joyless at best and feral at worst. (Midgard Worldbook for 5th Edition and Pathfinder)
With each passing year, increasing numbers of giant corpses—sometimes one or two, other times entire tribes—are driven up from the ground. Their animated bodies rise up to walk the land, pursue strange goals, and protect otherwise barren areas without discernible cause. When a giant’s body fails to rest quietly, its soul returns to haunt its living descendants. (Midgard Worldbook for 5th Edition and Pathfinder)
Heir to the Twin Thrones: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Helga Ruvak: See Vampire Spawn, Helga Ruvak.
Hierophants of Annihilation: See Bodak, Hierophants of Annihilation.
High Priest of Vardesain: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Horngaard, Vladimir: See Revenant, Vladimir Horngaard.
Horror: See Zombie Ghost Head Goblin Horror.
Horse Skeletal: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Hungry Shade: Long ago, the desert swallowed up the remnants of a foolish Mharoti army. Occasionally, hungry shades emerge from the sands near the ruins of Iram, City of Pillars. These are the undead spirits of the hapless soldiers of the Dragon Empire, doomed to follow their general’s last commands until a new master learns how to control them. (Midgard Worldbook for 5th Edition and Pathfinder)
The sisters are, in truth, a coven of night hags. They work tirelessly to locate black-hearted people whose dreams they can haunt, hounding the hapless victims to death so they can steal their evil souls. They bring these souls to the headwaters of the Nightbrook, and in a dark ritual that requires a memory philter holding emotions of loss, longing, rage, or bitterness, they twist the souls into hungry shades. (Midgard Worldbook for 5th Edition and Pathfinder)
Ibbalan the Illustrious: See Undead Dragon Gold Ancient, Ibbalan the Illustrious.
Illithilich: See Mind Flayer Lich, Illithilich.
Illmarrow, Lady: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death.
Imperial Ghoul: See Ghoul Imperial Ghoul.
Incorporeal Undead: Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Ineca Sufocan: See Vampire Elf, Captain Ineca Sufocan.
ir'Wynarn, Kaius III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Iron Ghoul: See Ghoul Iron Ghoul.
Irsu Thanetsi Khamet: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Ivliskova, Sasha: See Vampire Spawn, Sasha Ivliskova.
Jander Sunstar: See Vampire, Jander Sunstar.
Jeff Magic: See Lich, Jeff Magic.
Jelayne: See Skeleton Unusual Skeleton, Jelayne.
Kaius I: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Kaius ir'Wynarn III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Kamelk Twice-Killed, Chieftain of the Ghost Head Goblin: See Ghost Dust Goblin Ghost, Kamelk Twice-Killed, Chieftain of the Ghost Head Goblin.
Karelova, Anastasya: See Vampire Spawn, Anastrasya Karelova.
Karrnathi Undead Soldier: Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical decisions and operate without direct guidance. The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most significant such zones in Karrnath exist in the cities of Atur and Odakyr (now called Fort Bones). The number of Karrnathi undead soldiers steadily increased over the course of the war, with the losses of Karrnath's living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath. However, many Karrns fear that the undead are vessels for a darker power-and that Lady Illmarrow or someone else will turn the undead against the living. (Eberron: Rising from the Last War)
While we'd like to take the abactor at his word, our research shows that Malevanor was personally involved in the program that produced the infamous Karrnathi undead soldiers. (Eberron: Rising from the Last War)
Kas the Bloody Handed: See Vampire, Kas the Bloody Handed.
Keeper of the Red Sisters: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Khamet, Irsu Thanetsi: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Khazan: See Lich, Khazan.
King Kaius ir'Wynarn III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
King Lucan: See Vampire Warrior, King Lucan.
Klutz Tripalotsky: See Phantom Warrior, Sir Klutz Tripalotsky.
Kroval: See Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt.
Kuluma-Siris: See Lich, God-Wizard Kuluma-Siris.
Lady Alagondar's Skeletal Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Lady Chesmaya: See Lich, Lady Chesmaya, Voivodina of the Verdant Tower.
Lady Illmarrow: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death.
Lady Mihaela: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Lady of Chains: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Large Ghoul: See Ghoul Large Ghoul.
Lazlo Ulrich: See Ghost, Lazlo Ulrich.
Leander Stross: See Ghoul Darakhul, Duke Leander Stross.
Lich: Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. (Monster Manual)
No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge. (Monster Manual)
A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver. (Monster Manual)
With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains. (Monster Manual)
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart. (Mordenkainen's Tome of Foes)
The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. (Volo's Guide to Monsters)
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps. (Volo's Guide to Monsters)
South Sarcophagus. The vestige within this sarcophagus offers "the dark gift of Tenebrous" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks: (Curse of Strahd)
Craft a phylactery and imbue it with the power to contain the beneficiary's soul. (Curse of Strahd)
Concoct a potion of transformation that turns the beneficiary into a lich Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a Lich under the Dungeon Master's control (use the stat block in the Monster Manual, altering the Lich's prepared spells as desired). (Curse of Strahd)
The beneficiary of this dark gift gains the following flaw: "All I care about is acquiring new magic and arcane knowledge." (Curse of Strahd)
A wizard might steal the items needed to create a phylactery and become a lich. (Dungeon Master's Guide)
The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight. (Dungeon Master's Guide)
Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration. (Midgard Worldbook for 5th Edition and Pathfinder)
Lich, Archlich Orgupash: ?
Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death: Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich. (Eberron: Rising from the Last War)
Lich, Exethanter: The wizards were dead and gone by the time an evil archmage named Exethanter arrived at the temple. He breached the temple's wards, spoke to a vestige trapped in amber, and discovered the secret to becoming a lich. (Curse of Strahd)
Lich, God-Wizard Kuluma-Siris: ?
Lich, Jeff Magic: ?
Lich, Khazan: Khazan was a powerful archmage who unlocked the secrets of lichdom, then later tried to become a demilich and failed. (Curse of Strahd)
Lich, Lady Chesmaya, Voivodina of the Verdant Tower: ?
Lich, Lottie: ?
Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm: ?
Lich, Osvaud the Off-White: ?
Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God: Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. (Dungeon Master's Guide)
Lich-Priest Gath: ?
Lich-Queen: See Lich Githyanki, Vlaakith, Lich-Queen
Lich Archlich, Acererak: ?
Lich Githyanki, Vlaakith, Lich-Queen: ?
Lich Goblin, Gnogrot Milkeye: ?
Lich Ravenfolk Sorcerer, Arkara Amasis: ?
Lightward, Gideon: See Undead Priest, Gideon Lightward.
Liquid Zombie: See Zombie Liquid Zombie.
Lord Fandorin: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Lord Mayor Rodyan: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
Lord of the Rotted Tower: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
Lord Soth: See Death Knight, Lord Soth.
Lorekeeper of Ossean: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Lottie: See Lich, Lottie.
Lottie's Palace Staff Skeleton: See Skeleton Lottie's Palace Staff Skeleton.
Lucan: See Vampire Warrior, King Lucan.
Lucian: See Vampire Spawn, Father Lucian.
Ludmilla Vilisevic: See Vampire Spawn, Ludmilla Vilisevic.
Maatkare Abastet: See Banshee, Maatkare Abastet.
Mad Dog: See Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt.
Magic, Jeff: See Lich, Jeff Magic.
Maiden Snow: See Snow Maiden.
Malevanor, Hask: See Mummy, Abactor Hask Malevanor.
Marquering, Vilmos: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
Master of the Black Hills: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Master of the Hunt: See Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt.
Master of the Spider Throne: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
McRoyne, Patsy: See Ghost, Patsy McRoyne.
Menet-Ka: Menet-Ka was a minor king in ancient Nuria Natal who was buried beneath an oasis fed by an underground branch of the River Nuria and close to a powerful ley line. The plan was that the blessed waters of the river would flow into the dead king after entombment, and he would return to life gifted with staggering power. Unfortunately, Menet-Ka’s corruption meant he returned as an undead creature, and his tomb now serves as a death trap, designed to steal the breath from any who dare to disturb his final resting place. (Midgard Worldbook for 5th Edition and Pathfinder)
Meskhenit: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Metus: See Vampire, Baron Metus.
Mihaela: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Mikalea Soulreaper: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Milkeye, Gnogrot: See Lich Goblin, Gnogrot Milkeye.
Mind Flayer Alhoon: Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut. (Volo's Guide to Monsters)
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps. (Volo's Guide to Monsters)
Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name. Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons. (Volo's Guide to Monsters)
Mind Flayer Lich, Illithilich: The path to true lichdom is something only the most powerful mind flayer mages can pursue, since it requires the ability to craft a phylactery and cast the imprisonment spell. (Volo's Guide to Monsters)
Minotaur Skeleton: See Skeleton Minotaur Skeleton.
Miraal: See Banshee, Miraal.
Mist Apparition: ?
Mother of Destiny: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Mummified: See Mummy Mummified.
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest. (D&D Basic Rules Version 1.0)
Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse. (Monster Manual)
The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages. (Monster Manual)
The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise. (Monster Manual)
The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose. (Monster Manual)
The mummies are the undead remains of yuan-ti malisons or purebloods. (Volo's Guide to Monsters)
Zariel's warlocks helped build the Crypt of the Hell-riders to gain infernal power in their mortal world. When they died, their cursed bodies were dragged into Avernus to guard the tomb for eternity. (Baldur's Gate Descent Into Avernus)
Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest. (DM Basic Rules V0.5)
Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration. (Midgard Worldbook for 5th Edition and Pathfinder)
Create Undead spell, 9th level spell slot. (5e SRD v 5.1)
Mummy, Abactor Hask Malevanor: ?
Mummy Catfolk Mummy: ?
Mummy Lord: In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires. (Monster Manual)
Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells. (Monster Manual)
Heart of the Mummy Lord. As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs. (Monster Manual)
Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal: ?
Mummy Lord, God-King Sut-Akhaman: ?
Mummy Mummified Goblin King Dizzerax: ?
Mummy Mummified Sphinx: ?
Naga Bone Naga: In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor. (Monster Manual)
Necrophage: See Ghoul Darakhul Necrophage.
Nezzelech, Pfinston: See Ghost, Pfinston Nezzelech.
Nicoforus The Pale: See Ghoul Darakhul, Emperor Nicoforus The Pale.
Nightwalker: The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power. to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter. (Mordenkainen's Tome of Foes)
Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can't leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. (Mordenkainen's Tome of Foes)
Ogre Zombie: See Zombie Ogre Zombie.
Olanthius: See Death Knight, Olanthius.
Old Dalaen: See Ghost, Old Dalaen.
Orgupash: See Lich, Archlich Orgupash.
Osvaud the Off-White: See Lich, Osvaud the Off-White.
Otmar the Sallow: See Vampire, Otmar the Sallow.
Pale Lady of Fandorin: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Patrina Velikovna: See Banshee, Patrina Velikovna.
Patsy McRoyne: See Ghost, Patsy McRoyne.
Pfinston Nezzelech: See Ghost, Pfinston Nezzelech.
Phantom: ?
Phantom: See Spirit, Phantom, Ghostly Adventurer.
Phantom Warrior: A phantom warrior is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty. (Curse of Strahd)
Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours. (Curse of Strahd)
Phantom Warrior, Sir Klutz Tripalotsky: If the sword is pulled from the armor, Sir Klutz appears as a phantom warrior, thanks whoever pulled his weapon free, and agrees to fight alongside that character for the next seven days. Sir Klutz perished years before Strahd became a vampire, so the phantom warrior knows nothing of Strahd's downfall or the curse afflicting Barovia. (Curse of Strahd)
Pidlwick: See Ghost, Pidlwick.
Pixelated Skeleton: See Skeleton Pixelated Skeleton.
Pixelated Zombie: See Zombie Pixelated Zombie.
Plumette, Ariel: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Poltergeist: See Specter Poltergeist.
Popofsky, Valenta: See Vampire Spawn, Valenta Popofsky.
Priest Undead: See Undead Priest.
Prince Ariel du Plumette: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Protector of the Fane of Blood: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Purple Worm Undead: See Undead Purple Worm.
Queen of Death: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death.
Ravenfolk Sorcerer Lich: See Lich Ravenfolk Sorcerer.
Reborn Queen-Goddess: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Regent of Evernight: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Revenant: A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse. (Monster Manual)
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. (Mordenkainen's Tome of Foes)
Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead. (Baldur's Gate Descent Into Avernus)
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain. (Baldur's Gate Descent Into Avernus)
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. (Baldur's Gate Descent Into Avernus)
The revenant was a knight of the Order of the Silver Dragon, which was annihilated defending the valley against Strahd's armies more than four centuries ago. The revenant no longer remembers its name and wanders the land in search of Strahd's wolves and other minions, slaying them on sight. (Curse of Strahd)
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. His zeal was so great that it also brought back the spirits of several other knights, who rose as revenants under Vladimir's command. (Curse of Strahd)
Murdered by House Cannith assassins after she learned too much about the house's secret research. (Eberron: Rising from the Last War)
Revenant, Sir Godfrey Gwilym: Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well. (Curse of Strahd)
Revenant, Vladimir Horngaard: Vladimir Horngaard joined the Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war against the forces of evil. The dragon stayed home and, in the guise of a human noble named Lord Argynvost, brought new initiates into the order. (Curse of Strahd)
Enemies of Strahd. Vladimir found himself fighting Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn't hold back the evil tide and was killed, only after the heartbreak of witnessing Strahd himself slay Vladimir's beloved, his fellow knight Sir Godfrey Gwilym. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and battled Strahd's armies to the bitter end. (Curse of Strahd)
Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well. (Curse of Strahd)
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. (Curse of Strahd)
"If you have come to destroy me, know this: I perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed.” (Curse of Strahd)
Richten, Erasmus: See Vampire, Erasmus Van Richten.
Riding Horse Undead: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Rodyan: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
Rosavalda Durst: See Ghost, Rosavalda Durst, Rose.
Rose: See Ghost, Rosavalda Durst, Rose.
Ruvak, Helga: See Vampire Spawn, Helga Ruvak.
Saint Whiteskull of Brastilor: See Ghoul Darakhul, Saint Whiteskull of Brastilor.
Sasha Ivliskova: See Vampire Spawn, Sasha Ivliskova.
Sated Fang: See Ghoul Darakhul Monk, Sated Fang.
Shade Hungry: See Hungry Shade.
Shadow: If a non‐evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later. (5e SRD v 5.1)
As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume. (Monster Manual)
If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later. (Monster Manual)
A humanoid reduced to 0 hit points by a shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control. (Monster Manual)
A humanoid reduced to 0 hit points by a young red shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
Hoobur Gran"Shoop's necromantic rituals have caused the humanoids slain here to come back as three shadows. (Acquisitions Incorporated)
Undead Pit. (Baldur's Gate Descent Into Avernus)
They are the remnants of dark souls that perished here long ago. (Curse of Strahd)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Silas Folly: See Ghoul Darakhul, Silas Folly.
Sir Godfrey Gwilym: See Revenant, Sir Godfrey Gwilym.
Sir Klutz Tripalotsky: See Phantom Warrior, Sir Klutz Tripalotsky.
Skeletal Alchemist: See Skeleton Skeletal Alchemist.
Skeletal Arms: Orcus lair action. (Mordenkainen's Tome of Foes)
Skeletal Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Skeletal Juggernaut: See Skeleton Skeletal Juggernaut.
Skeletal Pony Slinger: See Skeleton Skeletal Pony Slinger.
Skeletal Rider: See Skeleton, Skeletal Rider.
Skeletal Rider: See Skeleton Warhorse Skeleton, Skeletal Rider.
Skeletal Swarm: See Skeleton Skeletal Swarm.
Skeleton: Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil. (Monster Manual)
Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it. (Monster Manual)
While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms. (Monster Manual)
Animated by dark magic, skeletons are bony warriors summoned forth by spellcasters or who arise of their own accord from graves steeped in necromantic energy and ancient evils. (Monsters & Creatures: A Young Adventurer's Guide)
While most skeletons are humanoid, bones of all types can be brought back to life with powerful enough magic, and adventurers may find themselves facing down all manner of strange and deadly skeletal forms! (Monsters & Creatures: A Young Adventurer's Guide)
While standard races such as humans and elves are most common, powerful mages have managed to revive the bones of huge creatures, like dragons and giants—not to mention cobbling together unique creations from a mix of different bones! (Monsters & Creatures: A Young Adventurer's Guide)
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. (Mordenkainen's Tome of Foes)
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. (Mordenkainen's Tome of Foes)
If one or more of the black candles on the altar are lit, they shed a green light that reveals black writing on the walls. The writing, which is not visible otherwise, says in Common, "RISE AND BE COUNTED!" If these words are spoken aloud within 5 feet of the altar, the words vanish as bones hidden under the debris at the north end of the room rise up and knit together, forming three animated human skeletons. The skeletons are evil undead, but they obey the commands of whoever spoke the words that raised them, serving that individual until they're destroyed or their master is killed. (Baldur's Gate Descent Into Avernus)
A squad of Baphomet's minotaurs attempted to overrun the chapel, but Gideon and his servants slew them. Gideon then turned them into four minotaur skeletons that attack as soon as any character enters this area. (Baldur's Gate Descent Into Avernus)
Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead. (Baldur's Gate Descent Into Avernus)
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain. (Baldur's Gate Descent Into Avernus)
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. (Baldur's Gate Descent Into Avernus)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Whenever a wight is killed in this vault, some of the bones knit together, forming 2d6 animated human skeletons. (Curse of Strahd)
Buried under the earthen floor are eight human skeletons-the animated remains of dead Vallakians that were stolen from the church cemetery and animated by Lady Wachter. They rise up and attack intruders who cross the floor. (Curse of Strahd)
Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic. (Dungeons & Dragons Starter Set Stranger Things)
Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them. (Dungeons & Dragons vs Rick and Morty)
Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance. (Eberron: Rising from the Last War)
If a skeletal juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Animate Dead spell. (5e SRD v 5.1)
Skeleton Burning Skeleton: ?
Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse: ?
Skeleton Lottie's Palace Staff Skeleton: ?
Skeleton Minotaur Skeleton: Slain servants of Baphomet stripped of flesh and animated by Gideon using the power of the Companion. (Baldur's Gate Descent Into Avernus)
Skeleton Pixelated Skeleton: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals. (Dragon+: Six Faces of Death (5e))
Skeleton Skeletal Alchemist: ?
Skeleton Skeletal Juggernaut: ?
Skeleton Skeletal Pony Slinger: ?
Skeleton, Skeletal Rider: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation. (Curse of Strahd)
Skeleton Skeletal Swarm: This swarm of bones found rising out of the sand in Isle of the Abbey is made from the remains of several animated skeletons. (Ghosts of Saltmarsh)
Skeleton Unusual Skeleton, Jelayne: Jelayne wasn't one to let death keep her down, however, and she continues to lead the group as an unusual skeleton. (Acquisitions Incorporated)
If the adventurers defeat the crew and study Jelayne, a successful DC 10 Intelligence (Arcana or Religion) check confirms that she was raised as undead by a unique ritual that allowed her to keep her intellect and ability to speak. (Acquisitions Incorporated)
Skeleton Warhorse Skeleton: The gnome archmage Hoobur Gran'Shoop animated these dead horses in the aftermath of the attack on Tresendar Manor, commanding them to lie still and attack any humanoid creatures that approach them. (Acquisitions Incorporated)
If the characters poke around the rotting flesh that fell of the horses during the battle, they see that each horse bore scars on its sides that form the image of a draconic skull with a sword driven up through it from the bottom. A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the sigil as part of a unique necromantic ritual that can turn any creature into an undead creature when it dies. (Acquisitions Incorporated)
Skeleton Warhorse Skeleton, Skeletal Rider: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation. (Curse of Strahd)
Skull Lord: A combined being born from three hateful individuals. (Mordenkainen's Tome of Foes)
Infighting and treachery brought the skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and the dark one's plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined them, typically after being created from other leaders who betrayed their masters. (Mordenkainen's Tome of Foes)
Skull Lord, Vargo: Created from the bodies of three evil adventurers, the skull lord Vargo has spent hundreds of years in Acheron. (Dragon+: Six Faces of Death (5e))
Vargo was once three evil adventurers who teamed up to defeat the devil Earl Andromalius. When they were defeated, Andromalius subjected them to a horrific curse, combining the three of them into a single undead being. (Dragon+: Six Faces of Death (5e))
Slave Mistress of Chaingard: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Snow Maiden: ?
Soth: See Death Knight, Lord Soth.
Soulreaper, Mikalea: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Spawn of Kyuss: Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. (Volo's Guide to Monsters)
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid's soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the undead body is destroyed. The horror of being a soul imprisoned in an undead body drives a spawn of Kyuss insane. (Volo's Guide to Monsters)
Spawn of Kyuss Burrowing Worm power. (Volo's Guide to Monsters)
Specter: A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some a re spawned when dark magic or the touch of a wraith rips a soul from a living body. (Monster Manual)
A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives. (Monster Manual)
Corpses that accumulate on the construct's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time. (Mordenkainen's Tome of Foes)
Summon Specters power. (Mordenkainen's Tome of Foes)
As Olanthius moves through the catacombs, he compels any ghosts he encounters to fight at his side. Any ghosts that the characters summoned from the urns in the funerary chambers transform into specters under Olanthius's command and join him on his hunt. (Baldur's Gate Descent Into Avernus)
Undead Pit. (Baldur's Gate Descent Into Avernus)
The bedroom once belonged to the family's nursemaid. The master of the house and the nursemaid had an affair, which led to the birth of a stillborn baby named Walter. The cult slew the nursemaid shortly thereafter. The nursemaid's spirit haunts the bedroom as a specter. (Curse of Strahd)
Near an iron stove, underneath one of the sheets, is an unlocked wooden trunk containing the skeletal remains of the family's nursemaid, wrapped in a tattered bedsheet stained with dry blood. A character inspecting the remains and succeeding on a DC 14 Wisdom (Medicine) check can verify that the woman was stabbed to death by multiple knife wounds. (Curse of Strahd)
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. (Eberron: Rising from the Last War)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
If a humanoid creature dies in ghost fog, its spirit rises as a specter that is hostile toward all creatures that aren't undead. (Ghosts of Saltmarsh)
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal. (Ghosts of Saltmarsh)
The hag-like qwyllion are capable of dominating their foes and slaying enemies with a deadly gaze, transforming them into enslaved specters. (Midgard Worldbook for 5th Edition and Pathfinder)
Wraith's create specter ability. (5e SRD v 5.1)
Wraith's Create Specter power. (Monster Manual)
Specter Poltergeist: A poltergeist is a different kind of specter-the confused, invisible spirit of an individual with no sense of how he or she died. (Monster Manual)
An amber golem once stood guard here, but it escaped after thieves broke into the treasury and looted it. The golem has since made its way upstairs. (Curse of Strahd)
Not all of the thieves escaped, and the pulverized remains of those who died here lie strewn upon the floor. Their restless spirits survive here as four poltergeists. (Curse of Strahd)
Sphinx Mummified: See Mummy Mummified Sphinx.
Spirit: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Spirit, Phantom, Ghostly Adventurer: Spirits drift along the Old Svalich Road toward Castle Ravenloft in the dead of night. These phantoms are all that remain of Strahd's enemies, and this damnable fate awaits anyone who opposes him. (Curse of Strahd)
Every night at midnight, one hundred spirits rise from the cemetery and march up the Old Svalich Road to Castle Ravenloft. (Curse of Strahd)
These aren't the spirits of the people buried here, but of previous adventurers who died trying to destroy Strahd. Every night, the ghostly adventurers attempt to complete their quest, and each night they fail. (Curse of Strahd)
Spirit Elf: See Elf Spirit.
Spirit Tormented: See Tormented Spirit, Varushka.
Ssetha, Angvyr: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Starfish Zombified: See Zombie Zombified Starfish.
Strahd Von Zarovich: See Vampire, Count Strahd Von Zarovich
Strahd Zombie: See Zombie Strahd Zombie.
Strigoi: ?
Stross, Leander: See Ghoul Darakhul, Duke Leander Stross.
Sufocan, Ineca: See Vampire Elf, Captain Ineca Sufocan.
b]Sunstar, Jander:[/b] See Vampire, Jander Sunstar.
Sut-Akhaman: See Mummy Lord, God-King Sut-Akhaman.
Swarm of Skeletal Rats: ?
Sword Wraith: When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor-hungry spirit might haunt the battlefield as a sword wraith. (Mordenkainen's Tome of Foes)
Sword Wraith Commander: ?
Sword Wraith Warrior: ?
Syrgaul Tammeraut: See Drowned One Drowned Master, Syrgaul Tammeraut.
Szarr: See Ghost, Szarr.
Talanatha: See Vampire Spawn, Talanatha.
Tammeraut, Syrgaul: See Drowned One Drowned Master, Syrgaul Tammeraut.
The Black Fang: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
The Crawling Lord of Vallanoria: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
The Glutton of Hangksburg: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
The Lady of Chains: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
The Lord of the Rotted Tower: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
The Master of the Spider Throne: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
The Undying King: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
The Whispered One: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
Thorn: See Ghost, Thornboldt Durst, Thorn.
Thornboldt Durst: See Ghost, Thornboldt Durst, Thorn.
Thurso Dragonson: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Tonderil the Bonebreaker: See Ghoul Darakhul, Tonderil the Bonebreaker.
Tormented Spirit, Varushka: The spirit of Varushka, a maid, haunts this chamber. She took her own life when Strahd began feeding on her, denying him the chance to turn her into a vampire spawn. (Curse of Strahd)
Tree Undead: See Undead Tree.
Tripalotsky, Klutz: See Phantom Warrior, Sir Klutz Tripalotsky.
Ulrich, Lazlo: See Ghost, Lazlo Ulrich.
Undead Centaur Ghost: See Ghost Undead Centaur Ghost.
Undead Cocatrice: ?
Undead Dragon Black Wyrmling: ?
Undead Dragon Gold Ancient, Ibbalan the Illustrious: ?
Undead Giant: See Haunting Ancestor, Undead Giant.
Undead Gnoll: ?
Undead Mount, Draugir: ?
Undead Priest, Gideon Lightward: Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons. (Baldur's Gate Descent Into Avernus)
Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature. (Baldur's Gate Descent Into Avernus)
Undead Purple Worm: ?
Undead Riding Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Undead Tree: ?
Undying, Deathless: The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying. (Eberron: Rising from the Last War)
The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body-an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort. (Eberron: Rising from the Last War)
Necromancy is a pillar of Aereni society, distinct from the sinister power most adventurers encounter. Positive energy sustains the deathless undead of Aerenal-both the light of Irian and the devotion freely given by their descendants. (Eberron: Rising from the Last War)
Undying Councilor: ?
Undying King: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
Undying Soldier: ?
Unfulfilled: Unfulfilled are ponies that have died in the middle of a task they considered to be vital to their life’s destiny, usually in an very sudden and/or traumatic fashion. Occasionally, an unfulfilled can be created when a pony dies thinking their destiny never had a chance. (Ponyfinder Campaign Setting)
Unusual Skeleton: See Skeleton Unusual Skeleton.
Urslav: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Urzana Dolingen: See Vampire Spellcaster, Countess Urzana Dolingen of Morgau.
Vaettir: ?
Valengurd the Confessor: See Ghoul Darakhul Necrophage, Valengurd the Confessor.
Valenta Popofsky: See Vampire Spawn, Valenta Popofsky.
Vampire: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. (Monster Manual)
West Sarcophagus. The vestige within this sarcophagus offers "the dark gift of the Vampyr" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift. (Curse of Strahd)
The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it. (Curse of Strahd)
The beneficiary dies a violent death at the hands of one or more creatures that hate it. (Curse of Strahd)
When the conditions are met, the beneficiary instantly becomes a vampire under the Dungeon Master's control (use the stat block in the Monster Manual). (Curse of Strahd)
After receiving the dark gift, the beneficiary gains the following flaw: "I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone." (Curse of Strahd)
Vampire, Baron Metus: ?
Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters: ?
Vampire, Count Strahd Von Zarovich: In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages. (Monster Manual)
Unwilling to go the way of his father, Strahd studied magic and forged a pact with the Dark Powers of the Shadowfell in return for the promise of immortality. (Curse of Strahd)
Strahd's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Strahd believed her to be a worthy bride, and he lavished Tatyana with gifts and attention. Despite Strahd's efforts, she instead fell in love with the younger, warmer Sergei. Strahd's pride prevented him from standing in the way of the young couple's love until the day of Sergei and Tatyana's wedding, when Strahd gazed into a mirror and realized he had been a fool. Strahd murdered Sergei and drank his blood, sealing the evil pact between Strahd and the Dark Powers. He then chased Sergei's bride-to-be through the gardens, determined to make her accept and love him. Tatyana hurled herself off a castle balcony to escape Strahd's pursuit, plunging to her death. Treacherous castle guards, seizing the opportunity to rid the world of Strahd forever, shot their master with arrows. (Curse of Strahd)
But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a vampire. (Curse of Strahd)
When Strahd came to the temple seeking immortality, Exethanter sensed that he was a man of destiny. The evil powers in the temple felt something much stronger: a darkness that eclipsed their own. Strahd communed with these evil vestiges and forged a pact with them. When Strahd later murdered his brother Sergei, that pact was sealed with blood. Strahd transformed into a vampire, and the Dark Powers turned his land into a prison. (Curse of Strahd)
“I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood.” (Curse of Strahd)
“Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever. (Curse of Strahd)
Vampire, Count Warrin: ?
Vampire, Ctenmiir: ?
Vampire, Erasmus Van Richten: ?
Vampire, Jander Sunstar: This elf warrior, cursed to an eternity of undeath, tried to redeem his corrupted soul by swearing to hunt down his own kind. (Baldur's Gate Descent Into Avernus)
Vampire, Kas the Bloody Handed: ?
Vampire, King Kaius ir'Wynarn III, Kaius I: ?
Vampire, Lord Ruthven: ?
Vampire, Otmar the Sallow: ?
Vampire, Xolec: ?
Vampire Elf, Captain Ineca Sufocan: ?
Vampire Lord: ?
Vampire Spawn: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. (Monster Manual)
A humanoid slain by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire's control. (Monster Manual)
Vampire spawn are created when a vampire feeds on a living creature and allows its victim to expire without tasting the vampire’s blood in return. (Monsters & Creatures: A Young Adventurer's Guide)
Strahd has been the master of Ravenloft for centuries now. Since becoming a vampire, he has taken several consorts-none as beloved as Tatyana, but each a person of beauty. All of them he turned into vampire spawn. (Curse of Strahd)
Vampire Spawn, Anastrasya Karelova: ?
Vampire Spawn, Doru: ?
Vampire Spawn, Escher: ?
Vampire Spawn, Father Lucian: During the chaos, Strahd enters the church in bat form, then reverts to vampire form and attacks Father Lucian. Unless the characters intervene, Strahd kills the priest before returning to Castle Ravenloft. (Curse of Strahd)
If Father Lucian dies, locals bury his body in the church cemetery, whereupon it rises the following night as a vampire spawn under Strahd's control. (Curse of Strahd)
Vampire Spawn, Helga Ruvak: ?
Vampire Spawn, Ludmilla Vilisevic: ?
Vampire Spawn, Sasha Ivliskova: ?
Vampire Spawn, Talanatha: As soon as Hoobur escapes, a glowing draconic skull with a sword piercing it appears on Talanatha's fore head as she struggles against her bonds. A character who succeeds on a DC 15 Intelligence (Arcana or Religion) check can tell she's turning into an undead creature. If the check succeeds by 5 or more, the character knows the group has 2 rounds to stop the transformation. A character within 5 feet of the table must succeed on a DC 15 Intelligence (Arcana or Religion) check to remove the draconic sigil and stop the transformation. If 1he characters kill Talanatha in the hope of s topping the ritual, the change occurs immediately. (Acquisitions Incorporated)
Vampire Spawn, Valenta Popofsky: ?
Vampire Spellcaster: Some vampires are practitioners of the arcane arts. (Monster Manual)
Vampire Spellcaster, Countess Urzana Dolingen of Morgau: ?
Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches: ?
Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg: ?
Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones: ?
Vampire Warrior: Some vampires have martial training and battlefield experience. (Monster Manual)
Vampire Warrior, Commander Balenus of the Ghost Knights: ?
Vampire Warrior, King Lucan: ?
Vampire Warrior, Lady Darvulia, Voivodina of Cloudwall, Keeper of the Gate Subterranean: ?
Vampire Warrior, Princess Hristina, Protector and Duchess of Krakovar, Grand Marshall of the Ghost Knights: ?
Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin: ?
Vampiric Mist, Crimson Mist: In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. (Mordenkainen's Tome of Foes)
Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires' bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains. (Mordenkainen's Tome of Foes)
Van Richten, Erasmus: See Vampire, Erasmus Van Richten.
Vargo: See Skull Lord, Vargo.
Varushka: See Tormented Spirit, Varushka.
Vecna: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
Velikovna, Patrina: See Banshee, Patrina Velikovna.
Vermesail the Gravedancer: See Ghoul Darakhul, Vermesail the Gravedancer.
Vilisevic, Ludmilla: See Vampire Spawn, Ludmilla Vilisevic.
Vizorakh the Ravenous: See Dracolich Cave Dragon, Vizorakh the Ravenous.
Vlaakith: See Lich Githyanki, Vlaakith, Lich-Queen
Vladimir Horngaard: See Revenant, Vladimir Horngaard.
Voivodina of the Verdant Tower: See Lich, Lady Chesmaya, Voivodina of the Verdant Tower.
Von Zarovich, Strahd: See Vampire, Count Strahd Von Zarovich
Vorghesht, Eloghar: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Vyldara: See Banshee, Vyldara.
Walker: See Drowned One, Walker.
Warden of the Red Portal: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Warhorse Skeleton: See Skeleton Warhorse Skeleton.
Warlord of Gallwheor: See Darakhul, Duke Borag the Executioner, Warlord of Gallwheor.
Warrin: See Vampire, Count Warrin.
Whispered One: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
Whiteskull of Brastilor: See Ghoul Darakhul, Saint Whiteskull of Brastilor.
Wierdunn Bonehand: See Ghoul Darakhul, Duke Wierdunn Bonehand.
Wight: The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda. (Monster Manual)
In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights. (Mordenkainen's Tome of Foes)
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. (Mordenkainen's Tome of Foes)
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it. (Volo's Guide to Monsters)
Devourer's Imprison Soul power. (Volo's Guide to Monsters)
Undead Pit. (Baldur's Gate Descent Into Avernus)
These undead soldiers once served as guard captains in Castle Ravenloft. (Curse of Strahd)
Artifact Major Detrimental Property 81-85. (Dungeon Master's Guide)
Create Undead spell, 8th level or higher spell slot. (5e SRD v 5.1)
Will-o'-Wisp: Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic. (Monster Manual)
Winterblood, Haresha: See Ghoul Darakhul, Haresha Winterblood.
Witherling: See Gnoll Witherling.
Wraith: A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. (Monster Manual)
When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died. (Monster Manual)
Being entombed in Avernus has corrupted the spirits of these knights. (Baldur's Gate Descent Into Avernus)
Undead Pit. (Baldur's Gate Descent Into Avernus)
The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised. (Eberron: Rising from the Last War)
Strong negative emotions can trap a spirit as a ghost or wraith. (Eberron: Rising from the Last War)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal. (Ghosts of Saltmarsh)
Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt: ?
Wynarn, Kaius III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Xolec: See Vampire, Xolec.
Yael: See Ghost, General Yael.
Zariel's Knight: See Ghost, Zariel's Knight.
Zarovich, Strahd Von: See Vampire, Count Strahd Von Zarovich
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (5e SRD v 5.1)
A humanoid slain by a wight's Life Drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (D&D Basic Rules Version 1.0)
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. (D&D Basic Rules Version 1.0)
Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. (Monster Manual)
Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell. (Monster Manual)
The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters. (Monster Manual)
Moreover, a beholder's ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants. (Monster Manual)
Any humanoid that dies in a death tyrant's negative energy cone becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed. (Monster Manual)
Humanoids slain by a wight can rise as zombies under its control. (Monster Manual)
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. (Monster Manual)
The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's s tench clings to it.(Mordenkainen's Tome of Foes)
A humanoid slain by a deatlock wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. (Mordenkainen's Tome of Foes)
Orcus rewards those who spread death in his name by granting them as mall portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. (Mordenkainen's Tome of Foes)
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. (Mordenkainen's Tome of Foes)
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. (Mordenkainen's Tome of Foes)
Normally usable only by a death tyrant, negative energy prevents survivors of a battle from healing and animates any dead or dying creatures as zombies under the beholder's control. (Volo's Guide to Monsters)
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it. (Volo's Guide to Monsters)
Devourer's Imprison Soul power. (Volo's Guide to Monsters)
Flennis is preparing to make a zombie out of the corpse on the table, but the animate dead spell takes 1 minute to cast, which means she must deal with the characters first. (Baldur's Gate Descent Into Avernus)
The shambling corpses are six zombies created by Flennis from the remains of the Dead Three cultists' murder victims. (Baldur's Gate Descent Into Avernus)
Undead Pit. (Baldur's Gate Descent Into Avernus)
These unfortunate Barovians fell prey to the evils of the land and now shamble from place to place as a ravenous mob. (Curse of Strahd)
Cyrus explains that he just isn't the cook he used to be, and his meals tend to get out of hand these days. (Curse of Strahd)
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (DM Basic Rules V0.5)
Zombies are corpses imbued with a semblance of life. (Dungeons & Dragons Starter Set Stranger Things)
The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies. (Dungeons & Dragons Starter Set Stranger Things)
Any creature besides Orcus that tries to attune to the Wand of Orcus must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie. (Dungeon Master's Guide)
The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies. (Dungeons & Dragons vs Rick and Morty)
You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you. (Eberron: Rising from the Last War)
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release. (Eberron: Rising from the Last War)
Investigating disappearances among an elf community reveals that the Order of the Emerald Claw has been attempting to inscribe something like a dragonmark in their skin, then reanimating the failed experiments as zombies. (Eberron: Rising from the Last War)
A humanoid reduced to 0 hit points by damage damage from Lady Illmarrow's poison breath dies and rises at the start of Illmarrow's next turn as a zombie. (Eberron: Rising from the Last War)
Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance. (Eberron: Rising from the Last War)
Mabaran Resonator eldritch machine. (Eberron: Rising from the Last War)
Mournland Environmental Effect. (Eberron: Rising from the Last War)
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square. (Midgard Worldbook for 5th Edition and Pathfinder)
Animate Dead spell. (5e SRD v 5.1)
Finger of Death spell. (5e SRD v 5.1)
Finger of Death spell. (D&D Basic Rules Version 1.0)
Zombie Fog supernatural storm. (Midgard Worldbook for 5th Edition and Pathfinder)
Zombie Beholder Zombie: ?
Zombie Blood Zombie: So-called “crimson lakes” mark other areas of the Western Wastes. Visible rips in reality’s fabric float hundreds of feet above the desert and drip a foul, bloodlike substance that accumulates in dark pools below. Such sites are sacred to some goblin tribes, and the coagulated liquid forms into sentient creatures if left undisturbed long enough. (Midgard Worldbook for 5th Edition and Pathfinder)
Zombie Ghost Head Goblin Horror: This infamous tribe contains as many undead goblins as living ones. They are led by Kamelk Twice-Killed, an unstoppable force who has been slain both as a living goblin and as a ghost, securing his legend when he returned each time. Many of his followers have undergone rituals to become undead “horrors.” (Midgard Worldbook for 5th Edition and Pathfinder)
Zombie Liquid Zombie: ?
Zombie Ogre Zombie: ?
Zombie Pixelated Zombie: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals. (Dragon+: Six Faces of Death (5e))
Zombie Pony, Zombie: Raised by necromancers who clearly do not pay the most cursory of lip-service to the goddess of death, this abomination of the forces of nature known simply as a ‘zombie’ is at once everything that any sane adventurer should fear. (Ponyfinder Everglow Bestiary)
Zombie Strahd Zombie: Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd himself. (Curse of Strahd)
These undead soldiers once served as guards in Castle Ravenloft. They fled the castle after Strahd became a vampire but couldn't avoid their master's wrath. (Curse of Strahd)
Zombie Strahd Zombie Crawling: The groans are coming from a Strahd zombie that is missing both of its legs, so that only its head, torso, and arms remain. (Curse of Strahd)
Zombie Zombified Anemone: ?
Zombie Zombified Harmless Aquatic Beast: ?
Zombie Zombified Starfish: ?
Zombified: See Zombie Zombified.

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

Animate Dead spell.
Finger of Death spell.
Ogre Zombie: ?
Avatar of Death: ?

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

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

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

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

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

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

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

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

Monsters & Creatures: A Young Adventurer's Guide
Vampire Lord: ?
Undead: The dead do not always rest peacefully.
Banshee: The corrupted spirit of a female elf. These cursed creatures misused their great beauty in life and are now condemned to suffer for their cruelty in death.
Skeleton: Animated by dark magic, skeletons are bony warriors summoned forth by spellcasters or who arise of their own accord from graves steeped in necromantic energy and ancient evils.
While most skeletons are humanoid, bones of all types can be brought back to life with powerful enough magic, and adventurers may find themselves facing down all manner of strange and deadly skeletal forms!
While standard races such as humans and elves are most common, powerful mages have managed to revive the bones of huge creatures, like dragons and giants—not to mention cobbling together unique creations from a mix of different bones!
Vampire: ?
Vampire Spawn: Vampire spawn are created when a vampire feeds on a living creature and allows its victim to expire without tasting the vampire’s blood in return.
Legendary Vampire, Count Strahd von Zarovich: ?
Ghost: ?
Ghoul: ?

Mordenkainen's Tome of Foes
Allip: When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim's psyche and overwhelming psychic agony.
A few sages and spellcasters have sought to learn the truth about Gith's fate using arcane magic, only to fall victim to a bizarre curse that transforms them into the formless creatures known as allips.
Boneclaw: A wizard who tries to become a lich but fails might become a boneclaw instead.
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master's wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master's desires.
Deathlock: The forging of a pact between a warlock and a patron is no minor occasion-at least not for the warlock. The consequences of breaking that pact can b e dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave.
An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron.
Deathlock Mastermind: ?
Deathlock Wight: Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight- a special punishment meted out by certain patrons and necromancers.
Skeletal Arms: Orcus lair action.
Eidolon: The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had prove n their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites.
Creating an eidolon requires a spirit of fanatical devotion-that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site.
Nightwalker: The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power. to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter.
Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can't leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place.
Skull Lord: A combined being born from three hateful individuals.
Infighting and treachery brought the skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and the dark one's plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined them, typically after being created from other leaders who betrayed their masters
Vecna: ?
Kas, Vampire: ?
Sword Wraith: When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor-hungry spirit might haunt the battlefield as a sword wraith.
Sword Wraith Commander: ?
Sword Wraith Warrior: ?
Vampiric Mist, Crimson Mist: In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest.
Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires' bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains.

Undead: Dybbuk's Possess Corpse power.
Banshee: Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.
Ghoul: In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights.
Maurezhi are contagion incarnate. Their bite attacks can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul.
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
Maurezhi Bite attack.
Nabassu Stoul Stealing Gaze attack.
Doresain: ?
Ghast:
Vlaakith, Lich-Queen, Githyanki:
Vecna, Arch-Lich: ?
Kas, Vampire Lord: ?
Lich: The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart.
Revenant: Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.
Skeleton: Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
Specter: Corpses that accumulate on the construct's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time.
Summon Specters power.
Wight: In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights.
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.
Zombie: The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's s tench clings to it.
A humanoid slain by a deatlock wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Orcus rewards those who spread death in his name by granting them as mall portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.

Possess Corpse (Recharge 6). The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life.
While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.
The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse.

Summon Specters (Recharges after a Short or Long Rest). As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; ld6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed.

Maurezhi Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2dl0 + 3) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed.

Soul-Stealing Gaze. The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu's control.

Volo's Guide to Monsters
Bodak: A bodak is the undead remains of someone who revered Orcus.
A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on its chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that sucks in all life energy near it. Most bodaks come into being in this way, then unleashed to spread death in Orcus's name. Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze.
Hierophants of Annihilation, Bodak: Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly.
Devourer: A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes.
Gnoll Witherling: Sometimes gnolls turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long can't control their hunger and violent urges. Eventually, they fight among themselves. The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu, they bring the remains back to a semblance of life in the form of a gnoll witherling.
When a war band grows desperate for food, its members turn on each other. Those who succumb to the violence are devoured, but their service to the war band doesn't end at that point. The survivors preserve the bones of their fallen comrades, so that a pack lord or a flind can perform a ritual to Yeenoghu to turn them into loyal, undead followers known as witherlings.
Mind Flayer Alhoon: Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps.
Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name. Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.
Mind Flayer Lich, Illithilich: The path to true lichdom is something only the most powerful mind flayer mages can pursue, since it requires the ability to craft a phylactery and cast the imprisonment spell.
Spawn of Kyuss: Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss.
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid's soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the undead body is destroyed. The horror of being a soul imprisoned in an undead body drives a spawn of Kyuss insane.
Spawn of Kyuss Burrowing Worm power.

Banshee: ?
Beholder Death Tyrant: When a beholder sleeps, its body goes briefly dormant but its mind never stops working. The creature is fully aware, even though to an outside observer it might appear oblivious of its surroundings. Sometimes a beholder's dreams are dominated by images of itself or of other beholders (which might or might not actually exist). On extremely rare occasions when a beholder dreams of another beholder, the act creates a warp in reality- from which a new, fully formed beholder springs forth unbidden, seemingly having appeared out of thin air in a nearby space. This "offspring" might be a duplicate of the beholder that dreamed it into existence, or it could take the form of a different variety of beholder, such as a death kiss or a gazer (see "Beholder-Kin"). It might also be a truly unique creature, such as could be spawned only from the twisted imagination of a beholder, with a set of magical abilities unlike that of its parent. In most cases, the process yields one of the three principal forms of the beholder: a solitary beholder, a hive, or a death tyrant.
Crawling Claw: ?
Flameskull: ?
Ghoul: Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.
Devourer's Imprison Soul power.
Ghast: ?
Lich: The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary.
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps.
Mummy: The mummies are the undead remains of yuan-ti malisons or purebloods.
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Wight: Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.
Devourer's Imprison Soul power.
Zombie: Normally usable only by a death tyrant, negative energy prevents survivors of a battle from healing and animates any dead or dying creatures as zombies under the beholder's control.
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.
Devourer's Imprison Soul power.
Ogre Zombie: ?
Beholder Zombie: ?

Imprison Soul. The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.

Burrowing Worm. A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, l hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to O hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.

Acquisitions Incorporated
Jelayne, Unusual Skeleton: Jelayne wasn't one to let death keep her down, however, and she continues to lead the group as an unusual skeleton.
If the adventurers defeat the crew and study Jelayne, a successful DC 10 Intelligence (Arcana or Religion) check confirms that she was raised as undead by a unique ritual that allowed her to keep her intellect and ability to speak.
Undead Cocatrice: ?
Talanatha, Vampire Spawn: As soon as Hoobur escapes, a glowing draconic skull with a sword piercing it appears on Talanatha's fore head as she struggles against her bonds. A character who succeeds on a DC 15 Intelligence (Arcana or Religion) check can tell she's turning into an undead creature. If the check succeeds by 5 or more, the character knows the group has 2 rounds to stop the transformation. A character within 5 feet of the table must succeed on a DC 15 Intelligence (Arcana or Religion) check to remove the draconic sigil and stop the transformation. If 1he characters kill Talanatha in the hope of s topping the ritual, the change occurs immediately.
Patsy McRoyne, Ghost: The ghost and the corpse are all that remain of a deceased member of the Order of the Stout Half-Pint, Patsy McRoyne. An examination of the body reveals no weapon wounds, but a successful DC 10 Intelligence (Arcana) or Wisdom (Medicine) check finds evidence of necrotic damage. A familiar sigil has been carved into the corpse's chest-a draconic skull pierced by a sword thrust upward through it.
Lottie, Lich: ?
Lottie's Palace Staff Skeleton: ?
Jeff Magic, Lich: ?

Undead: As a necromancer, you've always had an easy time making friends. Hah! That's hilarious because your friends are undead.
Savvy players might note that the undead minions Hoobur creates to harry the party don't follow the standard rules by which a spellcaster character might create undead.
Ghost: ?
Ghoul: Hiding in the wardrobes and chests are four ghouls made from gnome and halfling corpses of members of the Order of the Stout Half-Pint.
Ghast: Courtesy of the magic of Hoobur Gran'Shoop, the rotting dragonborn reanimates as a ghast moments after anyone opens the north cell.
Lich: ?
Shadow: Hoobur Gran"Shoop's necromantic rituals have caused the humanoids slain here to come back as three shadows.
Warhorse Skeleton: The gnome archmage Hoobur Gran'Shoop animated these dead horses in the aftermath of the attack on Tresendar Manor, commanding them to lie still and attack any humanoid creatures that approach them.
If the characters poke around the rotting flesh that fell of the horses during the battle, they see that each horse bore scars on its sides that form the image of a draconic skull with a sword driven up through it from the bottom. A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the sigil as part of a unique necromantic ritual that can turn any creature into an undead creature when it dies.
Vampire: ?
Will-o'-Wisp: ?
Zombie: ?
Ogre Zombie: ?

Baldur's Gate Descent Into Avernus
Swarm of Skeletal Rats: ?
Undead Priest, Gideon Lightward: Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons.
Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature.
Dryad Spirit: In a bygone age, the night hag Red Ruth corrupted a community of dryads by fouling the roots of their trees with mind-bending poison. As the dryads fell to evil, their forest was wrenched from the Feywild into Avernus. Those dryads who resisted the poison died trying to merge back into their trees. The rest crumbled to ash and became restless, tortured spirits akin to banshees.
Undead Tree: ?
Olanthius, Death Knight: Harurnan followed his master into damnation willingly and was transformed into a narzugon devil, while Olanthius, who took his own life rather than bow before Asmodeus, was brought back to serve as a death knight under Zariel's burning gaze.
One of Zariel's generals, Olanthius, killed himself rather than embrace tyranny. Zariel raised him as a death knight to ensure his loyalty.
Olanthius took his life rather than face damnation, but he was transformed into an undead monster by Zariel to serve her forevermore.
Barnabas, Flameskull: Barnabas, once a powerful wizard, had his crypt defiled by an evil nemesis who stole his skull and turned it into a flameskull.
General Yael, Ghost: I gave up my magic and memories, and Yael gave her life to construct this place to protect the sword.
Elf Spirit: ?
Ghost, Zariel's Knight: The knights' souls are cursed to remain here. They yearn for the afterlife, but the oath they swore to Zariel binds them to her service.
Ghost, Szarr: Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead.
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain.
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. Wights hide in their tombs by day, while ghosts and wraiths terrorize unsuspecting mortals. Putting down such threats before they can prey on citizens is the Gravemakers' primary job, and though rightfully proud of their prowess, their leader Leone Wen, a lawful good female human knight and servant of Torm, is always looking for fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery's center, its moldering halls reputedly still infested by the ghosts of the murdered Szarrs-though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty.
Jander Sunstar, Vampire: This elf warrior, cursed to an eternity of undeath, tried to redeem his corrupted soul by swearing to hunt down his own kind.

Undead: Chronically understaffed, especially in those wards catering to poor Outer City residents, the hospital has constant security problems, from angry patients to spontaneously arising undead, unethical or experimental treatments by priests of non-good faiths, or excessive withdrawals from the stores of painkilling narcotics.
Crawling Claw: ?
Ghoul: These former citizens of the city died when Elturel was drawn into Avernus. Their souls were corrupted by the terrible power of the plane, leaving them in these undead forms.
Undead Pit.
Ghast: Undead Pit.
Mummy: Zariel's warlocks helped build the Crypt of the Hell-riders to gain infernal power in their mortal world. When they died, their cursed bodies were dragged into Avernus to guard the tomb for eternity.
Revenant: Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead.
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain.
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh.
Shadow: Undead Pit.
Skeleton: If one or more of the black candles on the altar are lit, they shed a green light that reveals black writing on the walls. The writing, which is not visible otherwise, says in Common, "RISE AND BE COUNTED!" If these words are spoken aloud within 5 feet of the altar, the words vanish as bones hidden under the debris at the north end of the room rise up and knit together, forming three animated human skeletons. The skeletons are evil undead, but they obey the commands of whoever spoke the words that raised them, serving that individual until they're destroyed or their master is killed.
A squad of Baphomet's minotaurs attempted to overrun the chapel, but Gideon and his servants slew them. Gideon then turned them into four minotaur skeletons that attack as soon as any character enters this area.
Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead.
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain.
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh.
Undead Pit.
Minotaur Skeleton: Slain servants of Baphomet stripped of flesh and animated by Gideon using the power of the Companion.
Specter: As Olanthius moves through the catacombs, he compels any ghosts he encounters to fight at his side. Any ghosts that the characters summoned from the urns in the funerary chambers transform into specters under Olanthius's command and join him on his hunt.
Undead Pit.
Vampire Lord: ?
Wight: Undead Pit.
Will-o'-Wisp: ?
Wraith: Being entombed in Avernus has corrupted the spirits of these knights.
Undead Pit.
Zombie: Flennis is preparing to make a zombie out of the corpse on the table, but the animate dead spell takes 1 minute to cast, which means she must deal with the characters first.
The shambling corpses are six zombies created by Flennis from the remains of the Dead Three cultists' murder victims.
Undead Pit.

Undead Pit
The path around the chapel has been sundered by a deep hole in the ground, filled with a putrid purple mist. The haze filling the hole blocks any sense of how deep it might be, or of what might lie within.
Gideon creates his undead servants in this 30-foot-deep pit, which was formed when a piece of the meteor that struck the High Hall splintered off.
Necromantic Mist. The mist is formed by necromantic energy emitted from the corrupted Companion. A successful DC 10 Intelligence (Investigation) check made to study the mist reveals that it pulsates in sync with the crackling energy of the corrupted Companion. Any creature that enters the mist for the first time on a turn or starts its turn there takes 5 (1d10) necrotic damage. Climbing the sides of the pit without equipment requires a successful DC 10 Strength (Athletics) check. Whenever Gideon directs his minions to toss a dead body into the pit, an undead creature crawls forth one hour later. Newly created undead patiently wander the cemetery grounds until Gideon gives them orders. One undead creature appears during the time the characters investigate the pit, and more can appear if they leave this area, then return again while Gideon is still at large. Use the Undead Creation table to determine what kind of undead creature is created.
UNDEAD CREATION
d20 Undead
1-4 Skeleton
5-7 Zombie
8-10 Shadow
11-12 Specter
13-15 Ghoul
16-17 Ghast
18-19 Wight
20 Wraith

Curse of Strahd
Phantom Warrior: A phantom warrior is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty.
Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours.
Strahd Zombie: Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd himself.
These undead soldiers once served as guards in Castle Ravenloft. They fled the castle after Strahd became a vampire but couldn't avoid their master's wrath.
Vladimir Horngaard, Revenant: Vladimir Horngaard joined the Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war against the forces of evil. The dragon stayed home and, in the guise of a human noble named Lord Argynvost, brought new initiates into the order.
Enemies of Strahd. Vladimir found himself fighting Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn't hold back the evil tide and was killed, only after the heartbreak of witnessing Strahd himself slay Vladimir's beloved, his fellow knight Sir Godfrey Gwilym. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and battled Strahd's armies to the bitter end.
Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well.
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order.
"If you have come to destroy me, know this: I perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed.”
Sir Godfrey Gwilym, Revenant: Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well.
Lord Ruthven, Vampire: ?
Spirit, Phantom, Ghostly Adventurer: Spirits drift along the Old Svalich Road toward Castle Ravenloft in the dead of night. These phantoms are all that remain of Strahd's enemies, and this damnable fate awaits anyone who opposes him.
Every night at midnight, one hundred spirits rise from the cemetery and march up the Old Svalich Road to Castle Ravenloft.
These aren't the spirits of the people buried here, but of previous adventurers who died trying to destroy Strahd. Every night, the ghostly adventurers attempt to complete their quest, and each night they fail.
Skeletal Rider, Skeleton: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation.
Skeletal Rider, Warhorse Skeleton: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation.
Doru, Vampire Spawn: ?
Crawling Strahd Zombie: The groans are coming from a Strahd zombie that is missing both of its legs, so that only its head, torso, and arms remain.
Helga Ruvak, Vampire Spawn: ?
Pidlwick, Ghost: If asked how he died, he replies humorlessly, "I fell down the stairs." If Pidlwick II is with the party, the ghost points at the clockwork effigy and says, "He pushed me down the stairs."
Tormented Spirit, Varushka: The spirit of Varushka, a maid, haunts this chamber. She took her own life when Strahd began feeding on her, denying him the chance to turn her into a vampire spawn.
Escher, Vampire Spawn: ?
Prince Ariel du Plumette, Ariel the Heavy, Ghost: Prince Ariel was a terrible man who longed to fly. He attached artificial wings to a harness and empowered the device with magic, but the apparatus still couldn't bear his weight, and he plunged from the Pillarstone of Ravenloft to his death.
Khazan, Lich: Khazan was a powerful archmage who unlocked the secrets of lichdom, then later tried to become a demilich and failed.
Sasha Ivliskova, Vampire Spawn: ?
Patrina Velikovna, Banshee: In life, Patrina Velikovna was a dusk elf who, having learned a great deal about the black arts, was nearly a match for Strahd's powers. She felt a great bond with him and asked to solemnize that bond in a dark marriage. Drawn to her knowledge and power, Strahd consented, but before he could drain all life from Patrina, her own people stoned her to death in an act of mercy to thwart Strahd's plans. Strahd demanded, and got, Patrina's body. She then became the banshee trapped here.
Sir Klutz Tripalotsky, Phantom Warrior: If the sword is pulled from the armor, Sir Klutz appears as a phantom warrior, thanks whoever pulled his weapon free, and agrees to fight alongside that character for the next seven days. Sir Klutz perished years before Strahd became a vampire, so the phantom warrior knows nothing of Strahd's downfall or the curse afflicting Barovia.
Kroval "Mad Dog" Grislek, Master of the Hunt, Wraith: ?
Ludmilla Vilisevic, Vampire Spawn: ?
Anastrasya Karelova, Vampire Spawn: ?
Valenta Popofsky, Vampire Spawn: ?
Assassin's Ghost: The entity in the mirror is the spirit of a nameless assassin who once belonged to a secret society called the Ba'al Verzi.
Father Lucian, Vampire Spawn: During the chaos, Strahd enters the church in bat form, then reverts to vampire form and attacks Father Lucian. Unless the characters intervene, Strahd kills the priest before returning to Castle Ravenloft.
If Father Lucian dies, locals bury his body in the church cemetery, whereupon it rises the following night as a vampire spawn under Strahd's control.
Snow Maiden: ?
Lazlo Ulrich, Ghost: Strahd refuses to let Burgomaster Ulrich's spirit find rest because of what he did to poor Marina.
Exethanter, Lich: The wizards were dead and gone by the time an evil archmage named Exethanter arrived at the temple. He breached the temple's wards, spoke to a vestige trapped in amber, and discovered the secret to becoming a lich.
Rosavalda Durst, Rose, Ghost: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death.
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger.
Thornboldt Durst, Thorn, Ghost: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death.
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger.
Baron Metus, Vampire: ?
Erasmus Van Richten, Vampire: ?

Strahd von Zarovich, Vampire: Unwilling to go the way of his father, Strahd studied magic and forged a pact with the Dark Powers of the Shadowfell in return for the promise of immortality.
Strahd's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Strahd believed her to be a worthy bride, and he lavished Tatyana with gifts and attention. Despite Strahd's efforts, she instead fell in love with the younger, warmer Sergei. Strahd's pride prevented him from standing in the way of the young couple's love until the day of Sergei and Tatyana's wedding, when Strahd gazed into a mirror and realized he had been a fool. Strahd murdered Sergei and drank his blood, sealing the evil pact between Strahd and the Dark Powers. He then chased Sergei's bride-to-be through the gardens, determined to make her accept and love him. Tatyana hurled herself off a castle balcony to escape Strahd's pursuit, plunging to her death. Treacherous castle guards, seizing the opportunity to rid the world of Strahd forever, shot their master with arrows.
But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a vampire.
When Strahd came to the temple seeking immortality, Exethanter sensed that he was a man of destiny. The evil powers in the temple felt something much stronger: a darkness that eclipsed their own. Strahd communed with these evil vestiges and forged a pact with them. When Strahd later murdered his brother Sergei, that pact was sealed with blood. Strahd transformed into a vampire, and the Dark Powers turned his land into a prison.
“I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood.”
“Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever.
Ghost: This particular ghost is all that remains of a person drained of life by Strahd.
Vampire Spawn: Strahd has been the master of Ravenloft for centuries now. Since becoming a vampire, he has taken several consorts-none as beloved as Tatyana, but each a person of beauty. All of them he turned into vampire spawn.
Revenant: The revenant was a knight of the Order of the Silver Dragon, which was annihilated defending the valley against Strahd's armies more than four centuries ago. The revenant no longer remembers its name and wanders the land in search of Strahd's wolves and other minions, slaying them on sight.
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. His zeal was so great that it also brought back the spirits of several other knights, who rose as revenants under Vladimir's command.
Zombie: These unfortunate Barovians fell prey to the evils of the land and now shamble from place to place as a ravenous mob.
Cyrus explains that he just isn't the cook he used to be, and his meals tend to get out of hand these days.
Will-o'-Wisp: ?
Ghoul: ?
Crawling Claw: ?
Shadow: They are the remnants of dark souls that perished here long ago.
Wight: These undead soldiers once served as guard captains in Castle Ravenloft.
Specter: The bedroom once belonged to the family's nursemaid. The master of the house and the nursemaid had an affair, which led to the birth of a stillborn baby named Walter. The cult slew the nursemaid shortly thereafter. The nursemaid's spirit haunts the bedroom as a specter.
Near an iron stove, underneath one of the sheets, is an unlocked wooden trunk containing the skeletal remains of the family's nursemaid, wrapped in a tattered bedsheet stained with dry blood. A character inspecting the remains and succeeding on a DC 14 Wisdom (Medicine) check can verify that the woman was stabbed to death by multiple knife wounds.
Skeleton: Whenever a wight is killed in this vault, some of the bones knit together, forming 2d6 animated human skeletons.
Buried under the earthen floor are eight human skeletons-the animated remains of dead Vallakians that were stolen from the church cemetery and animated by Lady Wachter. They rise up and attack intruders who cross the floor.
Flameskull: After his transformation, the lich Exethanter took over the temple and turned the skulls of it previous defenders into flameskulls under his command.
Flameskulls-constructs made from the remains of dead wizards-guard the temple.
Demilich: ?
Poltergeist: An amber golem once stood guard here, but it escaped after thieves broke into the treasury and looted it. The golem has since made its way upstairs.
Not all of the thieves escaped, and the pulverized remains of those who died here lie strewn upon the floor. Their restless spirits survive here as four poltergeists
Vampire: West Sarcophagus. The vestige within this sarcophagus offers "the dark gift of the Vampyr" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift.
The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it.
The beneficiary dies a violent death at the hands of one or more creatures that hate it.
When the conditions are met, the beneficiary instantly becomes a vampire under the Dungeon Master's control (use the stat block in the Monster Manual).
After receiving the dark gift, the beneficiary gains the following flaw: "I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone."
Lich: South Sarcophagus. The vestige within this sarcophagus offers "the dark gift of Tenebrous" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks:
Craft a phylactery and imbue it with the power to contain the beneficiary's soul
Concoct a potion of transformation that turns the beneficiary into a lich Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a Lich under the Dungeon Master's control (use the stat block in the Monster Manual, altering the Lich's prepared spells as desired).
The beneficiary of this dark gift gains the following flaw: "All I care about is acquiring new magic and arcane knowledge."
Shadow: ?
Ghast: ?

Deck of Many Things
Avatar of Death: ?

DM Basic Rules V0.5
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf.
Flameskull: ?
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.
Ghoul: ?
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest.
Skeleton: ?
Wight: ?
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.

Dragon+: Six Faces of Death (5e)
Vargo, Skull Lord: Created from the bodies of three evil adventurers, the skull lord Vargo has spent hundreds of years in Acheron.
Vargo was once three evil adventurers who teamed up to defeat the devil Earl Andromalius. When they were defeated, Andromalius subjected them to a horrific curse, combining the three of them into a single undead being.
Pixelated Skeleton: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals.
Pixelated Zombie: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals.

Dungeons & Dragons Starter Set Stranger Things
Undead: Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Flameskull: Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghoul: ?
Skeleton: Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic.
Zombie: Zombies are corpses imbued with a semblance of life.
The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies.
Vampire: ?

Dungeon Master's Guide
Avatar of Death: ?
Elfshadow: ?
Kas the Bloody Handed: ?
Kaius, Vampire: ?
Ctenmiir, Vampire: ?

Undead: Perhaps a wizard unlocks the secret to immortality (or undeath) and spends eons exploring the farthest reaches of the multiverse.
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures.
Banshee: ?
Beholder Death Tyrant: ?
Crawling Claw: ?
Death Knight: The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight.
Demilich: ?
Acererak Archlich: ?
Adult Blue Dracolich: ?
Flameskull: ?
Ghost: The rakshasa master of a nearby monastery performs rituals to raise troubled ghosts from their rest.
Ghoul: ?
Ghast: ?
Lich: A wizard might steal the items needed to create a phylactery and become a lich.
The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight.
Mummy: ?
Mummy Lord: ?
Lich-God Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower: Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich.
Revenant: ?
Shadow: ?
Skeleton: ?
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: ?
Specter Poltergeist: ?
Vampire: ?
Vampire Spawn: ?
Count Strahd Von Zarovich: ?
Vampire Warrior: ?
Vampire Spellcaster: ?
Wight: Artifact Major Detrimental Property 81-85.
Will-o'-Wisp: ?
Wraith: ?
Zombie: Any creature besides Orcus that tries to attune to the Wand of Orcus must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie.
Ogre Zombie: ?
Beholder Zombie: ?

Artifact Major Detrimental Property
Property 81-85 Each time you become attuned to the artifact, you age 3d10 years. You must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you are instantly transformed into a wight under the DM's control that is sworn to protect the artifact.

Dungeons & Dragons vs Rick and Morty
Undead: Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Flameskull: Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghoul: ?
Skeleton: Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them.
Zombie: The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies.

Eberron: Rising from the Last War
Karrnathi Undead Soldier: Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical decisions and operate without direct guidance. The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most significant such zones in Karrnath exist in the cities of Atur and Odakyr (now called Fort Bones). The number of Karrnathi undead soldiers steadily increased over the course of the war, with the losses of Karrnath's living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath. However, many Karrns fear that the undead are vessels for a darker power-and that Lady Illmarrow or someone else will turn the undead against the living.
While we'd like to take the abactor at his word, our research shows that Malevanor was personally involved in the program that produced the infamous Karrnathi undead soldiers.
Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich: Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich.
Undying, Deathless: The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying.
The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body-an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort.
Necromancy is a pillar of Aereni society, distinct from the sinister power most adventurers encounter. Positive energy sustains the deathless undead of Aerenal-both the light of Irian and the devotion freely given by their descendants.
Ascendant Councilor: The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors.
Undying Councilor: ?
Undying Soldier: ?
Old Dalaen, Ghost: ?
Mist Apparition: ?
Pfinston Nezzelech, Ghost: The ghost of a gnome inquisitive who died when the old city collapsed during the War of the Mark.
Lich-Priest Gath: ?
Abactor Hask Malevanor, Mummy: ?
King Kaius ir'Wynarn III, Kaius I, Vampire: ?

Undead: The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release.
The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine.
A victim who was killed by a House Tarkanan assassin returns as an undead that tries to kill anyone who bears an aberrant mark.
In the sewers below Sham, a mad necromancer puts the final touches on a device that will turn the city's residents into undead.
Six years ago, shortly after Kaius's accession, a figure known as Lady Illmarrow emerged as the leader of the Order of the Emerald Claw. Few of her followers know anything about her, other than her great skill as a necromancer; many members of the Order refer to her as Queen of the Dead. Some members of the order believe she will ultimately raise Karrnath above all other nations. Others simply trust that she will grant them personal power. They believe that she is poised to become a god of death, and that when she ascends to divinity, they will be granted immortality or at least the eternal life of undeath.
Banshee: Dolurrh Manifest Zone feature.
Dracolich: ?
Ghost: As a barbarian, you could have been a simple peasant caught in the Mourning. Everyone else in your community was killed, but their spirits were bound to you. Your barbarian rage represents you channeling these vengeful ghosts.
The Talentan reverence for spirits derives from the fact that a variety of spirits haunt the Plains. The region contains an unusual number of manifest zones tied to Dolurrh and Thelanis. Ghosts are more likely to linger in such places, and minor fey are scattered across the Plains.
Shadukar is a grim reminder of the cost of the war. Once known as the Jewel of the Sound, this coastal city was destroyed in a bitter siege against Karrnathi forces. The city has yet to be reclaimed, and it's said to be haunted both by Thrane ghosts and by undead forces left behind by the Karrns.
The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised.
No one knows exactly; what lurks in Old Sharn. The ruins could contain ghosts or other undead, the vengeful spirits of the aberrant-marked people who took refuge in the fallen city.
Today, the district known as Fallen is strewn with the rubble of the fallen tower, mingled with shattered buildings and broken statues. Those who venture into Fallen must deal with the Ravers, feral savages that lurk in the shadows. There's no question that the Ravers exist, but their true nature remains a subject of debate. A common hypothesis is that they're the descendants of the original inhabitants of the district, who were possessed and driven mad by the ghosts of those who died when the tower fell.
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.
Ghosts might linger in a manifest zone associated with Dolurrh.
Strong negative emotions can trap a spirit as a ghost or wraith.
Dolurrh Manifest Zone feature.
Ghoul: ?
Incorporeal Undead: Dolurrh Manifest Zone feature.
Lich: ?
Mummy: ?
Revenant: Murdered by House Cannith assassins after she learned too much about the house's secret research.
Shadow: Dolurrh Manifest Zone feature.
Skeleton: Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance.
Specter: The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.
Dolurrh Manifest Zone feature.
Poltergeist: ?
Vampire: ?
Wraith: The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised.
Strong negative emotions can trap a spirit as a ghost or wraith.
Dolurrh Manifest Zone feature.
Zombie: You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you.
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release.
Investigating disappearances among an elf community reveals that the Order of the Emerald Claw has been attempting to inscribe something like a dragonmark in their skin, then reanimating the failed experiments as zombies.
A humanoid reduced to 0 hit points by damage damage from Lady Illmarrow's poison breath dies and rises at the start of Illmarrow's next turn as a zombie.
Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance.
Mabaran Resonator eldritch machine.
Mournland Environmental Effect.

MABARAN RESONATOR This dread device draws on the power of Mabar, infusing the dead with the malign energy of the Endless Night. While it is active, any humanoid that dies within 2 miles of the resonator reanimates 1 minute later as a zombie (see the Monster Manual for its stat block) under the control of the creature controlling the device.

DOLURRH MANIFEST ZONE FEATURES
d4 Feature
1 Bodies buried here reanimate in 1d4 days, possessed by restless spirits. These spirits might be malevolent or benign.
2 Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended.
3 Spells and abilities that raise the dead have a 50 percent chance to bring back 1d4 angry spirits as well. These might be banshees, ghosts, shadows, specters, wraiths, or other incorporeal undead.
4 In order to cast a spell of 1st level or higher in the zone, the caster must succeed on a Constitution check with a DC equal to 10 +the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost.

MOURNLAND ENVIRONMENTAL EFFECTS
d8 Effect
1 Healing spells are impeded here. Any spell that restores hit points does so as if it were cast at a level one lower than the spell slot expended. A spell cast using a 1st-level slot restores no hit points.
2 A character who casts a spell must make a Constitution saving throw against the character's own spell save DC. On a failed save, the character takes psychic damage equal to the spell's level and gains one level of exhaustion.
3 Any Medium humanoid that dies in the area reanimates as a zombie at the start of its next turn. The zombie is under the DM's control.
4 The area is affected by a silence spell.
5 Each creature that enters the area is affected by an enlarge/reduce spell, with an equal chance for each effect. The effect lasts until the creature leaves the area.
6 The pull of gravity is lessened. Creatures can jump twice the normal distance in any direction, and everything effectively weighs half its actual weight.
7 All creatures are linked to every other creature in the area as if by the telepathy spell.
8 A creature that casts a spell of 1st level or higher in the area rolls on the Wild Magic Surge table in chapter 3 of the Player's Handbook.

Essentials Kit
Lady Alagondar's Skeletal Horse, Undead Riding Horse: ?
Vyldara, Banshee: The site was abandoned and sealed up long years ago after being haunted by a banshee-the restless spirit of a moon elf ambassador named Vyldara who tried and failed to foment civil unrest among the dwarves. The dwarves imprisoned the elf and sent messages to her people, asking that they come to collect her. Before envoys could be sent, Vyldara killed two guards trying to escape, only to be cut down by dwarven axes before she could succeed.
Miraal, Banshee: Miraal was a sea elf killed by Moesko, who took her spellcasting focus-an opalescent conch as a trophy.
Axeholm's Dwarf Castellan, Ghoul: ?

Undead: Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Banshee: A banshee is the hateful spirit of a once-beautiful female elf.
Ghoul: When the elf's evil spirit started filling Axeholm's halls with deathly wails, the dwarves abandoned their stronghold, but not before several dwarves slain by the banshee arose as ghouls to feed on their kin.
Will-o'-Wisp: ?
Strahd von Zarovich: ?

Ghosts of Saltmarsh
Bodak: These soulless terrors, each one risen from the remains of someone who revered Orcus, Lord of the Undead. exist only to spread further suffering and death.
Drowned Ascetic: ?
Drowned Assassin: ?
Drowned Blade: ?
Drowned Master: ?
Skeletal Alchemist: ?
Skeletal Juggernaut: ?
Skeletal Swarm: This swarm of bones found rising out of the sand in Isle of the Abbey is made from the remains of several animated skeletons.
Drowned One, Walker: The pirates, now fully under Orcus's thrall, emerged from the wreckage and marched across the seabed to Firewatch Island. They overran the garrison and carried the remains back to their wrecked ship. There, with Orcus's instruction, they began the laborious process of opening the Pit of Hatred, a rift to the Abyss that can transform corpses into drowned ones.
Feeding off the captain's rage and hate as he died, the energy of the rift animated Tammeraut's crew and turned them into drowned ones.
Xolec, Vampire: ?
Zombified Starfish: ?
Zombified Anemone: ?
Zombified Harmless Aquatic Beast: ?
Captain Ineca Sufocan, Elf Vampire: ?
Syrgaul Tammeraut, Drowned Master: The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers.
Calimara, Ghost: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank.
Alina, Ghost: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank.

Undead: The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers.
Off the coast, near heavily trafficked sea lanes, cultists of Orcus create a gateway on the seabed that links to the Abyss. The water above swirls and plunges downward, creating a whirlpool that devours ships and sea life.
Living creatures pulled to the bottom of the whirlpool are slain, warped with Abyssal energy, and unleashed into the sea as undead creatures. Unless someone finds the gate, slips through it into the Abyss, and destroys the unhallowed site found on the other side, the whirlpool will unleash a horde of undead sailors and sea creatures that can transform the region around it into a dead zone.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Skeleton: If a skeletal juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Vampire: ?
Ghoul: Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship.
Zombie: Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Shadow: ?
Specter: If a humanoid creature dies in ghost fog, its spirit rises as a specter that is hostile toward all creatures that aren't undead.
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal.
Banshee: ?
Wight: ?
Vampire Spawn: ?
Mummy: ?
Death Knight: ?
Ghast: This deck is a prison for four ghasts-formerly a group of thieves who stowed away in the hold before the Emperor last left port. When the ship was waylaid by the storm, they could not escape from the hold and eventually starved to death.
Minotaur Skeleton: ?
Ogre Zombie: ?
Ghost: Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Wraith: Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal.
Flameskull: ?
Demilich: ?
Lich: ?

3rd Party
Manastorm: World of Shin'ar NPC Codex:
Undead Black Dragon Wyrmlings: ?

Midgard Worldbook for 5th Edition and Pathfinder
Banshee, Maatkare Abastet: ?
Deathwisp: ?
Dracolich, Cave Dragon, Vizorakh the Ravenous: Vizorakh the Ravenous, thought long gone like all cave dragons of sufficient age, clings to existence. This ancient horror sought out great wizards of the Ghoul Imperium and burrowed into forgotten dungeons beneath the earth in search of salvation. On the brink of death, it found its answer. Vizorakh cast its soul into an onyx gemstone the size of an elephant and passed into undeath. It rose again as a dracolich, no longer hungering for flesh but for the souls of its own kind.
Kamelk Twice-Killed, Chieftain of the Ghost Head Goblins, Dust Goblin Ghost: ?
Undead Centaur Ghost: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghostly Drake: ?
Ghost, Elven Wizard: ?
Ghost Head Goblin Horror: This infamous tribe contains as many undead goblins as living ones. They are led by Kamelk Twice-Killed, an unstoppable force who has been slain both as a living goblin and as a ghost, securing his legend when he returned each time. Many of his followers have undergone rituals to become undead “horrors.”
Ghoul, Ghul King: ?
Beggar Ghoul: ?
Darakhul Ghoul: ?
Darakhul Ghoul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard: ?
Darakhul Ghoul, Duke Borag the Executioner, Warlord of Gallwheor: ?
Darakhul Ghoul, Duke Drago Blackfly: ?
Darakhul Ghoul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain: ?
Darakhul Ghoul, Duke Wierdunn Bonehand: ?
Darakhul Ghoul, Duke Leander Stross: ?
Darakhul Ghoul, Emperor Nicoforus The Pale: ?
Darakhul Ghoul, Emperor Vilmos Marquering, The Black Fang: ?
Darakhul Ghoul, Haresha Winterblood: ?
Darakhul Ghoul Monk, Sated Fang: ?
Darakhul Ghoul, Saint Whiteskull of Brastilor: ?
Darakhul Ghoul, Silas Folly: ?
Darakhul Ghoul, Tonderil the Bonebreaker: ?
Darakhul Ghoul, Vermesail the Gravedancer: ?
Darakhul Ghoul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean: ?
Darakhul Ghoul Necrophage, Valengurd the Confessor: ?
Ghoulish Derro: ?
Imperial Ghoul: ?
Iron Ghoul: ?
Large Ghoul: Animate Ghoul spell, 3rd level slot.
Grey Thirster: ?
Haunt: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Hungry Shade: Long ago, the desert swallowed up the remnants of a foolish Mharoti army. Occasionally, hungry shades emerge from the sands near the ruins of Iram, City of Pillars. These are the undead spirits of the hapless soldiers of the Dragon Empire, doomed to follow their general’s last commands until a new master learns how to control them.
The sisters are, in truth, a coven of night hags. They work tirelessly to locate black-hearted people whose dreams they can haunt, hounding the hapless victims to death so they can steal their evil souls. They bring these souls to the headwaters of the Nightbrook, and in a dark ritual that requires a memory philter holding emotions of loss, longing, rage, or bitterness, they twist the souls into hungry shades.
Lich, God-Wizard Kuluma-Siris: ?
Lich, Archlich Orgupash: ?
Lich, Lady Chesmaya, Voivodina of the Verdant Tower: ?
Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm: ?
Lich, Osvaud the Off-White: ?
Lich, Goblin, Gnogrot Milkeye: ?
Lich, Ravenfolk Sorcerer, Arkara Amasis: ?
Menet-Ka: Menet-Ka was a minor king in ancient Nuria Natal who was buried beneath an oasis fed by an underground branch of the River Nuria and close to a powerful ley line. The plan was that the blessed waters of the river would flow into the dead king after entombment, and he would return to life gifted with staggering power. Unfortunately, Menet-Ka’s corruption meant he returned as an undead creature, and his tomb now serves as a death trap, designed to steal the breath from any who dare to disturb his final resting place.
Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal: ?
Mummy Lord, God-King Sut-Akhaman: ?
Catfolk Mummy: ?
Mummified Goblin King Dizzerax: ?
Mummified Sphinx: ?
Phantom: ?
Burning Skeleton: ?
Strigoi: ?
Ancient Undead Gold Dragon, Ibbalan the Illustrious: ?
Undead Giant: Cursed with long lives and restless deaths, these giants are joyless at best and feral at worst.
With each passing year, increasing numbers of giant corpses—sometimes one or two, other times entire tribes—are driven up from the ground. Their animated bodies rise up to walk the land, pursue strange goals, and protect otherwise barren areas without discernible cause. When a giant’s body fails to rest quietly, its soul returns to haunt its living descendants.
Undead Gnoll: ?
Draugir, Undead Mount: ?
Undead Purple Worm: ?
Vaettir: ?
Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters: ?
Vampire, Count Warrin: ?
Vampire, Otmar the Sallow: ?
Spellcaster Vampire, Countess Urzana Dolingen of Morgau: ?
Spellcaster Vampire, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches: ?
Spellcaster Vampire, Lord Mayor Rodyan, The Glutton of Hangksburg: ?
Spellcaster Vampire, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones: ?
Warrior Vampire, Commander Balenus of the Ghost Knights: ?
Warrior Vampire, King Lucan: ?
Warrior Vampire, Lady Darvulia, Voivodina of Cloudwall, Keeper of the Gate Subterranean: ?
Warrior Vampire, Princess Hristina, Protector and Duchess of Krakovar, Grand Marshall of the Ghost Knights: ?
Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin: ?
Blood Zombie: So-called “crimson lakes” mark other areas of the Western Wastes. Visible rips in reality’s fabric float hundreds of feet above the desert and drip a foul, bloodlike substance that accumulates in dark pools below. Such sites are sacred to some goblin tribes, and the coagulated liquid forms into sentient creatures if left undisturbed long enough.
Liquid Zombie: ?

Undead: The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities.
The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead.
Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok.
Ghoul: Animate Ghoul spell.
Vampire: ?
Vampire Spawn: ?
Lich: Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration.
Ghost: The black shadows that pass for water in the Shadow Realm run swift and cold, so cold that no matter the surrounding terrain or climate, every stream or river or lake in the plane counts as frigid water. Worse, the spirits of things that died in or near the water constitute a hazard of the plane.
When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave.
Zombie: When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square.
Zombie Fog supernatural storm.
Skeleton: ?
Specter: The hag-like qwyllion are capable of dominating their foes and slaying enemies with a deadly gaze, transforming them into enslaved specters.
Wraith: ?
Mummy: Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration.
Wight: ?
Shadow: ?
Will o' Wisp: ?
Ghast: Animate Ghoul spell, 4th level slot.
Banshee: ?
Death Knight: Antipaladin Oath of the Giving Grave Undying Sentinel power.

ANIMATE GHOUL
2nd-level necromancy [blood]
Casting Time: 1 action
Range: Touch
Components: V, S, M (piece of rotting flesh and an onyx gemstone worth 100 gp)
Duration: Instantaneous
You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block.
At Higher Levels. When you cast this spell using a spell slot of 3rd level, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.

Zombie Fog: These pervasive banks of corpse-gray fog extend 1d4 × 100 feet in diameter and rise from sites steeped in ancient necromancy. The mostly intact corpses of humanoids caught in the fog’s rotting fumes animate as zombies in 1d6 rounds and typically wander within the fog until drawn forth by the presence of the living. The concealment provided by the thick mists hides the approach of hordes of zombies until much too late.

UNDYING SENTINEL
At 20th level, you gain magic resistance; you have advantage on saving throws against spells and other magical effects. In addition, if you are killed, you rise from the grave within 1d4 days as a death knight. Consult your GM for implementation.

Ponyfinder Campaign Setting
Unfulfilled: Unfulfilled are ponies that have died in the middle of a task they considered to be vital to their life’s destiny, usually in an very sudden and/or traumatic fashion. Occasionally, an unfulfilled can be created when a pony dies thinking their destiny never had a chance.

Undead: Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living.
Vampiric Sorcerous Origin Ruler of the Night power.

Ponyfinder Everglow Bestiary
Skeletal Pony Slinger: ?
Zombie Pony: Raised by necromancers who clearly do not pay the most cursory of lip-service to the goddess of death, this abomination of the forces of nature known simply as a ‘zombie’ is at once everything that any sane adventurer should fear.

D&D Next:
Dungeon 213
Enlarged Skeleton: ?
Glorified Zombie: ?
Apparition: ?
Mummy: ?
Acererak the Demi-Lich: Ages past, a human wizard/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich Acererak. Over the scores of years that followed, the lich dwelled with hordes of ghastly servants in the gloomy stone halls of the very hill where the tomb resides. Eventually even the undead life force of Acererak began to wane, so for the next eight decades, the lich’s servants labored to create the Tomb of Horrors. Then Acererak destroyed all of his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. Joining the halves of the FIRST KEY calls his soul back to the Material Plane, and use of the SECOND KEY alerts the now demilich that he must prepare to do battle to survive yet more centuries.
All that remains of Acererak are the dust of his bones and a skull with two 50,000 gp rubies set into its eye sockets. The skull also has six pointed (marquis cut) diamonds set as teeth in its jaw (each diamond is worth 5,000 gp). If any character is foolish enough to touch or strike the skull, a terrible thing occurs.
The skull rises into the air, its ruby eyes flickering with malevolence, its diamond teeth agleam with ancient hunger for the souls of the damned.
The skull is all that remains of Acererak’s body, but it’s all the demi-lich needs to show the heroes the folly of their endeavors.

Dungeon 221
Kel the Eldest, Human Lich: ?
Wight: ?
 
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Voadam

Hero
4e

4e Compilation
Undead: Theories abound regarding the origin and creation of undead, from the hushed tales told by simple peasants to the exotic research performed by sages and wizards. None agree, and only one fact is certain: Undead exist in the world and have since time immemorial. (Open Grave Secrets of the Undead)
The origin of undead can be traced back to a time eons ago, when the primordials thrived before the first foundations of the world were even a rumor. Immortal in the sense that they knew no age and withstood any hurt, these were beings of manifest entropy. (Open Grave Secrets of the Undead)
In these earliest days, souls shorn of their bodies simply departed the cosmos, taken to a place beyond all reckoning. When the primordials first crafted the world, they had little regard for the fate of souls. But some among them recognized soul power as a potent force, and they hungered for it. These entities stopped up the passage of souls. With nowhere to go, many souls were either consumed by primordials that had a taste for such spiritual fare, or, finding no further road or final purpose, sputtered out and dissipated, gone forever. Others persisted, becoming undead. (Open Grave Secrets of the Undead)
Sentient living creatures have a body and a soul, the latter of which is the consciousness that exists in and departs from the body when it perishes. A body’s “life force” that drives a creature’s muscles and emotions is called the animus. The animus provides vitality and mobility for a creature, and like the soul, it fades from the body after death. Unlike the soul, it fades from the body as the body rots. (Open Grave Secrets of the Undead)
If “revived” in the proper fashion, the animus can rouse the body in the absence of a soul. (This phenomenon is what makes it possible for creatures that were never alive, such as constructs, to become undead.) In some cases, the animus can even exist apart from the body as a cruel memory of life. Such impetus can come from necromantic magic, a corrupting supernatural influence at the place of death or interment, or a locale’s connection to the Shadowfell. Strong desires, beliefs, or emotions on the part of the deceased can also tap into the magic of the world to give the animus power. (Open Grave Secrets of the Undead)
Most undead, even those that seem intelligent, are this sort of creature—driven to inhuman behavior by lack of governance of a soul and a hunger for life that can’t be sated. Nearly mindless undead have been infused with just enough impetus to give the remains mobility but little else. Sentient undead have a stronger animus that might even have access to the memories of the deceased, but such monstrosities have few or none of the sympathies they had in life. A wight has a body and a feral awareness granted by the animus, but no soul. Even the dreaded wraith is simply a soulless animus, deeply corrupted and infused with strong necromantic energy. (Open Grave Secrets of the Undead)
The Shadowfell most often serves as the source of this impetus. In the Shadowfell, bodiless spirits are common, as are undead. Something within this echo-plane’s dreary nature nurtures undead. This shadowstuff can “leak” into a dying creature as that being passes away. It can be introduced by necromantic powers or rituals. Or it can be siphoned into areas strongly associated with death, pooling there. (Open Grave Secrets of the Undead)
Some undead retain their souls after the death of the body. Rituals allow this sort of transformation. A potent destiny or vigorous enough strength of will sometimes enables (or forces) a creature to transcend death. (Open Grave Secrets of the Undead)
When most living creatures think about how undead come into being, they connect the origin of undead with the animation of a dead body. That said, undead are actually “born” in a variety of ways. (Open Grave Secrets of the Undead)
Powerfully evil acts resonate with such force that they can ripple across dimensions and open cracks in reality, permitting malevolent entities to escape into the mortal world. These entities seek out corporeal flesh, in particular the recently vacated vessels of the damned. Once inside the host, these spirits corrupt the animus, granting the corpse a semblance of life. (Open Grave Secrets of the Undead)
An evil, perverse, and intelligent creature can be reborn into undeath when the influence of the animus revives the memories of the vessel’s previous host, although the soul of the creature is not present—these sorts of undead are just particularly wily animus-driven undead. (Open Grave Secrets of the Undead)
At other times, atrocious deeds call dark spirits into the cadaver of the newly deceased, leaving the original soul intact. Sometimes, good souls can be trapped within their bodies, to be slowly turned to evil as the depraved spirits corrupt the soul. (Open Grave Secrets of the Undead)
Sites where evil creatures lair or where evil artifacts are stored can act as strong catalysts in the creation of undead. Undead so created are usually mindless animate corpses. Sometimes they are more powerful, soul-bearing undead whose spirits were corrupted while they lived in an area of tainted ground, and thus the creatures fell directly into undeath when their bodies succumbed. (Open Grave Secrets of the Undead)
Though some believe that some kind of fell power energizes animate creatures, it is more accurate to say that the animus or spirit resident in a walking corpse provides an undead creature with the requisite motive force for movement, and perhaps enough additional force to talk and even reason, and—most important—enough animation to prey on other creatures. (Open Grave Secrets of the Undead)
Dark deeds conducted by others can serve as a trigger for unlife, especially if such deeds accrue over months or years in one particular location. Such an area, more than any other, is worthy of the term “tainted by evil,” though the religious-minded sometimes call such areas unsanctified ground. (Open Grave Secrets of the Undead)
When a living creature is drained to death by evil agencies, the husk of the body becomes a shell that is particularly susceptible to the influence of unlife. When an undead creature is responsible for draining the life force from a living creature, the creation of a new undead from the dead flesh is not assured, but the door is certainly open for unclean spirits to move into the recently evacuated house of the body.
A few particularly abhorrent undead carry a powerful contagion that, when transferred to mortals, causes them to weaken and die at an alarming rate, rising as undead in a matter of hours unless a cure is rapidly administered. Once a creature is infected in this manner, little can be done to save him or her from becoming undead. (Open Grave Secrets of the Undead)
Some obsessed knowledge-seekers pursue the spark of life too far, and thereby discover the dark fruits of undeath. They seek death’s secrets because of their fear of death, thinking that if they can come to understand mortality, their fear will be extinguished and their survival assured. Those who tread this road to its conclusion sometimes embrace death completely, and do not become so much immortal as simply enduring. (Open Grave Secrets of the Undead)
Sometimes undead are created when corpse parts are sewn together to form a great amalgam of death. Then, when the composite corpse is touched with lightning and the proper reanimation ritual performed, an undead creature rises, its mind rotted but its flesh strong with the animus of several beings. Such creatures share some external visual similarities to flesh golems, but are different in ability and origin. (Open Grave Secrets of the Undead)
All undead were once living beings, in that they had a soul. Soulless constructs do not and cannot become undead. (Open Grave Secrets of the Undead)
Some necromancers use the arcane power source to fuel their magic, while others call upon the power of shadow to effect their dim miracles. Still others animate undead by the power of the divine, calling on fell gods to raise legions of bound wraiths to their will. (Open Grave Secrets of the Undead)
Some undead are born as a result of sheer force of will. These rare individuals staved off the afterlife by harnessing the great power of their soul (or ki). Rarer still, other undead abominations call upon the great psionic powers of the mind to cheat death. (Open Grave Secrets of the Undead)
Several varieties of undead can create new unliving progeny. Taking a broader view, undead self-propagation might be regarded as an infectious disease: It is nasty, it is easily spread, and it kills its hosts. (Open Grave Secrets of the Undead)
Unless they seek to animate the bodies of the dead, living beings should know better than to bury bodies in the Shadowfell. Though rituals exist to keep a corpse temporarily free of unlife, it’s better not to chance such things. Even when such rituals are used, corpses (whether buried or left behind untended) are likely to rise in the Shadowfell as shambling dead. Evil individuals are certain to rise as particularly nasty soulless monsters. In the world, only the most horrific and ruthless murderers return as specters, but in the Shadowfell, any death might spawn such a wicked undead. (Open Grave Secrets of the Undead)
Because all souls pass through this dim realm upon the death of their bodies, Shadow’s taint can corrupt these soul vestiges before they find their way to the Court of the Raven Queen in Letherna, forging sad spirits into ghosts and other insubstantial undead. (Open Grave Secrets of the Undead)
A decade ago, evil humans inhabited the valley where the cemetery of Kravenghast Necropolis now stands. Obsessed with death, the people performed living sacrifices on the tops of the mountains that frame both ends of the valley. They buried the mangled remains of the sacrifices in unhallowed graves in a central cemetery. Over time, the sacrifice victims rose as undead, though they were confined to the place of their burial. (Open Grave Secrets of the Undead)
When the Tower of Zoramadria was moved across the Feywild through a ritual, the life force of many of its inhabitants was drained off to power that ritual. Many of Zoramadria’s students that escaped permanent destruction did so only by embracing undeath. (Open Grave Secrets of the Undead)
The preservation fluid within a brain’s jar is a valuable alchemical material, especially useful for crafting undead. (Open Grave Secrets of the Undead)
Most undead animate spontaneously or arise through profane rituals. A few mortals willingly become undead, though, viewing the condition as a form of immortality. (Open Grave Secrets of the Undead)
Many days south of Balic, a great plain of broken, black obsidian interrupts the monotony of the Endless Sand Dunes. The obsidian differs throughout the plain—it can be smooth and glassy, low and razor-edged, or shattered into jagged chunks 20 or 30 feet tall. Here and there, bare hillocks rise above the obsidian waves, crowned by a clump of hardy bushes or a small tree, or half-buried remnants of city walls jut out of the glistening glass like the bones of a creature that died in a tar pit. During the Cleansing Wars, a terrible battle was fought on this plain, and a defiler of awesome power broke the world’s skin, flooding the area with molten black glass to destroy whole armies with one dreadful ritual. (Dark Sun Campaign Setting)
With no food, little water, and no shelter to speak of, the Dead Land is one of the worst regions on Athas. By day, the sun’s heat on the black ground can kill a traveler within hours; at night, the armies slain here rise as hateful undead, driven to reenact the last battles of their lives. (Dark Sun Campaign Setting)
According to rumors, the Black Sands region was created by defiling magic that predated the rise of the city-states and their rulers. Supposedly, an ancient ruined city, haunted by hateful ghosts of a past age, lies at the center of the Sands, and any who enter its crumbled walls are doomed to join the undead spirits. (Dark Sun Campaign Setting)
Portals to Orcus’s realm of Thanatos might overlay the doors of mausoleums or stand among oddly arranged headstones. When a portal to Thanatos opens, the skies darken and the weather turns cold. The shades of folk that died in the surrounding lands reappear to wreak havoc, then vanish. The earth boils beneath cemeteries, churned by the dead. Within 10 squares of such a portal, a creature that dies rises on its next turn as a mindless corporeal undead of a type of the DM’s choice. (Demonomicon)
Dragons that wish to learn the secret of becoming undead could do worse than follow the tenets of Vecna. (Draconomicon I Chromatic Dragons)
Buried deep, beyond the prying eyes of the common worshipers, is an ossuary where Vol’s mummy high priest, Malevanor, performs the most profane rituals, twisting corpses with dark magic to create atrocities and undead horrors. (Eberron Campaign Guide)
To shore up the nation’s demoralized and weakened armies, the Blood of Vol provided Karrnath with rituals that produce loyal undead warriors. (Eberron Campaign Guide)
When the Shadowfell draws near to the world, the boundaries between life and death grow thin. Ghosts become common on Eberron then, because it is as easy for spirits to remain in the world of the living as it is for them to pass into the Realm of the Dead. Rituals that call the dead back to life sometimes go awry, bringing ghosts or other undead along with the desired spirit. (Eberron Campaign Guide)
Undead fuel their minds and protect their corpses from dissolution through powerful necromantic rituals—especially liches, whose never-ending acquisition of arcane knowledge has propelled some into contention with the gods themselves. (Forgotten Realms Campaign Guide)
A few cling to the Shadowfell or to the world, continuing on as ghosts or other insubstantial undead. (Forgotten Realms Campaign Guide)
The catacombs are tainted by the presence of Vadin Cartwright, a priest of Tharizdun. In the abbey's vaults, Vadin discovered a red crystalline substance he calls the Voidharrow, which he believes contains a fragment of the Chained God's essence. He has taken up residence in the catacombs, experimenting with how his own power to create undead interacts with the Voidharrow. (Madness at Gardmore Abbey)
Some souls can and do escape the finality of death. Those who fear what lies beyond, and a few too blinded by anger or hate to willingly move on, cling to their bodiless existence in the Shadowfell. These fearful, miserable, or hateful creatures often become undead of various sorts. (Manual of the Planes)
Many evil mortals consider the Shadowfell an ideal place to create undead servants. Over centuries, clerics of dark gods, cultists of Orcus, amoral wizards, and necromancers of the worst sort have created countless thousands of undead monsters using heinous rituals. (Manual of the Planes)
As if the active creation of undead by reckless mortals was not bad enough, the Shadowfell itself sometimes spawns the unliving. Areas such as the darklands, places tainted by necromantic seepage, and other, less understood regions spawn all manner of animated beings. The taint of shadow also corrupts the soul vestiges wandering on this plane, twisting these sad spirits into ghosts and other spectral creatures. (Manual of the Planes)
Just as horrific, undead sometimes create themselves. (Manual of the Planes)
Others find the weight of their mortal deeds so heavy they cannot bear to move farther than the Shadowfell. In time, they are corrupted by the plane’s malaise, becoming specters, wraiths, and other insubstantial beings. (Manual of the Planes)
Those that die on Thanatos rise in moments as undead. (Manual of the Planes)
Many of the angels who refused to rebel were condemned to torment and death here, and they linger in Cania’s depths as undead creatures of terrible power. (Manual of the Planes)
Although Pluton is largely abandoned, and no new mortal souls come here, some spirits feared to pass into true death and chose to cling to the half death that Nerull granted them. Most of these are now hateful, mindless undead creatures. (Manual of the Planes)
Between the Dread Ring’s outer wall and its central tower lies a true chamber of horrors. Stone-and-steel slabs hold bodies and parts of bodies. Some are fresh, still bleeding and occasionally twitching; others are ancient, covered in grave soil, mummified, or reduced to bone. More corpses, severed limbs, and disembodied heads hang on hooks around the room’s perimeter and are heaped in corners, awaiting use. Flasks and barrels contain blood, other bodily humors, and alchemical reagents used to render flesh soft and supple. Runes of necromantic magic adorn the walls, ceiling, and floor. (Neverwinter Campaign Setting)
An array of iron sarcophagi and tall vats lines two walls. Tubes protrude through the stone coffins’ sides, ready to pump fluids through the body of any creature placed within. (Neverwinter Campaign Setting)
A portion of the Thayans’ undead force is animated elsewhere, through necromantic rituals, but the bulk of the raisings occurs here. This “factory” has been designed and enchanted to raise corpses far faster and in far greater numbers than spellwork alone. (Neverwinter Campaign Setting)
Deadhold was forged in eons past when Orcus seized an astral domain and slew its residents. The demon prince then raised the slain residents as the living dead and drew the realm into the Shadowfell where he could hide it and cultivate it for future use. (P2 Demon Queen's Enclave)
Normally the spirits of the dead travel first to the Shadow fell, using it as a conduit to their final destiny. Some are claimed by the gods and carried to divine dominions, while others join the Raven Queen. A few refuse to go gracefully and become undead. (P3 Assault on Nightwyrm Fortress)
Dwarves of the Obsidian Cave rarely deal with other dwarves. preferring instead to wage a singular war against orcs, drow, and other threats to their people. When dwarves of the order die, their souls return to the Ebon Spire, where they linger as spiteful undead spirits. (Player's Option Heroes of Shadow)
Servitude in Death power. (Player's Option Heroes of Shadow)
Shackles of the Grave power. (Player's Option Heroes of Shadow)
Acererak's Apotheosis power. (Player's Option Heroes of Shadow)
No demon lord claims this layer, the Plains of Rust, and the only inhabitants are mindlessly destructive. The essence of slain devils and demons became infused with the necrotic and acidic power of the buried swamp. This mixture gave rise to baleful corrupting undead. (The Plane Below: Secrets of the Elemental Chaos)
Many evil mortals consider the Shadowfell an ideal place to create undead servants. Over the centuries, clerics of dark gods, cultists of Orcus, foul wizards, and greedy necromancers have created thousands upon thousands of undead monsters using heinous rituals. (The Shadowfell: Gloomwrought and Beyond)
Due to Acererak's magic and influence, all the living fey from the Garden of Graves, including those that have traveled to the world, have the Acererak's Slave power. (Tomb of Horrors)
Years ago, when Acererak set out to seize control of undeath, the fell energy of Moil made it the perfect base for his dark plans. Much of the city and its undead host fell under the demilich's control, and his experiments created new varieties of undead unknown outside the City that Waits. (Tomb of Horrors)
The barrier between the world and the Shadowfell is thin around Skull City (part of the reason Acererak chose this location for his tomb). A creature slain within the city has a 50 percent chance of rising in 1d6 hours as an undead of the same level under your control. The undead must be destroyed before the slain creature can be raised. (The creature can be raised normally before it rises as an undead.) (Tomb of Horrors)
Acererak's Slave power. (Tomb of Horrors)
Even the most faithful divine servant who dies in one of these places dies unnoticed. The souls of the fallen linger forever in the godless realms, becoming ghosts, wraiths, or similar undead without ever traveling to the Shadowfell, where the Raven Queen would judge their final disposition. (Underdark)
Occasional supernatural storms drag surface ships down into the Deeps slaying all aboard and trapping the crew in eternal unlife. These ghostly vessels haunt the Spire Sea, crewed by undead of all varieties. (Underdark)
When conditions are right on the oceans of the surface world a supernatural storm known as a ghost gale materializes as if from nowhere. A ghost gale creates a whirlpool that can sweep a ship through a vortex down into the sunless seas of the Deeps. Frightened sailors taken by such storms frantically ply those black waters in search of a way home, but the time they spend raiding and fishing belies the fact that they no longer require sustenance or sleep. The ghost gale slays those it carries down to the Deeps, and these lightless seas become the site of a ghost crew's afterlife. (Underdark)
Few mortal creatures swim such strange currents, but undead abound. The waters contain the bodies and spirits of creatures of the Underdark connected to water in life and chained to it in death. The stygian waters claim any waterborne beings that died with bitter words on their lips, dark thoughts in their minds, or whose heart's last beat echoed cold. (Underdark)
The Unveiling is the prosaic name that incunabula give to their interrogation process. It is "final" because living creatures subject to the process die, while dead souls and undead are destroyed (but see below). The victim gives up every piece of information he or she possesses, no matter how minor or petty. The process involves a ritual not unlike the one used by incunabula to pass inherited wrappings to young incunabula. However, unlike in that ritual the victims of the Unveiling have their organs drawn out and placed in jars even as their bodies are shrouded in funerary wrappings. The brain is the final organ to be extracted; instead of being stored in a jar it is eaten by the questioner who gains the complete knowledge possessed by the victim. The questioner has 11 hours to choose among all knowledge so gained and record it on parchment before it all fades. (Underdark)
In some cases, creatures subject to the Unveiling rise as a variety of undead, depending on the skill and intent of the questioner. (Underdark)
As agents of Vecna, incunabula rely on a dark ritual called the Unveiling to scour the memory of a recently slain corpse. Corpses corrupted by this ritual animate as skeletal undead wrapped in strands of linen. (Underdark)
The Shadowfell is the twisted reflection of the world, formed of dark creation-stuff hurled aside by the primordials as they created existence. It encompasses the realm of the dead, and its necrotic energy animates the undead. (Wizards Presents Worlds and Monsters)
Death isn’t always the end, even for creatures that have no great destiny. Aspects that make up living creatures interact to create many possibilities for continued existence, or at least the appearance of it. Through various machinations of fate or intent, a creature can remain in the world after its death as a plague on the living—or something more. (Wizards Presents Worlds and Monsters)
Sentient living creatures have a body and a soul, which is the consciousness that exists in and departs from the body when it perishes. A third element also exists: the animus, an intangible bridge between body and soul that is born and that exists with the physical form. It provides vitality and mobility for the creature, and unlike the soul, it usually remains with the body after death. (Wizards Presents Worlds and Monsters)
If given enough power, the animus can rouse the body in the absence of a soul. It might even be able to function without the body. Such power can come from necromantic magic, another corrupting supernatural influence at the place of death or interment, or the connection of the Shadowfell to a locale. Strong desires, beliefs, or emotions on the part of the deceased can also tap the magic of the world to give the animus power. (Wizards Presents Worlds and Monsters)
Most undead, even those that seem intelligent, are this sort of creature—driven to inhuman behavior by lack of governance of a soul and a hunger for life that can’t be sated. Nearly mindless undead have been infused with just enough power to give the remains mobility but little else. Sentient undead have a stronger animus that might even have access to the memories of the deceased, but such monstrosities have few or none of the capabilities they had in life. (Wizards Presents Worlds and Monsters)
The source of this necrotic energy is most often the Shadowfell. Its shadowstuff can “leak” into a dying creature as that being passes away. It can be introduced by necromancy. Or it can be siphoned into areas strongly associated with death, pooling there. (Wizards Presents Worlds and Monsters)
Like living beings, some undead still have their souls. Rituals allow this sort of transformation. A potent destiny or a mighty will sometimes enables (or forces) a creature to transcend death. (Wizards Presents Worlds and Monsters)
Death knights, liches, mummies, and vampires are all created by rituals that tie the soul to an unliving form. Similar creatures could be created in different circumstances. (Wizards Presents Worlds and Monsters)
Early in the history of the world, Orcus learned to create undead, including the first ghouls, exercising his desire to devour life in the vilest ways. (Wizards Presents Worlds and Monsters)
But the bold need to understand that death is not in itself evil, and that undeath takes as many forms as the dying that precedes it. (Wizards Presents Worlds and Monsters)
Death touches every corner of the D&D cosmos. Even the so-called immortals aren’t immune to its icy grasp. Where death can reach, so too can undeath. (Wizards Presents Worlds and Monsters)
The animus is the seat of animalistic desires and survival instincts, and when coupled with shadow power in the body, it can engage in inhuman behavior. (Wizards Presents Worlds and Monsters)
Shadow, necromancy, strong desires, and corruption can empower the animus to rouse a corpse. (Wizards Presents Worlds and Monsters)
Cannibalism has made ghouls from many tieflings from Io'vanthor and the rest are well on their way to becoming undead horrors. (Dragon 369)
From undead spawned by his dread rituals to the descendants of those adventurers who died in the tomb, Acererak and his legend have shaped and altered countless lives. (Dragon 371)
The Shadowfell bleeds into the mortal world where Skull City stands, but the influence is not the chilling pall normally associated with such regions. Instead a conduit to a region of Darklands is not far from the City That Waits. The Darklands’ influence spills through the planar barriers, staining the mortal world with its corrupting influence, and thus Skull City and those who die here often rise as undead. (Dragon 371)
Most undead, they say, exist as a result of the continued functioning of the animus. The soul—the element that makes one an individual—is gone. (Dragon 372)
Animate Dead wizard power. (Dragon 372)
The Undying Court is full of members who have become undead. The form they practice doesn’t use the perverse magic that creates most evil undead. To these elves, undeath is a means for ancestors to share their wisdom with future generations, not a selfish means of prolonging life. (Dragon 378)
Though many of the faith’s followers are unaware of this, the Blood of Vol’s true rulers draw on the power of undeath. Lady Vol and many members of the clergy master rituals and other methods of attaining eternal life through dark magic. (Dragon 378)
Priests assure their flocks that those who live upstanding and virtuous lives find that what happens after their deaths is free from danger, but their words ring hollow. Not even they know if what they say is true or not. Indeed, many perils await the dead. Dark, hungry things wait in shadows, luring unwary travelers to their dooms, where they are used, twisted, or corrupted into frightful undead horrors. (Dragon 380)
Vengeful Dead Invoker power. (Dragon 380)
The shadar-kai did not emerge from their transformation without a price. All possessed unique talents, strange powers, and a quickness and cleverness that could exceed human limitations, though from the start, the shadar-kai also endured a dangerous sadness, emptiness, and boredom that arose from a dampening of their sensations and emotions. Surrendering to the ennui meant oblivion and the creation of twisted undead horrors, so it is in every shadar-kai’s best interest to fight against the darkness within and triumph over it. (Dragon 391)
In the earliest days of creation, when gods still walked the land alongside mortals and the Dawn War had just begun, Nerull—a clever and ruthless human wizard—became one of the first nonelves to learn arcane magic from Corellon. His newfound power soon drew him into the war against the primordials. After one particularly gruesome battle, Nerull looked over the fields filled with corpses and cursed at those who had allowed themselves to pass into death, avoiding the duty of preserving creation against annihilation. Retreating back to his study, he spent months brooding over issues of mortality and the threat of the elementals. (Dragon 427)
During this withdrawal, the mage first began his studies of the dead and their uses. He discovered that death need not be the end of a body’s usefulness, and magical energy could bestow a semblance of life upon a lifeless corpse. He further determined that such magic could bind the soul to service, either in a body or without one. Rooted in Nerull’s desire for the fallen to rejoin the war against the primordials, these discoveries became the foundation for the necromancy school of magic. (Dragon 427)
In fantasy, undeath can afflict almost anything that once lived. Some creatures choose undeath, and others have it forced on them. Some pass into undeath very soon after dying, and others might lie in their graves for centuries before rising again. An undead creature might loathe its current form or not even recognize its own passing. Someone who died during the height of an ancient empire and lay dead through centuries of downfall and social collapse—perhaps even triggered that collapse during their lifetime—would arise into a very puzzling world. (Dragon 429)
The Warwood’s gnarled trees, tangled thickets, and lonesomeness would cause anyone to think it haunted—even without its restless dead. Those who died in the brief conflict after Sir Malagant and the Sleeper in the Tomb of Dreams killed one another still linger in the forest. The battle after the generals’ deaths broke the compact they had made about their final battle, and the souls of those who died in those battles are cursed by the Raven Queen to remain in the Warwood forever. (Dungeon 155)
Hamona, a grim place that has already been terrorized by the Cult of Vecna. All the survivors in the village are missing their left hand and eye and are extremely distrustful of outsiders. The inhabitants of Hamona are also under a curse placed upon them by the cult in which they become undead creatures at nightfall. (Dungeon 158)
The fey fought the living dead, but Belos’s power was so great that he first blotted out the sun and then laid a curse upon the land. Each fallen fey sprang back up as an undead beast. (Dungeon 169)
Living spells ignore the ubiquitous undead spawned from the warriors slain on the Day of Mourning. (Dungeon 175)
It takes place in a small forest near the King’s Wall, in a long-abandoned temple dedicated to the worship of the demon prince Orcus. The temple has been given a new and dire purpose by a Chaos Shard from the great meteor. This shard radiates dark energy capable of reanimating the dead, and its power has been strengthened by the lingering evil of the demon prince’s temple. Each night, the shard fills the surrounding forest with the siren call of dark power, causing the many corpses in the Chaos Scar to stir. (Dungeon 176)
The characters should recognize the black gem around Garvus’ neck as a meteor fragment. They can learn more about its function and purpose with a DC 15 Arcana or Religion check. For each successful skill check the characters make, give them one of the following pieces of information. (Dungeon 176)
F This shard radiates staggering amounts of necromantic energy, easily enough to animate the dead within the rectory. (Dungeon 176)
F The shard’s power is likely strengthened by the lingering energy in the temple of Orcus. (Dungeon 176)
F The shard’s power, like many evil items and creatures, is stronger at night. (Dungeon 176)
F Undead may be drawn to the energy produced by the shard. (Dungeon 176)
The intense hatred and violence of that final conflict between House Madar and House Tsalaxa had an unexpected effect. It animated the dead of both houses, condemning their lifeless flesh and trapped souls to serve as eternal guardians for the vault for the rest of eternity. (Dungeon 181)
Ranala and her followers withdrew to the outskirts of the town to find a way to recover the artifact Zaspar had stolen. Instead, they learned that the cultist had already unlocked its magic and used it to siphon energy from the townsfolk to perform some unspeakable ritual involving his wife and his ‘child’. The magic from the now-corrupted relic not only stole life from the people but infected them with a vile disease—when they died, they rose soon after as undead. Worse, anyone who entered the town risked being exposed to the blight. (Dungeon 186)
Mistwatch Blight disease. (Dungeon 186)
Weeks ago, the vampire lich Magroth opened the way into the buried City of the Dead. There, he attempted to complete a ritual to raise the undead hordes and restore Andok Sur to its former glory. Thanks to the intervention of a group of adventurers and an agent of the Raven Queen, Magroth failed. However, the magic he did unleash awakened some of those interred within the buried necropolis. (Dungeon 187)
When Thakok-An sacrificed members of her family in her foolish and failed attempt to aid Kalid-Ma, several of her kin became ghosts and other undead as the city passed into the Gray. (Dungeon 190)
With her health and mental stability eroding, Khaela resorted to necromancy. After drinking from a dark cup called the Bleak Grail, she entered undeath. Unfortunately for the rest of Khalusk, because Khaela’s magic was inextricably tied to the city and its populace, the effects were felt by all. Within a single hour, every living creature in Khalusk died. Three days later, they rose again, undead. (Dungeon 191)
A population of undead fish and other aquatic creatures swim the chill sea (nothing escaped the necromantic effects of the Bleak Grail). (Dungeon 191)
Reanimation Doorway trap. (Dungeon 201)
Talther Yorn instructed Grygori to steal bones from the Baron’s Hill cemetery on moonless nights over the course of several months. The necromancer has been grinding the bones to a fine powder, which he combines with other ingredients to create a necrotic admixture that transforms living creatures into undead horrors. He has been testing this foul concoction on assorted animals, a few wayward travelers, and a mob of goblin underlings. (Dungeon 211)
In a flawed attempt to recover the primordial spirit, Hazakhul triggered a devastating, cataclysmic eruption. An unexpected by-product of the ritual channeled forces from the Elemental Chaos into the heart of his stronghold. The pyromancer and his servants perished, but twisted fire and necromancy reanimated them into undead creatures. (Dungeon 216)
As they battle the mercenaries in Ghere Thau, the characters notice that some of the enemies immediately rise as undead (often wights) when they fall. (Dungeon 218)
Characters who befriend (or interrogate) the more knowledgeable mercenaries learn the truth: the spirits of the dead soldiers lingered on the battlefield in Ghere Thau after death, and they desperately merge with the recently slain, trying to return to life. (Dungeon 218)
Karlerren’s undead army and the knights of Argramos were bitter foes in battle, but after death the knights of Argramos have become undead—even if they don’t realize it. The fading energy of Karlerren’s desperate necromancy persists, preventing the souls of the fallen from moving on from Ghere Thau. (Dungeon 218)
Those souls are invisible, intangible, and unreachable most of the time, and they aren’t strong enough to spontaneously rise as undead such as wraiths or specters. But if someone else dies nearby, the trapped soul can combine with the recently deceased—a phenomenon that Zarudu, a foulspawn seer working with the mercenaries, calls “soulmerging.” (Dungeon 218)
The soulmerged spirit manifests as an undead (each encounter specifies what sort of undead rises) 1 round after the soulmerge occurs, and the creature is hostile to the characters. The power of the creature before it died doesn’t matter; a lowly minion can become a challenging undead foe 1 round later. (Dungeon 218)
After it rises from death, the soulmerged undead draws necromantic power from the trapped soul but retains the motivation and basic personality of the recently deceased. Thus the new undead attack the characters, not any former allies who are still living. (See the “If a Character Dies” sidebar for what might happen to a dead character.) (Dungeon 218)
Zarudu hasn’t figured out why some deaths in Ghere Thau result in spontaneous undead creation, but others don’t. He doesn’t realize that the trapped souls (mostly knights of Argramos) were proud in life, and even after death merge only with Medium humanoids—creatures whose forms are familiar to them. The ettins, ogres, and more unusual members of Trask’s mercenary company won’t soulmerge after death. (Dungeon 218)
✦The undead are rising because the souls of the knights in Ghere Thau weren’t buried properly and seek new bodies (somewhat true; Karlerren’s necromancy is another major factor). Zarudu calls the process “soulmerging.” (Dungeon 218)
✦✦The souls in Ghere Thau seem to be somewhat picky about the bodies they claim. They won’t inhabit an ogre or an animal (somewhat true; they inhabit only Medium humanoids). (Dungeon 218)
✦✦The undead in Ghere Thau keep the motivations and personality they had in life . . . at first. After about an hour, they start to talk more like knights of Argramos for brief moments, then descend into unintelligible madness. (Dungeon 218)
✦✦Some undead in Ghere Thau seem wight-like, while others are more like mummies, and Zarudu can’t figure out why. Unless he sees a vampire rise in this room, Zarudu doesn’t know that’s possible. (Dungeon 218)
Before the time of man, when the war with the dark forces of Ixindar was sweeping the planet, a group of corrupted rebels created a land that refused to follow either path. They embraced the negative energy of Ixindar but believed it could be controlled to convert all life to death and that death was the true gateway to everlasting power. Within these insurgents formed the initial lords of decay, the ghu-lath (creatures of darkness that have gone by dozens of names throughout human history). They created armies of mindless undead and forged a kingdom to call their own. (Amethyst: Foundations)
As often as not, a disaster that creates the living tear or living catastrophe also creates a large number of undead; the only creatures that can truly tolerate the aura of pain and grief generated by the ooze-like horrors. (Blackdirge's Dungeon Denizens)
Black skull spiders are infused with negative energy, and may animate and control a limited amount of undead. (Blessed by Poison)
One of these magic items included an ebony cauldron capable of spawning undead under the control of whoever’s blood was spilled during the animation ritual. (Dungeon Crawl Classics 56 Scion of Punjar)
Fearing that their position would come under threat should the Lama die, his closest and most powerful followers sought a ritual that would enable the Lama’s spirit to transcend and become an immortal force. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
The conspirators sought far and wide for a source of immortality, but the only answers came from the dark arts of necromancy. However, one of the Lama’s followers believed he had found a way to control the dark magical forces without being corrupted by them. Fortified by this belief, they began their dark rituals while the Lama lay in his deathbed. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
Their plan might have worked. The ritual might have contained the corrupting influence. But necromancy is not an art to be trifled with, and it exacted a price. The ritual failed, and the dark energies fed off the magical forces designed to contain them. There was an explosion of blackness over the entire valley, and when the cloud settled, the followers realized what they had done, for now they were all cursed to the eternal torment of undeath. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
The evil force that overwhelmed the shrine was one of corruption not destruction. Rather than destroy those too weak to resist, it infused them with fragments of its own essence and transformed them into powerful undying servants, devoted to its goals. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
Create Undead Ritual. (Forgotten Heroes: Scythe and Shroud)
Dissected corpses, bubbling solutions, and half-finished constructs all compete for space here. Urzana uses the lab to create undead and fellforged and refine the gold fever plague into ever more virulent strains. (Halls of the Mountain King)
Brandobians bury their dead face down or cut off a foot to prevent the dead from rising as undead. (Kingdoms of Kalamar 4th Edition Campaign Setting)
The Harvesters know that through their actions and devotion to the King of the Undead they will be rewarded at death by being granted undead status. The number and strength of the souls that a cleric takes directly reflect on his future undead status and dying while attempting to take a soul is said to grant automatic undeath. However, many clerics fear dying before harvesting enough souls and thus attaining only zombie status. (Kingdoms of Kalamar 4th Edition Campaign Setting)
Nearly every mortal fears death – it is natural to do so – but all mortal beings may rightly fear the dead: for the dead do not always remain at rest. When the first sentient creatures of Áereth felt the cold grip of death upon them, it was the goddess Lasheeva who offered the attractive, if macabre, alternative. Granting a blessed few her deathward kiss, it was she who personally introduced the curse of undeath to Áereth. From the mindless, animate corpses of zombies and skeletons to the ravenous, tomb-haunting ghouls; from dread wights and mummies that lurk in the deep subterrene to wraiths and vampires that prowl the night—all such creatures owe their existence, their powers, their misery, and their glory to the Great and Terrible Lasheeva. It is commonly believed that it was she who crafted phylacteries for Áereth’s first liches and soul weapons for the first death knights, forever changing the world by offering dangerous, power-hungry mortals a dark substitute to mere mortality. (Level Up 2)
But where Soleth promises only peaceful repose for those who die, Lady Dissolution offers continuance in the physical or incorporeal world and eternal vitality in undeath. (Level Up 2)
While most undead have come into their existences by the administrations of Lasheeva or her servants, only some varieties have a well-defined place in the hierarchy. (Level Up 2)
Due to some ancient rite granted by the Ghoul King, they create undead slaves to serves as beasts of burden that they can devour later. (Medieval Bestiary: Anthropophagi)
No trees of any recognizable family grow inside the Elemental Plateau, and the fallen simply rise as undead in almost no time. This latter situation may show a closer connection to the underrealm instead, but historians are torn as to whether, in fact, both the overwhelming presence and the lack of any presence of the underrealm has the same net effect on the environment. (Pnumadesi Player's Companion)
The summoner learns to harness the necrotic energy necessary to speak with and create the undead. (Secrets of Necromancy)
The dread summoner is a necromancer who has perfected the art of summoning unholy entities from beyond, or raising new undead from corpses both fresh and ancient. (Secrets of Necromancy)
Create Undead ritual. (Secrets of Necromancy)
Greater Curse of Unlife ritual. (Secrets of Necromancy)
Ring of Undeath magic item. (Secrets of Necromancy)
Any who are of sufficiently evil bent may serve Shaligon. Her promise is that all who serve and obey will live for eternity. This is true; any worshiper of Shaligon will automatically return as an undead being a fortnight after death, if they are worthy. (The Realms of Chirak)
The Iron family has a secret history, too, which says that when the last true blood ruler of Grand Mercurios (Shyvoltz XI) fell to the blade of the first Iron Dukas, he cursed them. The curse comes in the form of madness and a form of corrupting lycanthropy in which the man becomes beast, and eventually, after death, a horrible undead monstrosity. The first Iron Dukas was interred in a great Tower of Rust in the Dreamwood. After that, other children of clan Dukas were given over to a secret order when they displayed the curse. Only one son in a generation of Dukas’s will manifest, and it is never known which son. To compensate, the Dukas family has always been prolific. Iron (the fifth) currently has four sisters and five brothers, for example. (The Realms of Chirak)
The Shokoztoni are strong practitioners of Blood Magic, and their elder shamans of their tribes are known to have venerable huts walled with the decorated skulls of their ancestors. A curious side effect of this worship is that many undead found in the region are headless beings (headless skeletons, zombies, etc), corpses usually animated by lesser spirits conjured up by the blood mages. (The Realms of Chirak)
Xoxtocharit are known to worship the so-called 113 divine lawgivers, or demon gods as they are known to outsiders. These entities are a mysterious collection of beings who appear to most foreigners to be demons, soldiers and generals of the old chaos armies from the time of the Apocalypse, thousandspawn, or worse. The Xoxtocharit see them as the only divine presence left worth worshipping. It is said that the opportunity for rebirth as a demonic entity is made available to the truly devout, and the chance at a return to life (usually a form of undeath) is an even greater reward. (The Realms of Chirak)
Minhauros’ Flesh: This flesh can reanimate anything into the undead. (The Realms of Chirak)
Inside, the heroes find that the castle is now overrun by undead, animated by a strange fiery rip in the fabric of the planes. (War of the Burning Sky 4e Campaign Guide)
But somehow the assassins sabotaged the Torch’s power, and when they vanished, they left behind a rift in the fabric of reality, an impossible connection of the Astral Plane and the Elemental Chaos. Within moments the castle and miles around it was engulfed in flames, and all those slain by the blaze were infused with necromantic energy, soon to rise as undead. Now, the firestorm created by the rift drifts for miles in every direction, raining liquid flame upon the land, turning anything it slays into undead. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Now, with the wind at their backs, the heroes set out for Castle Korstull, a canyon fortress where Emperor Drakus Coaltongue was slain, and where it is believed the Torch of the Burning Sky may lie. An endless firestorm wracks the surrounding lands, animating as undead all who die to its falling flames, including all those who defended the castle that was to be the emperor’s final conquest. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Although nearly all of the undead within Castle Korstull will fight to the death, they might choose to capture the heroes if they defeat them. Captives are taken to the Dark Pyre to be animated as undead minions in Griiat’s personal army. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
When the initial firestorm struck and the Dark Pyre was created, the courtyard just outside the castle, it animated both Ragesian soldiers and Sindairese prisoners. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
The Dark Pyre: Any living creature starting its turn in this room takes 5 fire and necrotic damage. Falling into or starting a turn in the Dark Pyre does 5d6+9 fire and necrotic damage and 10 ongoing fire and necrotic damage. The target must succeed a DC 25 Constitution check or become immobilized until the end of its next turn. Once killed by the pyre, the hero will rise as an undead creature after a number of days equal to half his level. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Xavious will keep the heroes informed of what’s going on, and by the time the heroes are able to get out of the prison, the Resistance army will be almost to the fortress, being in the grip of battle now with an army of undead created from the warriors slain by Pilus’s airship. (War of the Burning Sky 4e 8 O, Wintry Song of Agony)
The other gods did not take well to her arrival, especially when she began to cull their growing flocks. Although the King of Beasts saw no harm in what she was tasked to do, Mersmerro and Praxious despised her role – instead wanting their creations to last forever. The War of Creation saw their faiths clash terribly and the two more powerful gods inflicted terrible losses upon the Queen of Darkness. Her living worshippers suffered terribly and Mortessal made a hard choice in order to replenish her defenders – she brought Undeath to Nuera. Her ranks of minions exploded with the risen warriors taken from all over the world and soon her attackers were buffeted back. It was a terrible price this world had to pay; she placed the undead in her reign and forced all of Nuera to weather them for the rest of time. (Wraith Recon: Enemies Within)
Of course, this simple blessing would be of no protection against powerful necromantic magics like the ones taught regularly by the cults of Mortessal – or the dark rites that had to be called upon to create the dracolich that ravaged the eastern borders. (Wraith Recon: Enemies Within)
The undead rising up in the wake of the Lornish minions are not of Mortessal’s creation; they come from another dark source and her Circle sees them as a challenge to her authority. (Wraith Recon: Enemies Within)
The mysterious group operated out of Cauldron Hill, a cursed mountain that loomed over the city – or more accurately the mountain’s analogue in the Bleak Gate, that dark reflection of the world from which undead horrors are born. (Zeitgeist 12 The Grinding Gears of Heaven)
Undead: Nicodemus learned how to recreate the magic that let him survive after his body was destroyed. In the following centuries, on rare occasions he has used this power to let loyal allies endure as spirits, forming a council of ghostly philosophers, scientists, and other wise men. (Zeitgeist Act One The Investigation Begins)
Cheshimox conquered the lizardfolk servants of another dragon and transformed them into undead so they could resist the unearthly chill. (Zeitgeist Act Two The Grand Design)
The mysterious group operated out of Cauldron Hill, a cursed mountain that loomed over the city – or more accurately the mountain’s analogue in the Bleak Gate, that dark reflection of the world from which undead horrors are born. (Zeitgeist Act Three The Age of Reason)
After the Great Malice, the Clergy fell into disarray for years, and those responsible for maintaining the vault had more pressing issues. They sealed it, tried to erase knowledge of it, and used their divine power to compel all those who had drowned in the rocky seas nearby to rise up and slay any intruders. (Zeitgeist Add-On Crypta Hereticarum)
Nicodemus learned how to recreate the magic that let him survive after his body was destroyed. In the following centuries, on rare occasions he has used this power to let loyal allies endure as spirits, forming a council of ghostly philosophers, scientists, and other wise men. (Zeitgeist Adventure Path Extended Campaign Guide)
10th-Level Soulless Rogue: See Soulless Rogue 10th-Level.
15th-Level Soulless Rogue: See Soulless Rogue 15th-Level.
25th-Level Fighter Death Knight: See Death Knight 25th-Level Fighter.
Abandoned Spirit: The abandoned spirit is the tortured soul of Antonio Peris, a rogue who had to make a hasty escape from the city but not without his love Anabel, daughter of a local merchant. Peris, familiar with the cesspools due to his time spent affiliated with a group of bandits, planned to fake his own death and escape with his love to start a new life in a different city. He cornered himself into a building with city muscle outside of the door and set fire to the building, dropping through the trapdoor into the forgotten room. (Lands of Darkness 2 Cesspools of Arnac)
He entrusted Anabel with the key to the room and instructions where the find the door. Everything would have gone according to plan if only Anabel had not gotten hopelessly lost and frightened in the cesspools, wandering into the domain of the reanimator. (Lands of Darkness 2 Cesspools of Arnac)
Abhorrent Reaper: See Reaper Abhorrent Reaper.
Aboleth Overseer Lich: See Lich Aboleth Overseer.
Abomination: AGELESS THOUGH THEY ARE, IMMORTALS CAN DIE, and when they do, some return as twisted remnants of what they once were. Most abominations were created as weapons in the war between the gods and the primordials, but a scarce few have arisen spontaneously out of the chaotic forces of the universe. (Open Grave Secrets of the Undead)
Abomination Discord Incarnate: AT THE DAWN OF CREATION, mighty couatls—winged serpents of purity and virtue—strove to bind evil elementals and fiends. The titanic spiritual struggle sometimes resulted in the death of both entities and brought about a terrible fusion of body and spirit. From these morbid unions arose discord incarnates—perverse abominations bent on wanton destruction. (Open Grave Secrets of the Undead)
Discord incarnates arose during the cosmic war between the gods and the primordials. (Open Grave Secrets of the Undead)
Scholars speculate that a discord incarnate spontaneously arises from the clash of two powerful, opposing forces—a powerful demon and a couatl. Some experts suggest that the profane union is the work of a now-forgotten god or primordial that saw benefit in the creation of the twisted monstrosities. (Open Grave Secrets of the Undead)
Abomination Malediction: The primordials originally created maledictions in the Dawn War by mixing the mental agonies of gods felled by psychic assault with elemental fury. (The Plane Above: Secrets of the Astral Sea)
Abomination Rotvine Defiler: A profane vestige of a powerful immortal devoted to fertility, the rotvine defiler seeks to destroy that which it has lost—life. (Open Grave Secrets of the Undead)
A rotvine defiler is the profane remnant of an immortal devoted to nature or agriculture. The corrupted immortals were slain and sealed under the ground, where the seeds of evil caused them to return to life and outwardly manifest their malevolence. (Open Grave Secrets of the Undead)
A rotvine defiler arises when a creature makes a sacrifice over the monster’s earthly tomb, breaking the seals containing it. The creature usually retains none of its original intelligence or memories. (Open Grave Secrets of the Undead)
Absalom: Absalom was born human. He was selected as Dregoth’s new high priest after Giustenal’s fall. He was among the first survivors the undead sorcerer-king transformed into dray. After transfiguring Absalom, Dregoth slew his high priest and raised him as an undead servitor. (Dark Sun Creature Catalog)
Abyssal Ghoul: See Ghoul Abyssal Ghoul.
Abyssal Madness Ghoul: See Ghoul Abyssal Madness Ghoul.
Abyssal Plague Animated Corpse: The lowest form of the Abyssal plague can infect fresh humanoid corpses, resulting in ferocious hordes of reanimated dead bent on slaying every living creature in their path. (Dungeon 192)
Exposed to the strange transformative powers of the Abyssal plague, a reanimated corpse attacks with a mindless ferocity, attempting to destroy any living creature in its path. (Dungeon 192)
The animated corpse is driven by the malevolent will of the Chained God. (Dungeon 192)
Abyssal Rotfiend: See Demon Abyssal Rotfiend.
Abyssal Rotlord: See Demon Abyssal Rotlord.
Accipitridae: See Undead Aviary Accipitridae.
Accursed: See Specter Fire Specter, The Accursed.
Acererak: See Lich, Acererak.
Acererak: See Lich Demilich, Acererak, The Devourer.
Acererak Construct: See Lich Demilich Acererak Construct.
Acererak God-Golem: ?
Acid Shambler Ghoul: See Ghoul Acid Shambler Ghoul.
Acolyte of the Toad: ?
Adept of Orcus: See Ghoul Adept of Orcus.
Adrian Icehaunt Reginold: See Barrowhaunt, Adrian Icehaunt Reginold.
Adult Breath Dragon: See Breath Dragon Adult Breath Dragon.
Advanced Ghoul: See Ghoul Advanced Ghoul.
Advanced Specter: See Specter Advanced Specter.
Advanced Wraith: See Wraith Advanced Wraith.
Advanced Zombie: See Zombie Advanced Zombie.
Adze: Shapechanging maggots, adze are elemental creatures attracted to carrion, filth and gore (and through association undead) by natural instincts. But after feeding upon undead flesh and blood they become forever tainted by the experience, thereafter only gain sustenance preying upon the living. (Vampire Bestiary – Mountain of the Cannibal God)
Adze Firefly Adze Swarm: ?
Adze Lightning Bug Adze Swarm: ?
Adze Thunder Hornet Adze Swarm: ?
Agera of the Shadow Face: When Agera of the Shadow Face won the battle against her fellows, she retreated to the vault chamber and lay down to “sleep” with the Wrathstone around her neck. Decades later, Agera yet sleeps, though her body died long ago. Her mind, however, is tied to the Wrathstone. If this chamber is invaded, Agera awakens to defend it, as insane as ever. (Dungeon 169)
Ahmidarius: See Dracolich, Ahmidarius.
Akartos Dinsur of Vanholm: See Vampire Lord, Akartos Dinsur of Vanholm.
Akti, Ghovran: See Lich Eladrin, Ghovran Akti.
Algagor: See Beholder Undead Beholder Eye Tyrant, Algagor.
Alhoon Lich: See Lich Alhoon Lich.
Alley Reaper Specter: See Specter Alley Reaper Specter.
Alocka: See Vampire Caliban Vampire, Alocka.
Alwar Thornwhistle: See Ghoul, Alwar Thornwhistle.
Amielle Latimer: See Ghost, Amielle Latimer.
Amiquitli, Thirsty Grandmother: Before the gods brought low the stone city, terrible things happened there. Even so, there was one who stirred the evil priests to wrath: the Thirsty Grandmother. (Dungeon Crawl Classics 55 Isle of the Sea Drake)
An ancient woman, she opened the veins of infants to lick their salt. So much did she hunger for the salt, she attacked a sea-devil and licked his wounds. (Dungeon Crawl Classics 55 Isle of the Sea Drake)
She was brought to the priests, who cursed her to live on nothing but salt, and Thirsty Grandmother was sent to a barren island with nothing to eat or drink but seawater. Strong braves and sharks kept her on the island, and she had not tools to fish with, so she gnawed her wrists open and drank of herself.
She was buried on her island . . . but she was not dead. And she still thirsts for all our salt, and one day she will come to drink it. (Dungeon Crawl Classics 55 Isle of the Sea Drake)
Anabraxis the Black Talon: See Dracolich Runescribed Dracolich, Anabraxis the Black Talon.
Anarus Kalton: See Ghost, Anarus Kalton.
Ancient Breath Dragon: See Breath Dragon Ancient Breath Dragon.
Ancient Ghost: See Ghost Ancient Ghost.
Ancient Mummy Brawler: See Mummy Ancient Mummy Brawler.
Ancient Mummy Spellcaster: See Mummy Ancient Mummy Spellcaster.
Ancient Mummy Warrior: See Mummy Ancient Mummy Warrior.
Ancient Tomb Mote: See Deathtritus Ancient Tomb Mote.
Ancient Ziggurat Mummy: See Mummy Ancient Ziggurat Mummy.
Ander Folthwaite: See Ghost Gnome Sorcerer 16, Ander Folthwaite.
Angel Corpse Animated With Demon Soul: Beneath the keep, also contained within the maze that can lead into the Elemental Chaos, Dantus keeps a group of monstrosities: corpses of angels animated with the souls of demons, and vice versa. The nature of the undead spirits has warped the dead, immortal flesh they wear, and they are one of Kaius Dantus’s ongoing experiments. Some are mad, and some have displayed powers not seen in either breed of creature alone. (Dungeon 177)
Angel of Valorous Death: Kaius has turned legions of angels into shadows of their former selves in an effort to perfect the process. (Dungeon 177)
Angel of Eternal Protection: An angel of protection brought to death and back again, the angel of eternal protection is an effective personal guardian. (Dungeon 177)
Anja Silvermane: See Ghoul, Anja Silvermane.
Arantham: See Huecuva, Elder Arantham, Exarch of Orcus.
Arantor: See Dragon Undead Silver Dragon Dark Lord of Monadhan, Arantor.
Araska, Kinita: See Vampire, Kinita Araska.
Arath Nightcaller: ?
Arcanian: TO GAIN THEIR ARCANE POWERS, warlocks traffic with otherworldly entities, and sorcerers draw on the power of ancient bloodlines. Wizards, in contrast, must endure years of apprenticeship and toil, because their arcane knowledge is the reward of diligence. Yet not every inexperienced wizard is willing to wait. (Monster Manual 3)
Experiments that require arcane energy beyond a spellcaster’s ability typically end with an impotent sputter. At rare times, a spell surges with wild energy and obliterates its caster, leaving a messy warning to other wizards. (Monster Manual 3)
Once in a great while, though, something truly horrid comes to pass. In a vain attempt to master power beyond his or her control, a wizard absorbs too much raw energy, which warps the caster’s personality and memory and kills his or her body. A spark of life remains, though, and the spell, or at least its essence, animates the caster’s corpse and gives it new purpose as an arcanian. (Monster Manual 3)
When raw arcane energy kills a wizard, the power sometimes animates the corpse and gives birth to an arcanian. Empowered with a will and a vessel, an arcanian is driven along a path etched by the dying impulses of the wizard. Red arcanians entertain impassioned fiery desires, blue arcanians try to preserve life in frozen perfection, and green arcanians despise physical beauty. Other arcanians might also exist, the warped products of failed spells using lightning, thunder, or necrotic energy. (Monster Manual 3)
When they reached the lolfura estate, the family's members unleashed a storm of elemental ice and fire. Although it slew their enemies, it consumed the nobles as well. Death was not the end, though-they soon arose as arcanians, undead cursed to constantly burn and freeze. (Vor Rukoth)
Arcanian Blue Arcanian: Morrn was mortally wounded by a wizard of great power who coveted the Scarblade. The wizard was cut down by Morrn’s dying blow, and both perished on the bloodstained floor of the Proving Pit. (Dungeon 189)
The blue arcanian represents the wizard who slew Morrn, and was slain by him, in the bout that cost Morrn his life. (Dungeon 189)
Arcanian Blue Arcanian, Vandomar: In his last attempt to revive Elaida, he unleashed a mighty spell that simultaneously animated her corpse as a flesh golem and transformed him into an undead monster-an arcanian that still haunts the upper level of his tower. (Madness at Gardmore Abbey)
The blue arcanian was created when the wizard Vandomar reached for power beyond his means in his attempt to resurrect the paladin Elaida, who perished in the siege of Gardmore. The wizard's ritual succeeded only in animating a golem, destroying Vandomar in the process. (Madness at Gardmore Abbey)
Arcanian Green Arcanian: In the central chamber of the laboratory level is a green arcanian; a corpse that Yarnath animated with a defiling acid spell. (Dungeon 183)
Arcanian Red Arcanian: ?
Arcanian Red Arcanian Apprentice: In a flawed attempt to recover the primordial spirit, Hazakhul triggered a devastating, cataclysmic eruption. An unexpected by-product of the ritual channeled forces from the Elemental Chaos into the heart of his stronghold. The pyromancer and his servants perished, but twisted fire and necromancy reanimated them into undead creatures. (Dungeon 216)
Archlich: See Lich Archlich.
Archwraith: See Wraith Archwraith.
Argent Haunt Ghost: See Ghost Argent Haunt Ghost.
Asanbosam: See Vampire Asanbosam, Tree Vampire.
Ash Guardian: An ash guardian is a creature of dust, earth, and ash created when soil is fouled with the remains of innocent victims burned en masse. The angry spirits of the slain infest the earth itself with an unimaginable thirst for revenge, ultimately congealing into a single entity capable only of hate and evil. (Blackdirge's Dungeon Denizens)
An ash guardian is a creature filled with dark energy of the Shadowfell. It is a terrible amalgamation of many tortured souls, their deaths combined into a single note of shrieking anger and pain. (Blackdirge's Dungeon Denizens)
Ash Remnant: They are the last vestiges of those who failed to escape the mist. (Eberron Campaign Guide)
Ash remnants are thought to be the final victims of the Mourning, the last remains of those who perished at the boundaries of the Mournland when it was created. They are animated by raw hatred and despair, constantly reliving the terror of the Mourning in the shattered remnants of their minds. (Eberron Campaign Guide)
Ash Zombie: See Zombie Ash Zombie.
Ashardalon's Heart: Remnants of the cult survived this disaster, and it reconstituted itself around a relic of its dragon liege: Ashardalon’s heart. With a magic born of equal parts skill, faith, and desperation, the cultists rekindled the heart—but not to life. The ritual infused it with the energy of the Shadowfell and transformed it, reborn in undead darkness, into the center of faith and necromantic power for the cult. (Draconomicon I Chromatic Dragons)
Ashen Crawler: In a nearly forgotten age of genocidal warfare, the murderous sorcerer-king Nibenay pursued a fugitive band of elves and gnomes. The fugitives carried with them a seed from a tree of life. They hoped to plant the seed in a place where it might flourish in safety, far from the sorcerer-kings’ destruction. They sought refuge in a small cave system, but Nibenay’s soldiers tracked them there and besieged the cave. (Dungeon 187)
Avor Firesworn, leader of the band, made a fateful decision as Nibenay’s defilers closed in. Drawing on his knowledge of the supposed demigods who ruled parts of Athas at that time, he entered into a covenant with a force that he only dimly understood but perceived as a demigod of death. He and a few of his band swore a binding oath in which they offered their souls in exchange for the chance to protect the seed even after their deaths. (Dungeon 187)
Soon thereafter, Nibenay’s forces stormed the caves and Avor fell, his flesh consumed by defiling magic. The seed, however, lay hidden beneath his remains, and the sorcerer-king’s soldiers did not find it. It was protected by the bargain Avor had struck with the entity from the Gray. Meanwhile, the primal spirits of that place also understood the value of the seed. They, too, were eager to keep it out of any defiler’s hands, but their limited power to intervene was curtailed further by Avor’s bargain. (Dungeon 187)
Victorious in battle but frustrated by their failure to find the tree of life’s seed, Nibenay’s soldiers concluded that the seed had been no more than a rumor, or perhaps that Avor’s flight had been a ruse to draw them away from the real seed’s location. They sealed the cave when they withdrew, to conceal their deeds. Some time later, the spirits of Avor and his followers rose from the dead in fulfillment of their bargain. (Dungeon 187)
Ashen Soul, Avor Firesworn: In a nearly forgotten age of genocidal warfare, the murderous sorcerer-king Nibenay pursued a fugitive band of elves and gnomes. The fugitives carried with them a seed from a tree of life. They hoped to plant the seed in a place where it might flourish in safety, far from the sorcerer-kings’ destruction. They sought refuge in a small cave system, but Nibenay’s soldiers tracked them there and besieged the cave. (Dungeon 187)
Avor Firesworn, leader of the band, made a fateful decision as Nibenay’s defilers closed in. Drawing on his knowledge of the supposed demigods who ruled parts of Athas at that time, he entered into a covenant with a force that he only dimly understood but perceived as a demigod of death. He and a few of his band swore a binding oath in which they offered their souls in exchange for the chance to protect the seed even after their deaths. (Dungeon 187)
Soon thereafter, Nibenay’s forces stormed the caves and Avor fell, his flesh consumed by defiling magic. The seed, however, lay hidden beneath his remains, and the sorcerer-king’s soldiers did not find it. It was protected by the bargain Avor had struck with the entity from the Gray. Meanwhile, the primal spirits of that place also understood the value of the seed. They, too, were eager to keep it out of any defiler’s hands, but their limited power to intervene was curtailed further by Avor’s bargain. (Dungeon 187)
Victorious in battle but frustrated by their failure to find the tree of life’s seed, Nibenay’s soldiers concluded that the seed had been no more than a rumor, or perhaps that Avor’s flight had been a ruse to draw them away from the real seed’s location. They sealed the cave when they withdrew, to conceal their deeds. Some time later, the spirits of Avor and his followers rose from the dead in fulfillment of their bargain. (Dungeon 187)
Ashgaunt: Ashgaunts are recent creations of the Ashen Covenant. (Dragon 364)
These foul creatures were created by a faction of Orcus-worshipers called the Ashen Covenant, some of whom are focused on finding new ways to spread undeath. (Dragon 364)
Ashgaunt Wight: See Wight Ashgaunt.
Ashurta: See Wight Hobgoblin Wight, Ashurta.
Aspect of Nerull: See Nerull Aspect of Nerull.
Aspect of Vecna: See Vecna Aspect of Vecna.
Astur Jyp DiCarlo: See Vampire Human Rogue 14, Astur Jyp DiCarlo.
Aswang: See Wight Bone Wight, Aswang.
Atropal: Atropals are unfinished godlings that had enough of a divine spark to rise as undead. (Monster Manual)
Atropus, The World Born Dead, A vast primordial of undeath, spawner of the atropals. (Player's Option Heroes of the Elemental Chaos)
Atropal, Harrowzau the God Swallower: ?
Atropal, Harrowzau the Unborn: ?
Atropal Deathscreamer: The birth of a deity is a rare event, and a delicate matter that requires the precise balance of stupendous forces. If anything goes awry, the result is a monstrosity: an undead husk animated by residual divine energy, thirsting for the power it never attained. (Dungeon 203)
Augustus: See Ghoul Devil-Infused Ghoul, Augustus.
Aurana Kiirodel: See Vampire Unique Vampire, Aurana Kiirodel.
Autumn Shan'ree: See Shan'ree Autumn Shan'ree.
Avaricious Viceling: See Viceling Avaricious Viceling.
Aviary Undead: See Undead Aviary.
Avor Firesworn: See Ashen Soul, Avor Firesworn.
Awakened Shadow God: If the god is awakened, then the PCs are (usually) obliged to stop it if it is evil. Even if it was the shade of a good god that was resurrected, perhaps even by the PCs themselves, they will quickly discover that this is really an undead shadow of its former self, and the shade must still be stopped as it begins to go mad. (The Realms of Chirak)
A vile shade of darkness has returned, an undead god. (The Realms of Chirak)
Awakening Skeleton: See Skeleton Awakening Skeleton.
Ayocuan: See Wight, Ayocuan.
Azran the Undying: See Lich, Azran the Undying.
Baelnorn Lich: See Lich Baelnorn Lich.
Baldos Grimehammer: See Barrowhaunt, Baldos Grimehammer.
Baldrik Ostov: See Death Knight, Baldrik Ostov.
Balor Husk: See Demon Balor Husk.
Balthrad: See Ghoul Abyssal Ghoul, Balthrad.
Banshee: See Ghost Wailing Ghost, Banshee.
Bansihsar: See Vampire Lamia Wolven Warlord, Bansihsar.
Baphomes: ?
Barren Lands Apparition: These eight spectral shapes are the shades of orcs and dwarves. (War of Everlasting Darkness)
Barrowhaunt: The Barrowhaunts are a group of five former adventurers bound to the lands surrounding the Sword Barrow. Their deeds in life are seldom recollected, and no one is truly sure why their spirits have never been laid to rest. Now they savagely attack any who enter the lands of their trust. Many rumors exist about the exact nature of their curse; one common legend suggests that they sought to plunder the Sword Barrow and evoked the wrath of a warlord entombed within. The warlord’s spirit called to the native hill folk in the area, who marched to the Sword Barrow to confront the adventurers and reclaim the warlord’s treasures. The adventurers, rather than relinquish their trove, slaughtered the hill folk. A dying elder placed a curse on the adventurers’ souls, binding them to the land for all of eternity. (Monster Vault Threats to the Nentir Vale)
At first, the elder’s curse seemed empty and hollow, but every time the adventurers left the Gray Downs to sell their hard-won loot, they could not help but return to the hills in search of even greater treasures. Eventually, their greed surpassed their skill. Descending deeper into the Sword Barrow than they’d ever gone before, the adventurers fell prey, one by one, to horrid monsters and insidious traps. Though cursed to haunt the Gray Downs and guard “their” barrows from other would-be pillagers, they still seek out treasures and relics for themselves. The spoils of their exploits are stashed in an ancient crypt deep within the Sword Barrow. Their motive for collecting such worldly possessions isn’t clear, but some believe they are forced to sate their everlasting yearning for adventure and exploration. (Monster Vault Threats to the Nentir Vale)
Barrowhaunt, Adrian Icehaunt Reginold: ?
Barrowhaunt, Baldos Grimehammer: ?
Barrowhaunt, Cassian d’Cherevan: ?
Barrowhaunt, Joplin the Sly: ?
Barrowhaunt, Uthelyn the Mad: ?
Barrowhaunt Lingering Spirit Warrior: Traveling and fighting alongside the Barrowhaunts are the spirits of the creatures they have slain—intelligent monsters, slaughtered tomb robbers, and ancient hill folk. (Monster Vault Threats to the Nentir Vale)
Barrowmere, Cauldrus: See Cauldrus Barrowmere.
Barrthak: See Lich Dwarf, Barrthak.
Bartholomeus Lodoviceus: See Stone-Dead Dwarf, Bartholomeus Lodoviceus.
Barthus: See Vampire Priest of Bane, Barthus.
Batcaller: See Vampire Nosferatu Batcaller.
Battle Wight: See Wight Battle Wight.
Bear Corpse: ?
Beholder Eternal Tyrant Essence: After a powerful beholder (usually an ultimate tyrant) dies, its story might not end just yet. The most learned of these creatures can, through sheer force of will, retain their independence and power and create new bodies for themselves. These creatures are known as eternal tyrants, since they pursue immortality and rulership over as many creatures as they can. (Dragon 377)
Mentally powerful beholder ultimate tyrants cling to their intellect tenaciously. In fact, some can sustain psychic shells of themselves after death. When an ultimate tyrant’s soul reaches the Shadowfell, it can use the power of its mind to sever itself from the cycle of death. Such creatures are known as beholder eternal tyrants, and they create new construct bodies for themselves. Doing so can take centuries, and if a beholder could ever complete its body, it would be nearly indestructible. (Dragon 377)
Beholder Ghost Beholder: Death need not be an end to avarice and ambition. As living creatures, beholders must eventually fall from the air to rot on the hated earth. Yet some have the willpower and anger to float again, returning as ghost beholders. (Monster Manual 3)
Beholder Ghost Beholder, Darzaan: ?
Beholder Undead: BEHOLDERS ARE AMONG THE MOST FEARED and deadly monsters to prowl the world. Yet even beholders succumb to death, and when they do, necromancers sometimes find use in their vile remains. (Open Grave Secrets of the Undead)
Beholder Undead Beholder Death Emperor: A beholder death emperor is a more powerful version of the beholder death tyrant. (E1 Death's Reach)
Death tyrant and death emperor beholders are animated corpses of eye tyrants. (E1 Death's Reach)
Beholder Undead Beholder Death Tyrant: A death tyrant beholder is an animated corpse of an eye tyrant. (Open Grave Secrets of the Undead)
Death tyrant and death emperor beholders are animated corpses of eye tyrants. (E1 Death's Reach)
Beholder Undead Beholder Eye Tyrant, Algagor: ?
Beholder Undead Bloodkiss Beholder: The necrotic forces that reanimate a bloodkiss beholder warp and change the creature’s flesh, making the monster barely akin to its living counterpart. (Open Grave Secrets of the Undead)
Beholder Undead Eye of Death: ?
Beholder Zombie: See Zombie Beholder Zombie.
Belos: See Lich, Belos.
Berserker Plague Spawn: See Plague Spawn Berserker Plague Spawn.
Berserker Vampire Lord: See Vampire Lord Berserker.
Betel: See Vsadni, Betel, The Vain Axeman.
Beth Harwick: See Ghoul, Beth Harwick.
Betrayer Spirit Reaver: They’re evil guardians bound here against their will for crimes they committed in life. (Dungeon 159)
Betrayer Wight: See Wight Betrayer Wight.
Bhoior: See Undead Turtle, Bhoior, The Walking Whisper.
Bibliogeist: The main doors are watched by a pair of towering basalt statues of scholars, which each contain bound dread wraiths. Compelled by divine magic, their only duty is to subdue would-be thieves. Additionally, as honored employees of the library near a death by old age, many volunteer to have the wraiths extract their souls so they can be bound to the building as Bibliogeists. (Zeitgeist 11 Gorged on Ruins)
The main doors are watched by a pair of towering basalt statues of scholars, which each contain bound dread wraiths. Compelled by divine magic, their only duty is to subdue would-be thieves. Additionally, as honored employees of the library near a death by old age, many volunteer to have the wraiths extract their souls so they can be bound to the building as Bibliogeists. (Zeitgeist Act Three The Age of Reason)
Black Bloodspawn: Dwelling primarily in the White Kingdom near the Lake of Black Blood, black bloodspawn are the progeny of Gorgimrith, the Hunger in the Mountain. Whenever the massive entity desires, it can slough off bits of its rotted organ walls to create black bloodspawn. (E2 Kingdom of the Ghouls)
Black bloodspawn are actually mobile mouths of Gorgimrith, the Hunger in the Mountain. They spawn from its massive body and sometimes travel far from the White Kingdom. (E2 Kingdom of the Ghouls)
Black Bloodspawn Devourer: ?
Black Bloodspawn Hunter: ?
Black Cloud: See Lygis, The Black Cloud.
Black Phoenix: See Phoenix Black Phoenix.
Black Reaver Zombie: See Zombie Black Reaver Zombie.
Black Star: See Timesus, The Black Star.
Blackbyrne Vampire: See Vampire Blackbyrne Vampire.
Blackfire Creeper: Chosen guardians created from exemplary Moilian dead, the blackfire creepers patrol the City That Waits to dispatch any interlopers they find. (Dragon 371)
Blackfire creepers are advanced undead remade by Acererak the Devourer. (Dragon 371)
Blackfire Dracolich: See Dracolich Blackfire Dracolich.
Blackfire Flameskull: See Flameskull Blackfire Flameskull.
Blackroot Treant: See Treant Blackroot Treant.
Blackstar Knight: BLACKSTAR KNIGHTS ARE UNDEAD SPIRITS housed in vessels of animate black stone. (Open Grave Secrets of the Undead)
These blank-faced stone warriors house souls bound to their rocky forms. The ritual for creating them remains a deeply guarded secret, and possibly one that Kas no longer controls. (Open Grave Secrets of the Undead)
Blackweaver: See Githyanki Blackweaver.
Blackwood Treant: See Treant Blackwood Treant.
Bladebearer Zombie: See Zombie Bladebearer Zombie.
Bladeclaw, Morrn: See Ghost, Morrn Bladeclaw.
Bladelord, Naergoth: See Death Knight Human Death Knight, Naergoth Bladelord.
Blaspheme: CRAFTED FROM PIECES OF CORPSES and given life through alchemy and magic, blasphemes are intelligent, cunning undead. (Open Grave Secrets of the Undead)
Blasphemes are created from pieces of multiple corpses. Through carefully guarded rituals, these crafted forms are given life or, in a few cases, infused with the creator’s intelligence. (Open Grave Secrets of the Undead)
Blasphemes are crafted from pieces of corpses and given life through alchemy and magic. (E1 Death's Reach)
Blaspheme Disciple: ?
Blaspheme Disciple Keeper: ?
Blaspheme Entomber: ?
Blaspheme Fragment Keeper: ?
Blaspheme Grave Chill Blaspheme: ?
Blaspheme Imperfect: ?
Blaspheme Imperfect Keeper: ?
Blaspheme Knight: ?
Blaspheme Knight Keeper: ?
Blaspheme Soul Vessel: ?
Blaspheme Unholy Slayer: ?
Blazing Skeleton: See Skeleton Blazing Skeleton.
Blightfire Wretch: See Wight Blightfire Wretch.
Blind Wight: See Wight Wizard Wight, Mokoi, Blind Wight.
Blood Amniote: See Ooze Blood Amniote.
Blood Dwarf: See Vampire Yara-Ma-Yha-Who, Blood Dwarf.
Blood Knight: See Vampire Blood Knight.
Blood Sea Zombie: See Zombie Blood Sea Zombie.
Blood Wolf: See Vampiric Worg, Malhûn, The Blood Wolf.
Blood Zombie: See Zombie Blood Zombie.
Bloodblade Hobgoblin Skeleton: See Skeleton Bloodblade Hobgoblin Skeleton.
Bloodhound Ghoul: See Ghoul Bloodhound.
Bloodhunter: See Vampire Spawn Bloodhunter.
Bloodkiss Beholder: See Beholder Undead Bloodkiss Beholder.
Bloodrot: See Ooze Bloodrot.
Bloodspiker: See Vampire Spawn Bloodspiker.
Bloodwind: See Vampiric Dragon Bloodwind.
Bloody Mary: A young, manic girl, fit to bouts of insanity, Mary was abused by her father quite often, and she was forced to flee for the woods whenever her father returned home drunk (which was every night), at which time he would chase after her, calling her cruelly by her pet name “Bloody Mary”, a nickname given to her due to the fact that her mother died from giving birth to her. Mary was horrified of her father, and tried to stay away from him as much as possible, but she viewed him as an ill child meant to be taken care of, and pity always won out for her in the end, and she would return home to endure the beatings just so she could help her father. (Horrors of Halloween)
Mary found herself with very little time to herself, constantly tending to her father, developing a rapid twitch from what was once her simply flinching away from her father’s every move, fearful that he would strike her. Mary tried to harden herself against her father’s blows, and often resorted to alcohol to survive the nights, but no matter what, she lived in constant paranoia that her father would be right behind her, and brutally assault her. (Horrors of Halloween)
One night, Mary was making her usual retreat through the woods; intent on hiding away in the hole she had been digging out every night, distracting herself from her many troubles. Mary found that tonight, the hole had been dug even deeper, a small animal having burrowed within it causing some form of upset within. Mary, hearing her father coming close, leapt into the hole, disregarding her safety. This is the cave where Mary’s life would come to a close, as she didn’t realize how loud she was within the natural, underground cavern she had discovered, she cried out in joy, as she found this beautiful hiding place, but unfortunately, that cry of joy echoed out of the cavern, and her father entered the cavern as well, and, in a drunken frenzy, he splattered her blood everywhere, leaving behind a convulsing, shrieking wreck. A day later, the helpless, dying Mary finally faded away, liberated by one final scream, one that nobody would hear... Mary was such a good-hearted girl, that her soul was to be sent to the Heavens immediately, however, she was fearful of the light cast upon her soul, believing it to be the mad gaze of her father, searching for her even in death. Now, Mary fearfully travels in the darkness, hiding away in people’s houses, believing her father awaits her around every corner, and anyone who startles her in the least is met with a bloody end. (Horrors of Halloween)
Bloody-Bones: Constructed out of dry bones soaked in fresh blood, a bloody-bones looks like an undulating sinewy snake of animated carnage. (Horrors of the Shroud: The Death-Mother)
Bone-Mother's Assemble Bloody-Bones power. (Horrors of the Shroud: The Death-Mother)
Blue Arcanian: See Arcanian Blue Arcanian.
Blue Jade Skeleton: See Skeleton Blue Jade Skeleton.
Bodak: When a nightwalker slays a humanoid, that nightwalker can ritually transform the slain creature’s body and spirit into a bodak. (Monster Manual)
A nightwalker can turn a humanoid it has killed into a bodak using an arcane ritual that only works when cast in the Shadowfell, and only when cast by a nightwalker. Nightwalkers alone can warp the void energies of the Shadowfell to create such horrors. (Monster Manual)
Nightwalkers create bodaks and use them as assassins. (Open Grave Secrets of the Undead)
Nightwalkers often use evil rituals to restore their victims to a mockery of life, cursing them to rise as bodaks. (Manual of the Planes)
If legend can be believed, Vecna or one of his disciples taught nightwalkers the ritual to create bodaks in exchange for a pledge of loyalty to the Maimed God. (Manual of the Planes)
Nightwalkers lurk in the Shadowdark, as do the bodaks they create. (Underdark)
Bodak Frost Giant Bodak Reaver, Jarl Hargaad: When the giants first landed on the Frost Spire, they looted many of the tombs they found here. They left this cave alone. Jarl Hargaad rests here, though the looting of his vassals' burial grounds has awoken him from his eternal slumber. He has risen as a bodak. (Revenge of the Giants)
Bodak Reaver: ?
Bodak Skulk: ?
Bodak Skulk Fey Bodak Skulk: A ruthless eladrin uses a couple of bodak skulks infused with fey powers as bodyguards and also to hunt his enemies. (Dungeon Master's Guide 2)
Bodiless Head: See Penanggalan Bodiless Head.
Bodyguard: See Wight Battle Wight Bodyguard.
Bog Mummy: See Mummy Bog Mummy.
Bone Archivist: See Bone Sage Bone Archivist.
Bone Collective: Created by necrophagi, the undead mages of the Ghoul Imperium, bone collectives are swarms made up of quick, 10-inch tall skeletons constructed from small bones—often gnomes, bats, and lizards. (Midgard Bestiary for 4th Edition D&D)
Bone Collector: See Ooze Bone Collector.
Bone Colossus: In times of war, posthumes join together into enormous swarms or titans. (Midgard Bestiary for 4th Edition D&D)
Bone Horror: See Skeleton Bone Horror.
Bone Lord: See Skeleton Bone Lord.
Bone Mongrel Dracolich: See Dracolich Bone Mongrel Dracolich.
Bone Naga: See Naga Bone Naga.
Bone Sage: Bone sages are remnants of evil academics and scribes, lingering in their thirst for knowledge. (Dungeon 164)
Bone Sage Bone Archivist: The Vault of Knowledge was once a library of Ioun hidden beneath the ancient temple in Auger. When the city was destroyed, the sages were trapped inside and never rescued. (Dungeon 164)
Bone Sage Bone Scribe: The Vault of Knowledge was once a library of Ioun hidden beneath the ancient temple in Auger. When the city was destroyed, the sages were trapped inside and never rescued. (Dungeon 164)
Bone Scribe: See Bone Sage Bone Scribe.
Bone Servant: Create Bone Servant power. (Secrets of Necromancy)
Create Bone Servant II power. (Secrets of Necromancy)
Create Bone Servant III power. (Secrets of Necromancy)
Create Bone Servant IV power. (Secrets of Necromancy)
Bone Servant Greater Bone Servant: Create Bone Servant III power. (Secrets of Necromancy)
Create Bone Servant IV power. (Secrets of Necromancy)
Bone Swarm: Created from failed necromantic experiments or arising spontaneously from ossuaries and bone yards, bone swarms are writhing masses of bony debris. (Blackdirge's Dungeon Denizens)
Bone Swarm Grave Swarm: Grave swarms are the result of terrible amounts of necromantic energy released in an area with many corpses or skeletons, such as a battlefield or graveyard. (Blackdirge's Dungeon Denizens)
Bone Terror: Create Bone Terror power. (Secrets of Necromancy)
Bone Wight: See Wight Bone Wight, Aswang.
Bone Worm: ?
Bone Yard: A BONE YARD IS A MASS OF ANIMATED BONES that rises up due to a tragedy, massacre, or desecration. (Open Grave Secrets of the Undead)
Bone Yard Charnel Cinderhouse: Charnel cinderhouses arise when a conflagration consumes a building and kills the inhabitants. (Open Grave Secrets of the Undead)
Bone Yard Desecration: A DESECRATION IS THE ANIMATED REMAINS of a desecrated cemetery. (Open Grave Secrets of the Undead)
This creature arises when a cemetery is desecrated by the community that created it. (Open Grave Secrets of the Undead)
The animate force behind a graveyard full of traitors, turncoats, and other betrayers. (Dungeon 170)
Bone Yard Pit of the Abandoned Regiment: BORN OF THE ROTTING, SKELETAL REMAINS of soldiers left to die after battle, the pit of the abandoned regiment is a force driven by hatred and revenge. (Open Grave Secrets of the Undead)
This creature is the amalgamated remains of a regiment of soldiers that was left to die after a battle.
Bone-Child: Typically composed of a large adult skull perched upon just enough bones to make up a body, the bone-child looks almost comical, like a macabre skeletal doll . . . until it strikes. (Horrors of the Shroud: The Death-Mother)
Bone-Mother's Assemble Bone-Child power. (Horrors of the Shroud: The Death-Mother)
Bone-Mother: Stripped of the meat, a death-mother’s skeleton can be reanimated to create a lesser creature called the bone-mother. (Horrors of the Shroud: The Death-Mother)
The bones of a death-mother can be reanimated to create a lesser, but still fantastically dangerous, creature known as a bone-mother. (Horrors of the Shroud: The Death-Mother)
Boneclaw: BONECLAWS ARE MAGICALLY CONSTRUCTED UNDEAD built to hunt and slay the living. (Monster Manual)
One creates a boneclaw by means of a dark ritual that binds a powerful evil soul to a specially prepared amalgamation of undead flesh and bone. The exact ritual is a closely guarded secret known only to a handful of liches and necromancers. Cabals that wish to possess the knowledge of boneclaw creation have resorted to diplomacy, theft, and clandestine warfare to acquire the ritual. (Monster Manual)
Although rumor holds that the first boneclaws were created by a powerful lich in the service of Vecna, the truth is that a coven of hags led by a powerful night hag named Grigwartha created the first boneclaw over a century ago. They invented a ritual that combines the flesh and bones from ogres along with the trapped soul of an oni. Although the materials can vary, the ritual is the same among those who know it. (Monster Manual)
Boneclaws are vicious undead created by dark powers to hunt the foes of their creators. The ritual to create boneclaws is jealously guarded by the few casters that know it. (Open Grave Secrets of the Undead)
Boneclaw Daggerhand: ?
Boneclaw Frost Giant Boneclaw: ?
Boneclaw Guardian: ?
Boneclaw Impaler: ?
Bonecrusher Skeleton: See Skeleton Bonecrusher Skeleton.
Boneguard Skeleton: See Skeleton Boneguard Skeleton.
Boneless Zombie: See Zombie Boneless Zombie.
Bonemound Skeleton: See Skeleton Bonemound Skeleton.
Bonepile Hobgoblin Skeleton: See Skeleton Bonepile Hobgoblin Skeleton.
Bonepile Swarm: Similarly, the bones are the former remains of those who opposed the same priest-generals. Some time ago, a cleric of Xeleuth with a wicked sense of humor decided to animate the bones into a bonepile swarm, which guards this area. (Dungeon Crawl Classics 63 Warbringer's Son)
When the bones of creatures with a powerful connective thread are mingled into a common repository, sometimes the echoes of their shared misery, devotion, or deviancy congeal, forming a bonepile swarm. Likely circumstances to bring about a bonepile swarm could include the slaughter of a village where the bodies were stacked and left, or perhaps the bottom of a sacrificial pit, or perhaps an ossuary where the bones of martyrs are placed. (Dungeon Crawl Classics 63 Warbringer's Son)
Bonepile swarms sometimes form when the bones of creatures slaughtered at once or who shared an unusual bond are collected in one place. (Dungeon Crawl Classics 63 Warbringer's Son)
Bonepowder Ghoul: See Ghoul Bonepowder Ghoul.
Boneshard: See Skeleton Boneshard.
Bonespitter: See Skeletal Dragon Bonespitter.
Bonestorm: ?
Bonewretch Skeleton: See Skeleton Bonewretch Skeleton.
Boneyard Zombie: See Zombie Boneyard Zombie.
Boo-Hag: See Vampire Boo-Hag.
Botched Witherling: See Witherling Botched Witherling.
Bound Soul: As a soul binder, you have bound a soul to your service. The soul might be that of an enemy whose torment you wish to prolong, a loved one whose company you wish to keep, or a friend whom you’re saving from a vile afterlife. (Dragon 427)
Brackenbite: See Demon Haures, Brackenbite.
Brackz, Illyram: See Lich Eladrin, Illyram Brackz.
Brain in a Broken Jar: See Brain in a Jar Brain in a Broken Jar.
Brain in a Jar: A BRAIN IN A JAR IS THE PRESERVED BRAIN of a sinister being who sought to escape death. Through ritual magic and complicated alchemical processes, the brain is kept alive, retaining all the memories and mental faculties of its former host. (Open Grave Secrets of the Undead)
Different kinds of brains in jars exist, though each is created using the same principles. (Open Grave Secrets of the Undead)
Brain in a Jar, Gralhund: Gralhund enlisted the aid of his apprentices to help him live on when his elderly body began to fail him, faking his own death and deceiving his family as to his fate (drowned at sea in his pleasure caravel). (Dungeon 189)
Brain in a Jar Brain in a Broken Jar: A brain in a broken jar is created through incomplete rituals, spoiling fluids, or damaged containers. (Open Grave Secrets of the Undead)
Brain in a Jar Brain in an Armored Jar: ?
Brain in a Jar Exalted Brain in a Jar: This is a brain taken from a powerful creature by devotees to preserve the subject’s knowledge and wisdom. (Open Grave Secrets of the Undead)
Brain in an Armored Jar: See Brain in a Jar Brain in an Armored Jar.
Braxux: See Lich Dark Elf Lich, Lord Braxux.
Breath Dragon: Not all dragons become the dracolich upon their deaths. Those dragons of the purest evil may become a dragon infused with the power of the Breath. (Night Reign Campaign Setting)
Since the birth of the Breath, dragons have occasionally succumbed to its life stealing energy. Some of the dragons that have been ensnared by the Breath are corrupted into a partnership where they continue on as a frightening combination of necrotic and draconic energy. (Night Reign Campaign Setting)
Breath dragons are unable to breed in the traditional sense. However, they are capable of converting another dragon into a breath dragon. (Night Reign Campaign Setting)
Breath Dragon Adult Breath Dragon: ?
Breath Dragon Ancient Breath Dragon: ?
Breath Dragon Elder Breath Dragon: ?
Breath Dragon Young Breath Dragon: ?
Breath Zombie: See Zombie Breath Zombie.
Bregga: See Hound of Ill Omen, Bregga.
Bridge Worm: See Worm Bridge.
Bright Lord of Everburning Fire: See Flameskull Lord, The Bright Lord of Everburning Fire.
Bronze Lich: See Lich Human, Osterneth the Bronze Lich, The Supreme Seed of Darkness, Heart of the Whispered One.
Bucenburg, Lucille: See Vampire, Lady Lucille Bucenburg.
Burned One: See Skeleton Burned One.
Burned Witch: See Skeleton Burned Witch.
Burning Ape: See Skeleton Burning Ape.
Burning Dead, Fiery Undead: ?
Burnt Zombie Cluster: See Zombie Burnt Zombie Cluster.
Byron von Gillante: See Death Knight, Lord Byron von Gillante.
Cackling Shadow: See Shadow Cackling Shadow.
Caela Spirit: See Ghost Caela Spirit.
Cali: See Vampire Lord, Cali.
Caliban Vampire: See Vampire Caliban Vampire, Alocka.
Caller in Darkness: See Ghost Caller in Darkness.
Callophage Vampire: See Vampire Callophage Vampire.
Calvary Creekrotter: See Wrath of Nature Calvary Creekrotter.
Cannibal Zombie: See Zombie Cannibal Zombie.
Captain Kothar: See Specter Fire Specter, Captain Kothar.
Carcass: See Zombie Carcass.
Carcass Eater: See Zombie Carcass Eater.
Carcass Spawn: See Zombie Carcass Spawn.
Carcass Zombie: See Zombie Carcass.
Carlo, Astur: See Vampire Human Rogue 14, Astur Jyp DiCarlo.
Carosos: See Ghost Phantom Warrior, Carosos.
Carrion Beetle Undead: See Undead Carrion Beetle.
Carthas: See Vampire Lord, Carthas.
Cassian d’Cherevan: See Barrowhaunt, Cassian d’Cherevan.
Castellan of Everlost: See Lich Castellan Wizard, Harthoon, Castellan of Everlost.
Castle Gloom, Tower Gloom, Haunt of Phelhelra: The haunting that inhabits the Phelhelra is rumored to have been present for centuries, growing steadily stronger and “larger” as it widened its reach through the fortress. Other rumors claim it crept out of the “deep darkness beneath the mountains” or is the mad remains of the pasha’s vanished daughter Phelhele . . . but no rumor-offerer knows the truth. (Dragon 415)
Elminster knows rather more than Sarklan. To his eye, the haunt of Phelhelra is actually a rare, unnamed-in-written-lore form of undead akin to a caller in darkness, but of five or six times the size and strength of a typical one of that sort. Everything Sarklan says about fighting the creature is correct, and it is insubstantial and nigh transparent unless it wills itself to more visible and substantial shape—which it must do to drain life force, which requires direct contact (usually it “rushes through” a chosen victim) and is an act of will, not an automatic attack or property of contact. (Dragon 415)
A wizard who knows how—such as some Imaskari and more recent Halruaan mages, the former by experimentation and the latter by correctly interpreting and trying written Imaskari records—can embrace this form of undeath instead of lichdom. This sort of entity is anchored to a particular object or group of objects (in this case, Elminster guesses, specific magic items hidden by Veherak el Paeredrhal and not moved since), and so it remains in a particular place and can’t venture far, unless or until the item or items are moved. (Dragon 415)
Elminster advocates that since most of these undead are unique in their powers, each one be referred to according to where it lurks, so this one he calls “the Phelhelra.” Understanding that sages whose lives will never depend on the differences between specific hauntings created by this obscure process will inevitably desire a collective name for all such creatures, he suggests “castle gloom” or “tower gloom,” because although quite a few haunt and guard their own tombs, almost none of the places these undead are found are underground or unfortified. (Dragon 415)
Cat Skeletal: See Skeletal Cat.
Catahoula: See Undead Court Wizard, Catahoula.
Cauldron Corpse: The cauldron is bolted to the floor and filled with necrotic filth (DC 15 Arcana to identify the danger). Any living creature that touches the tarlike substance takes 1d8 necrotic damage. (Dungeon 166)
Tossing a green, red, white, or blue goblin skull into the cauldron causes two cauldron corpses to rise up from within and attack. (Dungeon 166)
Cauldron Mote: ?
Cauldrus Barrowmere: Unable to complete his experiments because of Everen’s death and Izran’s disappearance, Cauldrus has melded his body with that of his latest creation.
Cerebral Vampire: See Vampire Cerebral Vampire.
Cetacek: See Ghost Whale, Cetacek, Lord of the Deepwater.
Cha, Ming: See Vampire Lord Monk, Ming Cha, The Fallen Lama.
Chain Devil Ghost: See Ghost Devil Chain Devil.
Chainfighter Wight: See Wight Chainfighter Wight.
Champion Wight: See Wight Champion Wight.
Chardun-Slain: See Zombie Chardun-Slain.
Charnel Brother: See Vampire Charnel Brother.
Charnel Cinderhouse: See Bone Yard Charnel Cinderhouse.
Charnel Hound: See Hound Death Charnel Hound.
Charnel Hound: See Zombie Charnel Hound.
Charnel Zombie: See Zombie Charnel Zombie.
Cherndon the Mad: See Ghost Dwarf, Cherndon the Mad.
Cheshimox Terrormask: See Ghoul Cheshimox Terrormask.
Chib Naresaar: See Zombie Bladebearer Zombie, Chib Naresaar.
Chibaiskweda: See Wight Marsh Wight, Chibaiskweda.
Children of Ssra-Tauroch: See Mummy Mummified Yuan-Ti, Children of Ssra-Tauroch.
Chillborn Vampiric Mist: See Vampiric Mist Chillborn Vampiric Mist.
Chillborn Zombie: See Zombie Chillborn Zombie.
Chillspirit Blackshadow: The restless souls of the fallen haunt this mound, their insubstantial forms twisted by the agony and pain of their death. (Lands of Darkness 4 The Swamp of Timbermoor)
This room was carved out of the stone by the people who once lived in the wild hills as part of a defense system. Littered through the canyon are caves like this, stocked with food, water, and weapons, sealed with a large circular stone. Once the invaders left or starved, the people would emerge from these defensive caves. Unfortunately, the residence of this defensive cave never came out and in their despair embraced life in death. (Lands of Darkness 6 The Wild Hills)
Choker: See Putrid Haunt Choker.
Chon-Chon: See Vampire Chon-Chon, Vampire Sorcerer.
Chosen of Faluzure: See Gryznath, Chosen of Faluzure.
Chthon: See Wendigo Chthon.
Chupacabra: See Vampire Chupacabra, Goat Sucker.
Cinder Zombie: See Zombie Cinder Zombie.
Cindergrove Spirit: See Wrath of Nature Cindergrove Spirit.
Clone of Manshoon: See Vampire Lord Human Wizard, Manshoon, Orbakh The Night King, Orlak II, Clone of Manshoon, Lord of the Zhentarim.
Coffer Corpse: The last gaoler was so evil and cruel that demons left his soul to rot inside the flesh and spread suffering on the Material Plane. (Dungeon 215)
Coldspawned Mummy: See Mummy Coldspawned Mummy.
Collapsed Frightling: See Nightmare Collapsed Frightling.
Commander: See Wight Battle Wight Commander.
Composter Zombie: See Zombie Composter.
Corpse Gatherer: A corpse gatherer is an entire graveyard animated and empowered by the powers of shadow. (Jester's 4e Monsters)
A corpse gatherer comes to be when malevolent, intelligent undead are buried in an unsanctified graveyard. Sometimes the essence of the undead seeps into the ground, gradually contaminating the bones resting and the earth around them. Once conditions are right, it only takes the intentional spilling of fresh blood from an innocent to cause the corpse gatherer to stir. (Jester's 4e Monsters)
Corpse Marionette: This thing is a creation of Borrit Crowfinger’s magic. (Dungeon Delve)
Corpse of Despair: See Zombie Corpse of Despair.
Corpse Rat Swarm: See Zombie Corpse Rat Swarm.
Corpse Vampire: See Vampire Corpse Vampire.
Corpse-Child: Death-Mother's Spawn Lesser Horror power. (Horrors of the Shroud: The Death-Mother)
Corpsegrinder, Hronagar: See Ghoul Darakhul, Hronagar Corpsegrinder.
Corrupted Offspring: See Unrisen Corrupted Offspring.
Corrupted Undying: See Undying Corrupted Undying.
Corrupted Yuan-Ti Malison Incanters: ?
Corruption Corpse: See Zombie Corruption Corpse.
Corruptor: See Vampiric Mist Corruptor.
Couatl Mockery: See Undead Aviary Couatl Mockery.
Count Gaston Dremaine: See Vampire, Count Gaston Dremaine.
Count of Coins: See Vampire, Count of Coins
Count Strahd von Zarovich: See Vampire, Count Strahd von Zarovich.
Countess Lady Urzana Dolingen: See Vampire, Countess Lady Urzana Dolingen.
Countess of Storms: See Vampire, Countess of Storms.
Crab Death Crab Swarm: ?
Craenag-Follei: See Vampire Elven Vampire, Craenag-Follei.
Crawling Claw: THIS SEVERED HAND OR PAW has been animated by foul magic.
Crawling claws are severed hands, feet, or paws that have been animated by necromantic rituals or by spontaneous necrotic energy. (Open Grave Secrets of the Undead)
The most basic crawling claw is crafted from any hand or paw. (Open Grave Secrets of the Undead)
Crawling claws are severed hands infused with necromantic energies. (Freeport Companion 4e)
Crawling Claw Crawling Gauntlet: Crawling gauntlets are severed hands enchanted or trained to serve as minions. (Open Grave Secrets of the Undead)
Crawling Claw Dragonclaw Swarm: Dragonclaw swarms are the result of necromantic experiments with dragon bones. (Open Grave Secrets of the Undead)
Crawling Claw Lich Claw: Liches that want to humiliate and dominate their rivals seek out other liches to acquire pieces to make lich claws. Many lich claws occur spontaneously, due to the saturation of necrotic energy in the chambers of defeated liches. (Open Grave Secrets of the Undead)
Crawling Claw Minion: Crawling claws are severed hands infused with necromantic energies. (Freeport Companion 4e)
Crawling Claw Swarm: Crawling claw swarms are the result of numerous severed limbs lost in a horrible battle. Sometimes the limbs animate on their own; other times, necromancers sweep a battlefield for useful pieces. (Open Grave Secrets of the Undead)
Crawling Gauntlet: See Crawling Claw Crawling Gauntlet.
Crawling Head: Spawned from the severed head of a giant, a crawling head is a horrific undead monstrosity that resembles a huge, bloated head grown to enormous size, with a seething mass of arteries, veins and viscera depending from the wound of its neck. (Jester's 4e Monsters)
Because of their immense power and their origination from giants, which might lead one to think that crawling heads were creations of the primordials or beings of similar nature. In truth, however, they are the creation of a series of powerful mortal necromancers that dwelt in the City of Skulls that surrounded the Bleak Academy. (Jester's 4e Monsters)
Crawling Head Wailer: ?
Crawling Head Ravenous Crawling Head: ?
Crimson Deathmist: See Vampiric Mist Crimson Deathmist.
Crypt Lord: See Ghost Raaig Crypt Lord.
Crypt Lurker: ?
Ctenmiir: See Vampire, Ctenmiir.
Culdred: See Flameharrow, Culdred.
Cullen, Lorgo: See Lorgo Cullen.
Cullen, Otho: See Otho Cullen.
Cursing Heads: A collection of the Horseman’s prior victims. (Dungeon 174)
Cyclops Rambler Zombie: See Zombie Cyclops Rambler Zombie.
d'Cannith, Haestus: See Forgewraith, Haestus d'Cannith.
d’Cherevan, Cassian: See Barrowhaunt, Cassian d’Cherevan.
d'Medani, Torven: See Vampire, Torven “The Ageless” d'Medani.
Daeyerg Due: See Vampire Halfling Vampire, Daeyerg Due.
Darakhul: See Ghoul Darakhul.
Darien: See Ghoul Lord of Hampstead, Darien.
Dark Elf Lich: See Lich Dark Elf Lich.
Dark Flameskull: See Flameskull Dark Flameskull.
Dark Lord of Monadhan: See Dragon Undead Silver Dragon Dark Lord of Monadhan, Arantor.
Dark Pharaoh: See Mummy Dark Pharaoh.
Dark Pyre Adept: ?
Dark Pyre Assault Team: He calls upon the power of the Dark Pyre, conjuring a black lightning bolt as he did when the heroes first arrived. These bolts, which Griiat can only evoke once per day, can animate the corpses strewn about the battlefield outside the castle, each creating up to 40 HD of undead who intuitively know Griiat’s command. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Dark Pyre Bullette: One bullete went wild and fled during the battle, and it was roaming in the nearby area when the firestorm struck, killed it, and animated it. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Dark Pyre Sergeant: A black bolt of lightning rends the flaming sky and strikes one of the large 15-foot square steel cages not more than thirty feet before you. Its blast shatters and throws bone and rock skyward to fall nearby. Everywhere the debris touches, it stirs the long-dead skeletal remains and they rise with eye-sockets ablaze with flaming tears and a deathly laughter croaking from non-existent throats. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Dark Pyre Soldier: ?
Dark Pyre Swarmer: ?
Dark Pyre Warrior: A black bolt of lightning rends the flaming sky and strikes one of the large 15-foot square steel cages not more than thirty feet before you. Its blast shatters and throws bone and rock skyward to fall nearby. Everywhere the debris touches, it stirs the long-dead skeletal remains and they rise with eye-sockets ablaze with flaming tears and a deathly laughter croaking from non-existent throats. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Darkflame Taskmaster: See Mummy Darkflame Taskmaster.
Darkhoof: See Unrisen Darkhoof.
Darkland Voidsoul Specter: See Specter Darkland Voidsoul Specter.
Darkliege: See Dreadclaw Darkliege.
Darkpact Ghoul: See Ghoul Darkpact Ghoul.
Darksidhe, Night Walker: Like the humans who are transformed into foul spawn, fey beings that are touched by the Void sometimes become shadowy monstorin known as darksidhe. (Mystical Kingdom of Monsters)
Darksidhe Wild Darksidhe: ?
Darom Madar: See Wight Lesser Oath Wight, Darom Madar.
Dartonith, Enerith: See Undying, Lord Enerith Dartonith.
Darzaan: See Beholder Ghost Beholder, Darzaan.
Dasir, Kam: See Vampire Lamia, Lord Kam Dasir.
Davinkar: Some evil has touched the crypt of Davinkar, tearing the dead from their rest and rearranging themselves into creatures most terrible. (Lands of Darkness 5 Iron Mountains)
Daughter of Chitza-Atla: See Mummy, Daughter of Chitza-Atla.
Dawnwar Ghost: See Ghost Dawnwar Ghost.
Dayan: See Vampire Necromancer, Dayan.
De'Spri, Julain: See Ghost, Julain De'Spri.
Dead Lord: See Lich, Kaisharga, Dead Lord.
Deadborn: Deadborn are natural creatures altered before birth, either in the womb or the egg, to spontaneously arise as undead when slain. Although the first deadborn were vultures created from the eggs of giant eagles by evil cultists of Bleak, the techniques and rituals now exist to create deadborn of many different types. (Jester's 4e Monsters)
Deadborn Vulture: Deadborn Vulture's Deadborn power. (Jester's 4e Monsters)
Deadborn Hulk: Deadborn Hulk's Deadborn power. (Jester's 4e Monsters)
Deadwomb Necroling: See Xori Deadwomb Necroling.
Deadwood Tree: Before the fall of the serpent people, spirit lizards inhabited the great trees of Valossa’s jungles. When the cataclysm struck, the trees were slain along with most other living things. A few spirit lizards, however, were trapped inside their dead and dying trees, fusing with them by the warping influence of the Unspeakable One. These became the first of the deadwood trees. (Freeport Companion 4e)
Tragically, when the Unspeakable One destroyed the serpent people and their lands, the spirit lizards and the trees in which they lived were fused, becoming horrid abominations known as deadwood trees.
As the essence of the Unspeakable One permeated the living things of the continent, many spirit lizards became trapped in their home trees and warped by the maddening forces unleashed upon the land. Twisted and evil, these become the first deadwood trees. (Freeport Companion 4e)
Death Chief: The undead king reanimates each clan chieftain who dies, forming the Dodforer, a council of “Death Chiefs” who serve him. (Forgotten Realms Campaign Guide)
Death Crab Swarm: See Crab Death Crab Swarm.
Death Emperor: See Beholder Undead Beholder Death Emperor.
Death Hound: See Hound Death.
Death Husk Stirge: See Stirge Death Husk Stirge.
Death Kin Skeleton: See Skeleton Death Kin Skeleton.
Death Knight: DEATH KNIGHTS WERE POWERFUL WARRIORS who accepted eternal undeath rather than face the end of their mortal existence. With their souls bound to the weapons they wield, death knights command necrotic power in addition to their undiminished martial prowess.
“Death knight” is a monster template that can be applied to nonplayer characters. (Monster Manual)
The ritual to become a death knight is said to have originated with Orcus, Demon Prince of the Undead. Many death knights gained access to the ritual by contacting Orcus or his servants directly, but some discovered the ritual through other means. (Monster Manual)
The ritual of becoming a death knight requires its caster to bind his immortal essence into the weapon used in the ritual. (Monster Manual)
Among the most powerful of undead humanoids, death knights are warriors who chose to embrace undeath rather than pass on to the afterlife. They bind their souls into their weapons, fueling their necrotic powers as they marshal armies of undead. (Monster Vault)
Gifted with undeath as a result of a ritual, a death knight is like the martial equivalent of a lich.
A humanoid becomes a death knight through a profane ritual that strips away the emotional bond of one’s life, replacing them with cruelty and a perverse sense of honor. This ritual is often bestowed as a gift from high-ranking followers of Orcus, the Demon Prince of the Undead. When a warrior reaches a certain state of notoriety, Orcus’s adherents approach the individual and try to tempt him or her with the promise of immortality. A warrior who accepts the offer turns into a dark reflection in the shattered mirror of undeath. Its armor becomes blackened and scarred, and its flesh becomes as withered and twisted as the person’s corrupted soul. (Monster Vault)
The ritual that transforms a warrior into a death knight binds part of the subject’s soul to one of his or her weapons. This weapon is not only a symbol of an individual’s transformation, it is also the source of a death knight’s power. (Monster Vault)
Death knights, liches, mummies, and vampires are created by rituals or processes that tie the soul to an unliving form. Similar creatures could be created in different circumstances. Such diversity among undead reflects the fact that death touches every part of existence. (Open Grave Secrets of the Undead)
Death knights are warriors that accepted undeath as a way to circumvent mortality. (Open Grave Secrets of the Undead)
Death knights were once powerful warriors who have been granted eternal undeath, whether as punishment for a grave betrayal or reward for a lifetime of servitude to a dark master. A death knight’s soul is bound to the weapon it wields, adding necrotic power to its undiminished martial prowess. (Dungeon Master's Guide)
“Death knight” is a template that can be added to any monster. (Dungeon Master's Guide)
Prerequisite: Level 11 (Dungeon Master's Guide)
The process of becoming a death knight requires its caster to bind his immortal essence into the weapon used in the ritual. (Dungeon Master's Guide)
Death knights, liches, mummies, and vampires are all created by rituals that tie the soul to an unliving form. (Wizards Presents Worlds and Monsters)
It is commonly believed that it was Lasheeva who crafted phylacteries for Áereth’s first liches and soul weapons for the first death knights, forever changing the world by offering dangerous, power-hungry mortals a dark substitute to mere mortality. (Level Up 2)
A prophecy foretells of the rider of Cymbas, a horse bearing a cloven hoof, will become a plague to humanity by becoming the greatest death knight upon destruction. (Oracle of Orcas)
Death Knight, Baldrik Ostov: There are those who know how to make use of a mighty warrior after he has died, however. One such person, upon his return to the mortal world to serve his dark master, used foul rituals learned at the feet of the Prince of the Undead to raise Baldrik from his grave and bind him to service. (Tailslap! 1)
Death Knight, False Sir Keegan/Sir Drzak: ?
Death Knight, Lord Byron von Gillante: ?
Death Knight, Lord Soth: Finally, with her last breath, Isolde cast a curse upon her husband. “You will die this night in fire,” she cried, “even as your son and I die. But you will live eternally in darkness. You will live one life for every life that your folly has brought to an end this night!” With that, the flames engulfed Soth, charring his armor and searing his flesh. Soth witnessed the flames burning everything around him, wood and stone, cloth and iron. His retainers, loyal unto the end, attempted to flee, to no avail. None that were inside Dargaard Keep survived. (Dragon 416)
And yet the afterlife held no rest for Lord Loren Soth. Isolde’s curse would not let him truly die.
Shaking off the debris and ashes of his fallen home, the creature that once was Loren Soth arose, encased in his own armor. Of all the intricate designs that decorated the armor, only a single rose survived, blackened by the fire. As he came to learn, his divine powers, once fueled by Paladine, became terrible magics of death and hellfire. (Dragon 416)
Death Knight 25th-Level Fighter: ?
Death Knight Blackguard: ?
Death Knight Dragonborn Paladin: ?
Death Knight Dragonborn Paladin, Raxikarthus: ?
Death Knight Dwarf Warlord, Mauglurien, The Black Knight: ?
Death Knight Fire Giant Death Knight: ?
Death Knight Human Death Knight, Naergoth Bladelord: ?
Death Knight Human Fighter: ?
Death Knight Human Fighter, Lord Carrion: ?
Death Knight Lord of Sithicus, Lord Soth: Finally, with her last breath, Isolde cast a curse upon her husband. “You will die this night in fire,” she cried, “even as your son and I die. But you will live eternally in darkness. You will live one life for every life that your folly has brought to an end this night!” With that, the flames engulfed Soth, charring his armor and searing his flesh. Soth witnessed the flames burning everything around him, wood and stone, cloth and iron. His retainers, loyal unto the end, attempted to flee, to no avail. None that were inside Dargaard Keep survived. (Dragon 416)
And yet the afterlife held no rest for Lord Loren Soth. Isolde’s curse would not let him truly die.
Shaking off the debris and ashes of his fallen home, the creature that once was Loren Soth arose, encased in his own armor. Of all the intricate designs that decorated the armor, only a single rose survived, blackened by the fire. As he came to learn, his divine powers, once fueled by Paladine, became terrible magics of death and hellfire. (Dragon 416)
Death Mold Zombie: See Zombie Death Mold Zombie.
Death Shrieker: See Witherling Death Shrieker.
Death Tyrant: See Beholder Undead Beholder Death Tyrant.
Death-Mother: Death-mothers are products of the Shroud, twisted mockeries of motherhood that give birth to zombies of all sorts. (Horrors of the Shroud: The Death-Mother)
Deathbringer Dracolich: See Dracolich Deathbringer Dracolich.
Deathdrinker Skeleton: See Skeleton Deathdrinker Skeleton.
Deathgaunt: Xoriat's insanity lives on through the ages in the bodies of those the daelkyr slew long ago. Such are the deathgaunts. (Seekers of the Ashen Crown)
On the great battlefields of the Daelkyr War, countless goblins and orcs perished. In some such places, the taint of Xoriat and the shadow of Mabar seeped into the blood and bones of the fallen, raising them as creatures of death and madness. (Seekers of the Ashen Crown)
Deathgaunt Madcaster: ?
Deathgaunt Lasher: ?
Deathgaunt Spiner: ?
Deathgaunt Drover: ?
Deathgaunt Hordeling: ?
Deathguard: See Skeleton Deathguard.
Deathless Hunger: See Draconic Zombie Deathless Hunger.
Deathlock Wight: See Wight Deathlock Wight.
Deathshade Wisp: Knowing no living shadow fey could fully set aside its own ambition, the court turned to its ancestors. Cemeteries were pillaged and corpses exhumed. Spirits were pulled from the shadows. This fusing of necromancy and shadow essence culminated in the deathshade wisp. (Midgard Bestiary for 4th Edition D&D)
Deathshrieker: ?
Deathtritus: THE PRESENCE OF NECROTIC ENERGY can animate flesh, but it can also give unlife to refuse and residue, forming a deathtritus. (Open Grave Secrets of the Undead)
Deathtritus Ancient Tomb Mote: ?
Deathtritus Dragonscale Slough: THIS SLITHERING PILE OF MOLTED SCALES often forms where a dragon has died or has spent a considerable amount of time. (Open Grave Secrets of the Undead)
A dragonscale slough is made of the animated flesh and scales that fall from dragons. (Open Grave Secrets of the Undead)
Deathtritus Offalian: Composed of the butchered flesh, rotting organs, and pungent fluids of humanoids and livestock, these snakelike creatures crave the taste of fresh meat. (Open Grave Secrets of the Undead)
Offalians are undead serpents that form when people or animals are senselessly butchered and left to rot. They are composed of the organs and bodily fluids of the slain creatures. (Open Grave Secrets of the Undead)
Deathtritus Osteopede: CREATED FROM DIRT, DUST, AND CRUSHED BONE, the osteopede is a centipedelike creature that skitters rapidly across the ground. The creature is infused with necrotic energy, which it releases with each bite and each slash of its jagged legs. (Open Grave Secrets of the Undead)
Osteopedes are undead centipedes that form from dirt and bone in places of death. They also sometimes arise from pastures where bone fragments were used as fertilizer. (Open Grave Secrets of the Undead)
Deathtritus Tomb Mote: Tomb motes are made up of the animated bone, dust, hair, and flesh particles that accumulate in tombs. They are usually found in areas filled with necrotic energy. (Open Grave Secrets of the Undead)
Deathtritus Tomb Mote Swarm: ?
Deathwarg: They are created by powerful necromancers, and are often used to hunt down and kill the enemies of their masters. (Blackdirge's Dungeon Denizens)
Deathwargs are undead wolf-like creatures created via an obscure necromantic ritual. Although mortal warlocks and wizards are capable of creating deathwargs, they usually serve powerful undead spell casters, such as liches and vampires. (Blackdirge's Dungeon Denizens)
Deathwarg Wightwarg: ?
Deathwarg Lichwarg: ?
Decay Mummy: See Mummy Decay Mummy.
Decaying Mummy: See Mummy Decaying Mummy.
Decaying Skeleton: See Skeleton Decaying Skeleton.
Decrepit Ghoul: See Ghoul Decrepit Ghoul.
Decrepit Goblin Skeleton: See Skeleton Decrepit Goblin Skeleton.
Decrepit Orc Skeleton: See Skeleton Decrepit Orc Skeleton.
Decrepit Skeleton: See Skeleton Decrepit Skeleton.
Decrepit Swamp Zombie: See Zombie Decrepit Swamp Zombie.
Deena: Deena was dead. She actually died within the first week of arriving in Pandemonium. She met her end at the hands of one of the rogue groups of insane wanderers that call the plane of madness home. The terrible part of it all is that she didn’t stay dead. (Domains of Dread: The Howling Halls of Turmain)
The day after her death, she awoke as something much worse than the rag-tag band that had killed her. She swore to find the man that had seduced her, made her lose her child, and damned her to her fate on Pandemonium. (Domains of Dread: The Howling Halls of Turmain)
Deep Wendigo: See Wendigo Deep Wendigo.
DeMay, Francis: See Granny Francis DeMay.
Demented Wight: Wight Demented Wight.
Demilich: See Lich Demilich.
Demon Abyssal Rotfiend: Abyssal rotfiends are demonic undead contained by demon and devil flesh. The spirit within a rotfiend is often a demon soul, although it can come from any evil creature. (Monster Manual 2)
Demon Abyssal Rotlord: ?
Demon Balor Husk: When a captive balor hovers near death, a ritual can free the Abyssal energy that gives it power and strength while pinning the animus in place. It becomes an animate husk of a balor—a corpse walking with just enough power to crush its master’s enemies. (Dungeon 177)
Demon Haures: The first haureses were created from goristro demons that fell in combat defending Orcus. Experimented on for centuries to perfect their current form, haureses have no thought or memory of anything other than battle. (Demonomicon)
Demon Haures, Brackenbite: Brackenbite, a haures, was touched by Lolth. (Dungeon 208)
Demon Immolith: THE SPIRITS OF DECEASED DEMONS sometimes fuse together as they fall back into the Abyss that spawned them. The event is unpredictable, and the result is a horrid demonic entity called an immolith. (Monster Manual)
Demon Immolith Claw: ?
Demon Immolith Deathrager: ?
Demon Immolith Imprisoned Immolith: ?
Demon Immolith Inferno, Nerothoth: ?
Demon Immolith Seeker: ?
Demon of Esarham: When the Abyss brought itself into being, it created the first demons by corrupting primordials. Thus did Orcus, Demogorgon. and Baphomet come into existence. In turn, these early demon princes replicated their own corruption, fashioning their first demonic servants from mortal creatures. They would later master the crafting of more durable servants from the tumult of the Abyss, ensuring that the demons' essence would return to that realm upon their deaths. In the earliest days, that art was beyond their skill. Consequently, the first demons were mortal, with souls that existed after the death of their physical forms. These souls passed into the ShadowfeIl, but without any god to claim them, their numbers began to accumulate beyond control. Horrific battles occurred and the entire plane risked becoming an extension of the Abyss. (Underdark)
Demon Seszrath: CAST OUT FROM THE VILEST PITS OF DARKNESS in the Abyss, the seszrath is a horrible monstrosity composed of fused corpses and demonic essence.
It is thought that the first seszraths were created during the birth of the Abyss. However, little is known of these creatures. In particular, how they continue to spawn and from what matter they are created is a source of conjecture. Some believe that new seszraths are continually spawned by an undiscovered demon lord—perhaps an unknown primordial who manipulates the power of undeath as an affront to Orcus. Others believe that seszraths are born of a gate between the Abyss and the Shadowfell, thought to exist at the deepest levels of both planes. (Demonomicon)
Demon Shaadee: SHAADEES ARE THE RISEN MANIFESTATIONS of humanoid spellcasters who pledged their souls to the lords of the Abyss. After toiling for their demonic masters in life, these wretches discover that death does not end their servitude. (Demonomicon)
Shaadees are spawned from powerful spellcasters—wizards, sorcerers, warlocks, and others who offered their services to powerful demons to increase their own power. Such spellcasters use their dark knowledge to enslave lesser creatures, sow chaos within civilized lands, and acquire vast wealth and power. When a spellcaster bound to a demon dies, however, it becomes a shaadee—an undead demonic slave eternally serving the abyssal lord its mortal soul was pledged to. (Demonomicon)
Demon Terraghul: Formed from the Abyssal dirt of Thanatos when Codricuhn passed through Orcus’s demesne ages ago, these fiends now skulk about the many spheres orbiting around their demonic master. (Dungeon 172)
Many demons are creatures of flesh and blood, whose unceasing hatred and violence drives them to horrific acts of evil. In places where the Elemental Chaos gives way to the Abyss, however, the connections between demons and other elemental creatures become clearer. The Abyss’s innate maliciousness washes against the elemental shores and infuses it with cruelty and evil, spawning new demons from the malleable substance of creation. One such creature is the terraguhl. (Dungeon 172)
Demon Ugalga, King of Esharm: In life, Ugalga was perhaps the most destructive and evil of all the mortal demons. None of the demon princes agree on which one of them created him. (Underdark)
Demon Undead Glabrezu, Holchwier, Exarch of Orcus: ?
Demon Undead Goristro: ?
Demon Undead Marilith, Shonvurruthe Blood Serpent: A marilith rewarded with undeath through service to Orcus. (E1 Death's Reach)
Demonic Flameskull: See Flameskull Demonic Flameskull.
Demonic Skeleton Defilade: See Skeleton Demonic Skeleton Defilade.
Demonic Visage: See Visage Demonic Visage.
Deodanth: Deodanths claim to be vampiric elves from the future, but not all of their claims hold up to scrutiny; for instance, they seem to be largely ignorant of the racial separation between the elves and the eladrin, and deodanths that claim to have been in the present for only a short time often seem ignorant of the very existence of eladrins. (Jester's 4e Monsters)
Deodanth Despondant: ?
Deodanth Sentry: ?
Deodanth Slipper: ?
Deodanth Eladricide: ?
Deodanth Lifesucker: ?
Deradas, Galam: See Ghost, Galam Deradas.
Deranged Champion: See Mummy Deranged Champion.
Desecration: See Bone Yard Desecration.
Desert Zombie: See Zombie Desert Zombie.
Dev'Shir, Dugesia: See Ghost Tormented Ghost, Dugesia Dev'Shir.
Deva Disincarnate: ?
Deva Fallen Star Undead: See Deva Undead Deva Fallen Star.
Deva Undead Deva Fallen Star: Deva Fallen Star Vile Rebirth power. (Monster Manual 2)
Vile Rebirth (when the deva fallen star is reduced to 0 hit points by non-necrotic damage) • Healing
The fallen star does not die and instead remains at 0 hit points until the start of its next turn, when it regains 25 hit points, loses resistance to radiant damage, and gains the undead key word. This power recharges, and the triggering damage type changes to nonradiant damage. (Monster Manual 2)
The life cycle of the deva parallels that of the rakshasa—a spirit constantly reincarnating to mortal form. When a deva gives in to iniquity to become a fallen star, its soul is corrupted. If it dies in that state, it returns to combat as an undead; if finally slain by radiant damage, it carries its wickedness into its next life and becomes a rakshasa-a fate that even evil devas revile. (Monster Manual 2)
Deva Fallen Star Servitor Vile Rebirth power. (E2 Kingdom of the Ghouls)
A deva’s transformation into a creature of evil is a terrifying experience. Rather than hold the darkness at bay, the deva throws wide his or her arms to embrace it. The soul darkens, twisting and writhing, the countless lifetimes screaming and wailing in sorrow, nudging the deva closer to madness. When the deva is finally slain, it rises at once as a horrific undead monster until it is finally put down with purifying light. (Dragon 393)
Devil Infernal Armor Animus: THROUGH AN EVIL RITUAL, a devil can invest a suit of armor with a mortal soul. (Monster Manual 2)
Infernal armor animuses are mortal souls bound to suits of armor to serve as caches of life energy for devils. (Monster Manual 2)
Devil-Infused Ghoul: See Ghoul Devil-Infused Ghoul.
Devourer: See Lich Demilich, Acererak, The Devourer.
Devourer: WHEN A RAVING MURDERER DIES, his soul passes into the Shadowfell. There it might gather flesh again to continue its lethal ways, becoming a devourer. (Monster Manual)
Devourers are created from the souls of murderers lost in the Shadowfell. (Monster Manual)
Devourers, for example, are the undead remnants of horrific murderers lured into the darkness of the Shadowfell and transformed into manifestations of great evil.
Devourer Soulspike Devourer: ?
Devourer Spirit Devourer: ?
Devourer Viscera Devourer: ?
Devourer's Spawn: Horrid necromantic leavings infused with dread energy, Devourer’s spawn are wretched things, driven by an insatiable hunger for living flesh. (Dragon 371)
Devourer’s spawn are bits of organ, tissue, and rotten flesh collected and awakened into a bestial awareness. (Dragon 371)
Devourer's Spawn Glistening Heap: ?
Devourer's Spawn Festering Morass: Spawn grow and evolve by adding organs and blood that they rip and drink from still-living victims. In time, the loosed bits coalesce into a vaguely humanoid-shaped bag of blood and meat known as a festering morass. (Dragon 371)
Dhagaram, Vykos: See Vampire, King Vykos Dhagaram.
Dhialael, Tebryn: See Vampire Lord, Kirenkirsalai, Kire, Tebryn “Shadowstalker” Dhialael.
DiCarlo, Astur: See Vampire Human Rogue 14, Astur Jyp DiCarlo.
Dilvia, Grygori: See Ghoul Ghast, Grygori Dilvia.
Dilysnia, Leo: See Vampire, Leo Dilysnia.
Dinsur, Akartos: See Vampire Lord, Akartos Dinsur of Vanholm.
Direguard: A direguard is a skeletal undead imbued with powerful magic. Foul rituals transform willing warriors into direguards, but at a price. If a direguard does not meet a specific quota of killing, it is destroyed by the dark pact that grants its power. (Monster Manual 2)
Liches and death knights perform the ritual that turns a living ally into a direguard tied to their wills. (Monster Manual 2)
Direguard Assassin: ?
Direguard Deathbringer: ?
Direhelm: Direhelms are created through a ritual from the Codex of Araunt, involving grave dirt from the tombs of warriors fallen in battle. (Forgotten Realms Campaign Guide)
Disciple of the Devourer: ?
Discord Incarnate: See Abomination Discord Incarnate.
Disfigured Vampire: See Vampire Disfigured Vampire.
Disguised Skeleton: See Skeleton Disguised Skeleton.
Divine Lich: See Lich Divine Lich.
Dodkong: ?
Doghoul, Fester Rogue: The necromancer’s guild used to take any and all corpses they could find to help build up the population of doghouls that now roam the both halves of the Kingdom, scavenging whatever fresh corpses they can for sustenance. After an incident where a regent lord’s grandson was turned into one of these beasts without proper sanctions or permission, the generation of doghouls was put under better supervision, and the process is now guarded closely by the king’s reeves. (Mystical Kingdom of Monsters)
Doghoul Wild Doghoul: ?
Dolingen, Urzana: See Vampire, Countess Lady Urzana Dolingen.
Doomsept: A doomsept is a sevenfold spirit, created by one of the rituals in the Codex of Araunt.
Doresain Exarch of Orcus, Doresain the Ghoul King, King of the Ghouls, The Ghoul King, Lord of the White Kingdom: ?
Doverspike: See Vampiric Dragon, Doverspike.
Dracolich: WHEN A POWERFUL DRAGON FORSAKES LIFE and undergoes an evil ritual to become undead, the result is a dracolich. (Monster Manual)
Dracolichs are unnatural creatures created by an evil ritual that requires a still-living dragon to serve as the ritual’s focus. When the ritual is complete, the dragon is transformed into a skeletal thing of pure malevolence. Some evil dragons willingly undergo this ritual. (Monster Manual)
A handful of evil cults possess a ritual for turning a dragon into a dracolich against its will. These cults do what they must to keep knowledge of that ritual from others. When a dragon is transformed into a dracolich with such a ritual, a linkage between the cult and the dragon is formed, and the cult gains influence over the dragon’s behavior. (Monster Manual)
As described in the Monster Manual, a dracolich is created from a powerful dragon through an evil ritual. Some dragons willingly choose to become sentient undead; others have the ritual forced upon them. Dracoliches are greedy for power and treasure, but individuals pursue other goals equally passionately. Dracoliches can arise from dragon families other than the chromatic, but chromatics are most prone to the transformation. (Draconomicon I Chromatic Dragons)
Unlike evil chromatic dragons, which turn to the magic of shadow and undeath to prolong their existence (see the dracoliches in the Monster Manual and other undead dragons in Draconomicon: Chromatic Dragons), metallic dragons use elemental magic to become eternal guardians of great treasures, ancient artifacts, and holy sites. (Draconomicon II: Metallic Dragons)
Half a millennium has passed since the Cult of the Dragon formed under the mad archmage Sammaster. He gathered followers who were drawn by his delusional visions that prophesied the eternal rule of Faerûn by undead dragons. He then formulated a process to create the first dracolich, which he recorded in his work Tome of the Dragon. (Forgotten Realms Campaign Guide)
A fettered dracolich’s intellect and perception are diminished, but it retains a strong force of personality that struggles to resurface. As a result, its behavior is unpredictable and destructive. If its phylactery is returned to it, a fettered dracolich is released from its slavery. It becomes a standard dracolich. (Forgotten Realms Campaign Guide)
Of course, this simple blessing would be of no protection against powerful necromantic magics like the ones taught regularly by the cults of Mortessal – or the dark rites that had to be called upon to create the dracolich that ravaged the eastern borders. (Wraith Recon: Enemies Within)
Dracolich, Ahmidarius: The dracoliches have warped Ahmidarius to their cause, using the power of their corrupted Wells to turn him into an insane dracolich. (Draconomicon II: Metallic Dragons)
Dracolich, Dragotha: Dragotha sought out a powerful priest of the death god, a vile human named Kyuss, who promised immortality in exchange for the dragon’s service. Dragotha agreed, and not long afterward, Tiamat’s spawn descended on him and killed him. As the dragon lay, broken and dying, Kyuss made good on his vow. Instead of restoring him to life, however, Kyuss transformed Dragotha into a terrifying dracolich. (Draconomicon I Chromatic Dragons)
Dracolich, Joxinvarl: ?
Dracolich, Yorantadrios: ?
Dracolich Blackfire Dracolich: ?
Dracolich Blackfire Dracolich, Rukaleth: ?
Dracolich Blackfire Dracolich, Xenro: This large chamber is the lair of a discontented red dragon tricked into undeath by Magrathar’s servant, Porapherah. (P3 Assault on Nightwyrm Fortress)
Xenro was once a mighty red dragon who terrified and oppressed the land. Porapherah, playing to the creature’s vanity and thirst for power, convinced him to undergo the ritual that transformed him into a blackfire dracolich. (P3 Assault on Nightwyrm Fortress)
Dracolich Bone Mongrel Dracolich: A DRAGON DOES NOT BECOME this sort of dracolich by choice. A bone mongrel is created from the remains of several dead dragons to form an animate and dully sentient whole. (Draconomicon I Chromatic Dragons)
The evil ritual that creates this creature requires the bones of several dead dragons. When the ritual is complete, the disparate parts are transformed into a malevolent skeletal monstrosity. The creature hates its mockery of life but, owing to the ritual’s evil nature, cannot end its own animation. (Draconomicon I Chromatic Dragons)
A bone mongrel’s phylactery takes the form of a skeletal portion of a dragon incorporated into the dracolich, such as a tail section. (Draconomicon I Chromatic Dragons)
Dracolich Deathbringer Dracolich: ?
Dracolich Dreambreath Dracolich: SOMETIMES A DRAGON INTERESTED IN PROLONGING its existence discovers a way to forsake the physical limitations of animate bone and rotting wings. Dreambreath dracoliches have learned how to project a permanent dream of themselves into the waking world, where they can stalk prey through both nightmare and reality forever. (Draconomicon I Chromatic Dragons)
A formless psychic realm exists that is called various things in different places but is most often known as Dream. Here dreams cavort, heedless of the waking world—but not always. Most fade into obscurity, but their echoes resonate forever throughout Dream, giving rise to countless variations. The remnants of particularly vile dreams sometimes latch onto the dying wish of a dragon (possibly enabled through a ritual). From this union a dreambreath draco lich is born. (Draconomicon I Chromatic Dragons)
Dracolich Dreambreath Dracolich, Rhao the Skullcrusher: ?
Dracolich Fettered Dracolich: Some cult cells have taken to capturing young dragons and putting them through a modified ritual of ascension. This ritual ties the dragon’s will to whoever holds its phylactery, resulting in a fettered dracolich. (Forgotten Realms Campaign Guide)
Dracolich Icewrought Dracolich: When a white dragon grows close to death, it might seek the Heart of Absolute Winter, which is either a location or a ritual, depending on which tome or sage one consults. A full year later, an icewrought dracolich emerges in the midst of a howling winter storm. White dragons might do this because they have one or more clutches of eggs yet unhatched, and at the end of their lives, they suddenly grow concerned about their progeny. (Draconomicon I Chromatic Dragons)
Dracolich Runescribed Dracolich: ?
Dracolich Runescribed Dracolich, Anabraxis the Black Talon: ?
Dracolich Runescribed Dracolich, Consort of Tiamat: ?
Dracolich Runescribed Dracolich, Melathaur: ?
Dracolich Stoneborn Dracolich: SOMETIMES WHEN A DRAGON DIES, its body comes to rest at the bottom of a lake or a slow-moving river. The corpse is covered over and protected by silt, dirt, and loose rock, slowing the natural process of decay. Over vast periods of time, the bone is replaced by stone-hard mineral. (Draconomicon I Chromatic Dragons)
Unlike other fossilized remains, the decaying forms of dragons still retain a spark of magic. When such bones are uncovered, they can spontaneously arise as stoneborn dracoliches. Occasionally sorcerers raise the bones by inscribing them with necromantic sigils. (Draconomicon I Chromatic Dragons)
Stoneborn dracoliches arise spontaneously when their remains are uncovered, or when a nearby powerful magical event triggers the animation of the long-quiescent bones. (Draconomicon I Chromatic Dragons)
A necromantic ritual exists to rouse a collection of fossilized dragon bones, turning them into a stoneborn dracolich. As with other kinds of dracoliches, only the original creator can influence the actions of a stoneborn dracolich while possessing its phylactery—others who later gain the phylactery have no power over it. A stoneborn’s phylactery takes the form of a petrified tooth or claw removed from the dragon’s remains. (Draconomicon I Chromatic Dragons)
Draconic Wraith: A draconic wraith is the vilest portion of a dragon’s soul, which sometimes lingers beyond death. (Draconomicon I Chromatic Dragons)
A draconic wraith is the same sort of being as a humanoid wraith: a spirit infused with the essence of the Shadowfell. (Draconomicon I Chromatic Dragons)
Draconic wraiths are either born from the Shadowfell or created by other draconic wraiths. Rarely does a humanoid wraith kill a dragon, and a wyrm so slain normally cannot rise as a wraith. Humanoids slain by draconic wraiths can, however, rise as wraiths themselves. Powerful rituals do exist to create draconic wraiths, but they are known only to the greatest necromancers. (Draconomicon I Chromatic Dragons)
A draconic wraith forms from the vilest portion of a dragon’s soul, allowing such creatures to come into existence upon the dragon’s death. (P3 Assault on Nightwyrm Fortress)
A draconic wraith is the same sort of being as a humanoid wraith: a spirit infused with the necromantic essence of the Shadowfell. (P3 Assault on Nightwyrm Fortress)
Draconic wraiths can arise in a variety of ways. Some are spawned by the Shadowfell or through the use of powerful necromantic rituals, while others arise spontaneously from the corpse of the vilest, most evil of dragons. (P3 Assault on Nightwyrm Fortress)
Draconic Wraith Soulbinder: Souleaters, soulravagers, and soulbinders are rare horrors said to have a common origin in the Shadowfell. They are the warped, stillborn hatchlings of a powerful shadow dragon named Urishtar, who fertilizes her eggs with the captured souls of hapless mortals. (P3 Assault on Nightwyrm Fortress)
Draconic Wraith Souleater: Souleaters, soulravagers, and soulbinders are rare horrors said to have a common origin in the Shadowfell. They are the warped, stillborn hatchlings of a powerful shadow dragon named Urishtar, who fertilizes her eggs with the captured souls of hapless mortals. (P3 Assault on Nightwyrm Fortress)
Draconic Wraith Soulgrinder: Any humanoid creature killed by a soulgrinder rises as a free-willed wraith at the start of its creator’s next turn; a dragon instead rises as a soulgrinder. The new wraith appears in the space where it died or in the nearest unoccupied space. Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Draconomicon I Chromatic Dragons)
Draconic Wraith Soulravager: Souleaters, soulravagers, and soulbinders are rare horrors said to have a common origin in the Shadowfell. They are the warped, stillborn hatchlings of a powerful shadow dragon named Urishtar, who fertilizes her eggs with the captured souls of hapless mortals. (P3 Assault on Nightwyrm Fortress)
Soulravagers are crazed draconic wraiths that have lost control of their limitless anger and now stalk the living and the dead to destroy whatever souls they find. (P3 Assault on Nightwyrm Fortress)
Draconic Wraith Wyrm-Wisp: A WYRM-WISP IS THE SLIGHTEST MANIFESTATION of draconic evil. (Draconomicon I Chromatic Dragons)
Any humanoid creature killed by a wyrm-wisp rises as a free-willed wraith at the start of its creator’s next turn; a dragon instead rises as a wyrm-wisp. The new wraith appears in the space where it died or in the nearest unoccupied space. Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Draconomicon I Chromatic Dragons)
Draconic Zombie: Draconic zombies arise under the same circumstances as skeletal dragons, either as necromantic creations or as the result of the Shadowfell’s encroachment on the mortal world. (Draconomicon I Chromatic Dragons)
Draconic Zombie Deathless Hunger: ?
Draconic Zombie Rancid Tide: ?
Draconic Zombie Rotclaw: ?
Draconic Zombie Winged Putrescence: ?
Dragas: Unlike the rest of the faceless horde, each dragas is unique, called to un-life by a demonic patron. (Death Dealer Shadows of Mirahan)
This chamber is home to a mother dragas: the fearsomely large winged demon that spawned the flights of dragas that now hunt the skies over Iparsia. (Death Dealer Shadows of Mirahan)
Dragas Mother: See Mother Dragas.
Dragon Demilich, Flame: The Dragon Queen decided to turn him into a unique undead creature: a dragon demilich. (Dungeon 200)
Dragon Shell: See Forsaken Shell Dragon Shell.
Dragon Skeletal: See Skeletal Dragon.
Dragon Tooth Warrior: Dragon Tooth magic item. (Dragon 429)
Dragon Turtle Undead Dragon Turtle: Necromancers created more than one undead dragon turtle from those slain in the lake. (Forgotten Realms Campaign Guide)
Dragon Undead Dragon: Unlike evil chromatic dragons, which turn to the magic of shadow and undeath to prolong their existence (see the dracoliches in the Monster Manual and other undead dragons in Draconomicon: Chromatic Dragons), metallic dragons use elemental magic to become eternal guardians of great treasures, ancient artifacts, and holy sites. (Draconomicon II: Metallic Dragons)
Dragon Undead Red Dragon, Rathoraiax: The animated body of Rathoraiax. (Dungeon 161)
Dragon Undead Silver Dragon Dark Lord of Monadhan, Arantor: Long ago, when the dragonborn empire of Arkhosia warred with that of devil-tainted Bael Turath for dominion of the world, the dragonborn of Arkhosia forged pacts with dragons to aid their war effort. One such was Arantor, a silver dragon who felt that aiding the empire against the devilry of Bael Turath was a glorious and fitting endeavor for one of his power. During his service, Arantor was tasked with the destruction of a remote Turathi military outpost almost hidden within thick tropical rain forest. Its remote location and jungle surroundings ruled out ground-based reinforcements. Accompanied by his daughter and protégé Imrissa, he took wing and prepared for a swift and brutal surprise assault to eliminate the threat. (Dragon 378)
They attacked by night, diving out of a torrential downpour and raking the camp with their freezing breath while smashing tents and crude buildings asunder with tail, wing, and claw. In that first furious assault, they slaughtered scores with surprisingly little resistance. Only after the first pass did they discover, to their horror, that the tents below harbored not the battle-hardened legions of Bael Turath but civilian refugees: families, elderly, infirm, and wounded. Imrissa and Arantor broke off the attack immediately and retreated to the security of the storm clouds. Weighed down by the innocent blood they had spilled, Imrissa proposed that they return to Arkhosia immediately to report the terrible mistake. Arantor, concerned with the damage such a massacre would cause to his reputation, declared that they would inform no one of the night’s events. Their argument over a course of action grew long and heated as lightning crashed around them until irrevocable words were uttered and Imrissa, disgusted with her sire, turned to head back and report the truth whatever the consequences. In a blind fit of rage, Arantor attacked. The battle was swift and vicious. Imrissa was no match for her elder; soon her broken body plummeted through the raging storm and was lost to the jungle below. (Dragon 378)
With rage, grief, and self-loathing coursing through him like molten steel, Arantor turned to the valley below. No one could bear witness to his shame; no one could be left to tell the tale of this . . . mistake. Methodically, mercilessly, he hunted down and butchered every last refugee, leaving nearly two thousand silent corpses in his wake. (Dragon 378)
He fled the valley, but could not return to Arkhosia. Instead he vanished into the wild places of the world, surfacing from time to time as the war progressed to launch ruthless attacks on Turathi targets, military and civilian alike. Each time the slaughter was complete; Arantor left no survivors. The carnage continued until a team of Turathi dragonslayers tracked him to ground and destroyed him.
Arantor awoke, whole and seemingly healthy, in the Shadowfell as the dark lord of his own personal domain of dread: a twisted reflection of the jungle valley, complete with fortress and refugee camp, where his shame was born. As the years slipped by and he exhausted every avenue of escape he could conceive, Arantor became aware that he still aged as he would have in the mortal realm. He consigned himself to waiting out his considerable life span, hoping that his purgatory would end and he would be allowed peace upon his death. This was not to be. As his body died, his consciousness remained trapped within his decaying form, animating it as an undead prison to last throughout eternity. As his flesh began to rot away, he became aware that where his heart should have been rested the skeleton of another silver dragon: the daughter he turned upon and murdered. When the last scrap of withered skin sloughed off, it stirred and began to ceaselessly whisper the names of the innocents Arantor had slain over the years. (Dragon 378)
Dragon Vampiric: See Vampiric Dragon.
Dragonborn Specter: See Specter Dragonborn Specter.
Dragonborn Vampire Lord: See Vampire Lord Dragonborn
Dragonclaw Swarm: See Crawling Claw Dragonclaw Swarm.
Dragonscale Slough: See Deathtritus Dragonscale Slough.
Dragotha: See Dracolich, Dragotha.
Drakkensteed Grave-Born Drakkensteed: A few powerful spellcasters have developed a ritual to reanimate drakkensteeds as a particular form of undead. These undead creatures generate internal necrotic energy and retain many of the instincts that make drakkensteeds such coveted mounts. (Draconomicon II: Metallic Dragons)
Dread Archer: See Dread Warrior Dread Archer.
Dread Bonespitter: Tiamat has suffused the brood mother’s chamber with necrotic energy, hoping to create half-alive, half-undead hatchlings. (Dungeon 175)
Dread Demon Zombie: See Zombie Dread Demon Zombie, Skeletal Minion.
Dread Guardian: See Dread Warrior Dread Guardian.
Dread Knight: See Githyanki Dread Knight.
Dread Marauder: See Dread Warrior Dread Marauder.
Dread Protector: See Dread Warrior Dread Protector.
Dread Reaper Specter: See Specter Dread Reaper Specter.
Dread Skeletal Swarm: See Skeleton Dread Skeletal Swarm.
Dread Spectral Hound: ?
Dread Warlock: Only the liche priests can create dread warlocks through their own insidious rituals, making these powerful undead magic wielders out of devoted necromancers and fanatical priests. The process is brutal and lengthy, with all of the recipient’s organs being removed through necromantic surgery before being replaced with several pouches of required elements and implements. The body is then sewn back up with the skull of animated servant nestled within the organ cavity. It is said that the skull speaks to the newly risen dread warlock, goading him to do Mortessal’s bidding as she floods his body with new, dark powers. (Wraith Recon: Enemies Within)
They are infused with Mortessal’s essence of darkness, and being protected against elemental shadow and necrotic energies will go a long way to surviving an encounter with one. (Wraith Recon: Enemies Within)
Dread Warrior: UNHOLY RITUALS THAT CALL FORTH UNDEAD HULKS usually raise shambling, mindless creatures. Dread warriors, on the other hand, rise to unlife possessed of enough martial skill to serve as formidable guardians. Each dread warrior is created with an unbreakable connection to its master that makes it utterly loyal. (Monster Manual 3)
Legend holds that the priests of Bane were the first to craft these warriors, creating them from the corpses of potent enemies. (Monster Manual 3)
THAY’S NECROMANCERS ARE AMONG THE BEST in the world, and their undead creations are simply more capable and enduring than others. Thay produces more than its share of shambling corpses, but its Dread Legions contain a significant number of intelligent skeletons and zombies. Known as dread warriors, these evil undead can follow orders, communicate, and fight just as well as a living counterpart, but they do so without fear of death. (Forgotten Realms Campaign Guide)
“Dread warrior” is a template you can apply to any humanoid creature to represent one of these Thayan monstrosities. (Forgotten Realms Campaign Guide)
Dread Warrior, Ukulsid, Fang of Yeenoghu: ?
Dread Warrior Dread Archer: A necromancer creates dread archers to shoot anyone who attempts to approach the spellcaster or his or her fortification. (Monster Manual 3)
Strahd temporarily released Patrina Kelikovna from her crypt so she could exact her revenge upon her kin, using Lysaga Hill’s evil to turn the elves into her undead servitors. (Dungeon 207)
Dread Warrior Dread Guardian: ?
Dread Warrior Dread Marauder: Strahd temporarily released Patrina Kelikovna from her crypt so she could exact her revenge upon her kin, using Lysaga Hill’s evil to turn the elves into her undead servitors. (Dungeon 207)
Dread Warrior Dread Protector: Stories tell of powerful necromancers creating a dozen dread protectors to scatter about their bedrooms and workstations. (Monster Manual 3)
Dread Wight: See Wight Dread Wight.
Dread Wraith: See Wraith Dread Wraith.
Dread Zombie: See Zombie Dread Zombie.
Dread Zombie: See Zombie Strahd's Dread Zombie.
Dreadclaw: Karrnathi traditions and those of the Skull born of Aerenal have mixed under the purview of the Emerald Claw. Claw necromancers raise dread claws by treating living humanoids with a toxin that reacts to a necromantic catalyst. The toxin kills the humanoid and prepares it for a dark ritual. (Seekers of the Ashen Crown)
Dreadclaw Darkliege: ?
Dreadclaw Darkliege, Yeraa: ?
Dreadclaw Goblin Dreadclaw Reaver: ?
Dreadcalw Reaver: ?
Dreadclaw Soulbound, Gydd Nephret: ?
Dreambreath Dracolich: See Dracolich Dreambreath Dracolich.
Dregoth, Sorcerer-King: He burns for vengeance against the other sorcerer-kings, who slew him centuries ago but neglected to prevent his fell rebirth. (Dark Sun Creature Catalog)
Abalach-Re warned the other city-states’ overlords, and they partnered to destroy Giustenal and its defiler dragon monarch. The shattering of Giustenal scattered the surviving dragonborn inhabitants and flooded the spirit world with the trapped souls of those who died in the titanic arcane battle. Giustenal became a literal city of ghosts. The sorcerer-kings ultimately failed in their task, though. Dregoth returned to Athas as a monstrous and powerful undead being. (Dark Sun Creature Catalog)
Almost two thousand years ago, the other sorcerer-kings conspired to kill Dregoth, fearing his growing strength. The resulting magical duel turned Giustenal into a vast tomb. In the end, Dregoth fell dead, and his opponents left the ruined city to the desert. But with the last of his power, Dregoth made the transition to undeath. (Dark Sun Campaign Setting)
Drelnza: See Vampire Warrior-Maiden, Drelnza.
Dremaine, Gaston: See Vampire, Count Gaston Dremaine.
Drow Horde Ghoul: See Ghoul Drow Horde Ghoul.
Drow Vampire Spawn: See Vampire Drow Vampire Spawn.
Drow Battle Wight: See Wight Drow Battle Wight.
Drowned Dead of Odiem: The blood of the ancient demon Ashima-Shimtu has dripped into the sea for centuries, and now she is bound to the island. She is aware vaguely of everything happening on the surface of the island, and can occasionally extend her influence. Though her blood powers the undead, she does not control them. (Zeitgeist 4 Always on Time)
The blood of the ancient demon Ashima-Shimtu has dripped into the sea for centuries, and now she is bound to the island. She is aware vaguely of everything happening on the surface of the island, and can occasionally extend her influence. Though her blood powers the undead, she does not control them. (Zeitgeist Act One The Investigation Begins)
Drowned Ghost: See Ghost Drowned Ghost.
Drowned One: See Zombie Drowned One.
Drzak: See Death Knight, False Sir Keegan/Sir Drzak.
Duchess of Death: See Vampire, Duchess of Death.
Dugesia Dev'Shir: See Ghost Tormented Ghost, Dugesia Dev'Shir.
Duke of Shadows: See Vampire, Duke of Shadows.
Duke of Whispers: See Vampire, Duke of Whispers.
Dune Runner Wight: See Wight Dune Runner Wight.
Dvalinna: See Lich Lesser Dragon-Lich, Dvalinna.
Dwarf Ghost: See Ghost Dwarf.
Dwarf Ghoul: See Ghoul Dwarf Ghoul.
Dwarf Lich: See Lich Dwarf.
Dwarf Spirit: See Ghost Dwarf Spirit.
Dwarven Bonsehard Skeleton: See Skeleton Dwarven Bonsehard Skeleton.
Dwarven Decrepit Skeleton: See Skeleton Dwarven Decrepit Skeleton.
Dwarven Vampire: See Vampire Dwarven Vampire, Uppyr.
Dwarven Wight: See Wight Dwarven Wight.
Dyneera Madar: See Wraith Weeping Wraith, Dyneera Madar.
Dyrn, Terrus: See Lich, Terrus Dyrn.
Eata Sindalain: See Wraith, Eata Sindalain.
Echo of Despair: ?
Echo of Madness: ?
Echo Spirit: Life-giving magic from the fey crossing preserved the spiritual remains of those who have died here over the ages, but Soryth's recent corruption of the area has awakened one of these remnants as an angry undead creature. (Beyond the Crystal Cave)
Life-giving magic from the fey crossing preserved the spiritual remains of those who have died here over the ages, but Soryth’s recent corruption of the area has awakened one of these remnants as an angry undead creature. (Dungeon 211)
Echo Spirit Spirit Echo: An echo spirit's Spiritual Echoes power. (Beyond the Crystal Cave)
Echo Spirit's Spiritual Echoes power. (Dungeon 211)
Eladrin Lich: See Lich Eladrin.
Eladrin Vampire Lord: See Vampire Lord Eladrin.
Elder Arantham: See Huecuva, Elder Arantham, Exarch of Orcus.
Elder Breath Dragon: See Breath Dragon Elder Breath Dragon.
Elder Miasma: See Miasma Elder Miasma.
Elder Ulgurstasta: See Ulgurstasta Elder Ulgurstasta.
Elder Undying: See Undying Elder Undying.
Elder Vampire Spawn: See Vampire Elder Vampire Spawn.
Eldor Von Lippsor: See Vampire, Sir Eldor Von Lippsor.
Eldreth Zanderraum: See Flameskull, Eldreth Zanderraum.
Eldritch Phantom: ?
Elemental Vampire: See Wendigo, Elemental Vampire.
Elisa: See Ghoul, Elisa.
Elite Deathlock Wight: See Wight Elite Deathlock Wight.
Elite Mad Wraith: See Wraith Elite Mad Wraith.
Elite Phantom Warrior: See Phantom Warrior Elite Phantom Warrior.
Elite Skeleton: See Skeleton Troop Captain, Elite Skeleton.
Elite Sword Wraith: See Wraith Elite Sword Wraith.
Elomir: Elomir returned from death “by the Blood Lord.” (Dungeon 163)
In death, Elomir made a deal with Orcus—a deal for immortality, power, and revenge. (Dungeon 163)
Elven Decrepit Skeleton: See Skeleton Elven Decrepit Skeleton.
Elven Runefire Skeleton: See Skeleton Elven Runefire Skeleton.
Elven Skeleton: See Skeleton Elven Skeleton.
Elven Vampire: See Vampire Elven Vampire, Craenag-Follei.
Elven Warrior Skeleton: See Skeleton Elven Warrior Skeleton.
Empowered Councilor: See Ghost Council Empowered Councilor.
Enerith Dartonith: See Undying, Lord Enerith Dartonith.
Entombed: The entombed are the undead forms of creatures whose bodies are preserved by being encased in shells of ice- but are still able to move or kill. Though the corpse at the core of an entombed is typically that of a human or other creature of similar stature, with its shell of ice the creature is the size of an ogre. The corpse at the core of an entombed is very well preserved, though often the skin will turn bluish, and the face of the body is usually frozen in a rictus of fear or sorrow. (Jester's 4e Monsters)
Entombed Hag: ?
Entombed Cryomancer: ?
Entropic Reaper: See Reaper Entropic Reaper
Envious Viceling: See Viceling Envious Viceling.
Eris the Red: See Vampire, Eris the Red.
Esmaran: See Vampire Elven Vampire, Esmaran
Esme: See Ghost Tormenting Ghost, Janus Gull, Esme.
Espera: See Larva Mage, Espera.
Etana: See Vampire Lamia, Etana.
Eternal Tyrant Essence: See Beholder Eternal Tyrant Essence.
Ettercap Exokeletal Gang: ?
Exalted Brain in a Jar: See Brain in a Jar Exalted Brain in a Jar.
Exarch of Orcus: See Huecuva, Elder Arantham, Exarch of Orcus.
Eye of Death: See Beholder Undead Eye of Death.
Eye of Fear and Flame: See Flameharrow, Eye of Fear and Flame.
Faithless Knight: See Unhallowed Faithless Knight, Unhallowed Knight.
Fallen Angel of Death: Nerull’s angels carried plagues and death to the natural world. It was their task to harvest souls and bring them to their master. After the Raven Queen defeated the god and stole his power, the fallen angels of death fled to the Shadowfell’s darkest corners, and over the centuries the constant exposure to necrotic energies perverted their life force. (The Book of Vile Darkness)
Fallen Archon, Jesepha: The trumpet archon Jesepha failed to protect Trilla decades ago, and she was slain by Drakus Coaltongue. Corrupted in death, the celestial has returned as a dread wraith sovereign trumpet archon as Trilla’s fate becomes tied to the world’s. This heinous undead being is composed in equal parts of sacrilege, cruelty, and hate. (War of the Burning Sky 4e 10 Sleep Ye Cursed Child)
Fallen Knight: ?
Fallen Lama: See Vampire Lord Monk, Ming Cha, The Fallen Lama.
False Sir Keegan/Sir Drzak: See Death Knight, False Sir Keegan/Sir Drzak.
Famine Hound: See Hound Death Famine Hound.
Famine Spirit: See Ghost Famine Spirit.
Fang of Yeenoghu: See Dread Warrior, Ukulsid, Fang of Yeenoghu.
Fear Moth: See Undead Aviary Fear Moth.
Feaster of Flesh and Souls: ?
Feasting Zombie: See Zombie Feasting Zombie.
Feeble Dead: ?
Feline Lich: See Lich Feline Lich.
Fell: These are some of the men from Fernglade. Though they look like badly wounded survivors of a battle, they were in fact killed in that battle and have returned an undead Fell. (Midnight Chronicles: The Heart of Erenland)
Fell Skeleton: See Skeleton Karkothi Fell Skeleton.
Fell Troll Wraith: See Wraith Fell Troll Wraith.
Fellforged: Unlike the fellforged found in the back alleys of the Gear District of Zobeck, where errant wraiths find discarded clockwork bodies to inhabit, the Old Masters are the result of centuries-old dwarven souls in stoutly forged clockwork bodies slowly souring and fragmenting with the progress of eons. (Halls of the Mountain King)
Dissected corpses, bubbling solutions, and half-finished constructs all compete for space here. Urzana uses the lab to create undead and fellforged and refine the gold fever plague into ever more virulent strains. (Halls of the Mountain King)
Fellforged are the castoff scrap metal of Zobeck’s Clockwork Watchmen. They gain a foul sentience when the bodies, especially constructed to house the spirits of the dead, come into contact with curious wraiths yearning to feel the corporeal world again. (Iron Gazetteer)
The clockwork bodies trap the wraiths, which dulls many of their supernatural abilities and gives them corporeal form. The wraiths, in turn, learn to twist the bodies to their own use—going so far as to destroy the body in their attempts to harm the living, even if their corrupted spirits die along with it. (Iron Gazetteer)
Fellforged are clockwork creatures given foul sentience when their bodies—specially constructed to house the spirits of the dead—come into contact with wraith-like creatures called deathshade wisps that yearn to wreak havoc on the corporeal world. Trapping the wisps in these constructs, though dulling many of their supernatural abilities, gives their terrible anger a physical form. (Midgard Bestiary for 4th Edition D&D)
Fellforged Old Master: This was once the chamber where the six founding council members of the Illuminated Brotherhood met with their brethren. As old age set in, the founders and their followers sought immortality for the masters, and the great craftsman Bartholomeus constructed the golden clockwork receptacles that would house the souls of the dwarves. (Halls of the Mountain King)
Unlike the fellforged found in the back alleys of the Gear District of Zobeck, where errant wraiths find discarded clockwork bodies to inhabit, the Old Masters are the result of centuries-old dwarven souls in stoutly forged clockwork bodies slowly souring and fragmenting with the progress of eons. Built to house the spirits of the dead, these fellforged frames hold trapped souls cursed with immortality and an imprisonment they cannot escape. The orichalcum in their gears, along with the mountain’s corrupting radiation, twisted these once-proud beings into spiteful creatures willing to destroy even their own bodies to see life extinguished. (Halls of the Mountain King)
Feral Vampire: See Vampire Feral Vampire.
Ferranifer: See Vampire Lord, Mistress Ferranifer.
Fester Rogue: See Doghoul, Fester Rogue.
Festering Morass: See Devourer's Spawn Festering Morass.
Fettered Dracolich: See Dracolich Fettered Dracolich.
Fey Bodak Skulk: See Bodak Skulk Fey Bodak Skulk.
Fey Lingerer: THE PASSIONS AND OBSESSIONS of some strong-willed eladrin can drive them even after death. When their physical forms are ruined, their spirits lash out at their slayers. (Monster Manual 2)
Fey lingerers are eladrin knights and wizards who refuse to die. They are not the gracious and mannered eladrin of the fey court, but are twisted and depraved, withdrawn from elven grace. (Monster Manual 2)
When they are destroyed, fey lingerers transform into vengeful incorporeal spirits. (Monster Manual 2)
Fey Lingerer Fey-Encanter Vestige: Fey Lingerer Lingerer Fell Incanter Vestige Transformation power. (Monster Manual 2)
Fey Lingerer Fey-Knight Vestige: Fey Lingerer Lingerer Knight Vestige Transformation power. (Monster Manual 2)
Fey Lingerer Lingerer Fell Incanter: ?
Fey Lingerer Lingerer Knight: ?
Fey-Encanter Vestige: See Fey Lingerer Fey-Encanter Vestige.
Fey-Knight Vestige: See Fey Lingerer Fey-Knight Vestige.
Field Ghoul: See Ghoul Field Ghoul.
Fiery Undead: See Burning Dead, Fiery Undead.
Figment Wraith: See Wraith Figment.
Filching Wraith: See Wraith Filching Wraith.
Fin: See Ghost, Fin.
Findle the Minstrel: See Ghoul, Findle the Minstrel.
Firbolg Shell: See Forsaken Shell Firbolg Shell.
Fire Giant Death Knight: See Death Knight Fire Giant Death Knight.
Fire Giant Flameskull: See Flameskull Fire Giant Flameskull.
Fire Specter: See Specter Fire Specter.
Fire Warped Wraith: See Wraith Fire Warped Wraith.
Fire Wendigo: See Wendigo Fire Wendigo.
Firefly Adze Swarm: See Adze Firefly Adze Swarm.
Firesworn, Avor: See Ashen Soul, Avor Firesworn.
Fish Undead: See Undead Fish.
Flame: See Dragon Demilich, Flame.
Flame: See Skeletal Dragon, Flame.
Flameborn Zombie: See Zombie Flameborn Zombie.
Flameharrow, Eye of Fear and Flame: Flameharrows are created by powers of vile chaos—some say Orcus—to spread pain and misery. The animating spirit of the creature is smelted from the soul of a homicidal madman. (Dragon Magazine Annual)
Flameharrows are created by powers of vile chaos—some say Orcus—to spread pain and misery. The animating spirit of the creature is smelted from the soul of a homicidal madman. (Dragon 364)
Flameharrow, Culdred: Culdred is Hazakhul’s favored apprentice. He oversees the watchtowers when not studying the necromantic arts to further understand and exploit the effects his master’s failed ritual had on them. Through his studies he has altered his already unnatural state to become a flameharrow.
In a flawed attempt to recover the primordial spirit, Hazakhul triggered a devastating, cataclysmic eruption. An unexpected by-product of the ritual channeled forces from the Elemental Chaos into the heart of his stronghold. The pyromancer and his servants perished, but twisted fire and necromancy reanimated them into undead creatures. (Dungeon 216)
Flameharrow Lord: ?
Flameskull: CREATED FROM THE SKULLS OF WIZARDS and other spellcasters, flameskulls serve as intelligent undead guardians. (Monster Manual)
Rituals for creating flameskulls are ancient, so flameskulls exist in places lost to history. (Monster Manual)
Once Vadin is dead, trouble in the catacombs quickly fades away. Until that time, however, the priest takes advantage of any retreat by the adventurers to reinforce his undead guardians. He can't replace every monster the adventurers destroy, however. His ability to create undead is limited to the skeletal guardians and the flameskull. (Madness at Gardmore Abbey)
Flameskull, Eldreth Zanderraum: ?
Flameskull Blackfire Flameskull: ?
Flameskull Dark Flameskull: ?
Flameskull Demonic Flameskull: ?
Flameskull Fire Giant Flameskull: ?
Flameskull Great Flameskull: ?
Flameskull Ghostfire Flameskull: ?
Flameskull Lord, The Bright Lord of Everburning Fire: ?
Flayed Crawler: See Zombie Flayed Crawler.
Flayed Horror: Flayed horrors are undead created by particularly evil and cruel necromancers to serve as guardians or bodyguards. The process of creating a flayed horror requires a living, humanoid victim, who is slowly and torturously flayed alive. The terrible pain and horror suffered by the victim, as well as no small amount of necromantic energy, is combined to provide the spark of undeath necessary to animate the flayed horror. (Blackdirge's Dungeon Denizens)
Flayed horrors are created through a horrific necromantic ritual called the flensing. The unfortunate individuals forced to endure this ritual are slowly flayed alive, and just before death, their bodies are infused with necromantic energy. This process creates a skinless, undead abomination, wracked with constant pain, and eager to replace its lost skin with that of humanoid victims. (Blackdirge's Dungeon Denizens)
Flayed Man: It appears as a humanoid, and tattered bits of skin cling to the fat, muscle, and sinew exposed by the terrible magic that created it, its eyes burning with unspeakable malevolence. (Freeport Companion 4e)
Flayed men represent yet another pitfall of mortal ambition. The procedure for attaining lichdom is perilous indeed, and those incautious fools who dabble in the black arts are at risk of major mishap when they attempt to circumvent the natural order. Flayed men are created whenever a mortal seeks to transcend death and become a lich, but fails to attain the proper ingredients or is otherwise interrupted while in the midst of the ritual. The flesh sloughs from the necromancer’s body in pieces, leaving curled bits of skin to writhe atop of the glistening muscle and sinew. (Freeport Companion 4e)
Flesh of the Toad: ?
Flesh Tapestry: Talther Yorn stitched and animated this undead creature, which tears itself free of the iron rod and flops across the floor in pursuit of prey. (Dungeon 211)
Flesh-Crazed Zombie: See Zombie Flesh-Crazed Zombie.
Fleshless Janissary: ?
Fleshripper: See Vampire Spawn Fleshripper.
Flickering Visage: See Visage Flickering Visage.
Foetid Dead: ?
Folthwaite, Ander: See Ghost Gnome Sorcerer 16, Ander Folthwaite.
Fomorian Totemist: ?
Force Specter: See Specter Force Specter.
Forge Wisp Wraith: See Wraith Forge Wisp Wraith.
Forgewraith: A FORGEWRAITH IS AN UNDEAD HUMANOID whose spirit was extinguished and rekindled in the fires of a furnace or a forge. (Dungeon Magazine Annual Vol. 1)
Most forgewraiths form when numerous humanoids die in a fiery disaster on a developed site. The souls pass on, but the pain and fire mix with unleashed magic to form a humanoid spirit of monstrous hate. (Dungeon Magazine Annual Vol. 1)
A forgewraith is an undead humanoid whose spirit was extinguished and rekindled in the fires of a furnace or forge. (Dungeon 167)
Forgewraiths are born in the fires that feed arcane industry. (Dungeon 167)
Most forgewraiths form when numerous humanoids die in a fiery disaster on a developed site. The souls pass on, but the pain and fire mixes with unleashed magic to form a humanoid spirit of monstrous hate. (Dungeon 167)
Although most forgewraiths are amalgams of several spirits instead of a truly sentient and souled undead, some are more like a ghost or specter. Such forgewraiths retain a soul and a personality—frequently that of a person who was evil in life. (Dungeon 167)
Forgewraith, Haestus d'Cannith: I am something between living and dead, and greater than either. My power in life allowed my spirit to remain kindled in death. I am a soul alight with the forge’s fire. (Dungeon Magazine Annual Vol. 1)
“I am something between living and dead, and greater than either. My power in life allowed my spirit to remain kindled even in death. I am a soul alight with the forge’s fire.” (Dungeon 167)
Forsaken Hierophant: See Mummy Forsaken Hierophant.
Forsaken Priest: See Unhallowed Forsaken Priest, Unhallowed Priest.
Forsaken Shade: The dark souls of many derro still inhabit their corpses, and these pitiful creatures exist now as forsaken shades. (Halls of the Mountain King)
The Speak with Dead ritual has a cumulative 10% chance of conjuring forth a forsaken shade from the body. (Halls of the Mountain King)
Forsaken Shell: A FORSAKEN SHELL IS SKIN RIPPED from a creature’s body and then animated purposefully or spontaneously by foul magic. (Open Grave Secrets of the Undead)
When a forsaken shell kills a Medium living humanoid creature, the slain creature rises as a free-willed forsaken shell at the start of its creator’s next turn. (Open Grave Secrets of the Undead)
Forsaken shells arise when skin is ripped from the flesh of a living target. The flesh is then animated either through the actions of a necromancer or through spontaneous necrotic energy. (Open Grave Secrets of the Undead)
Forsaken shells propagate their kind by ripping the skin off their victims, assimilating it, and then exuding it as a new monster. In this way, one forsaken shell can spawn thousands of its kind, creating an army of animate skin. (Open Grave Secrets of the Undead)
Numerous kinds of forsaken shells exist. Each kind of creature victimized by a forsaken shell has the potential to become a new kind of shell. Humans, giants, and dragons are the most common targets of forsaken shells. (Open Grave Secrets of the Undead)
The four corpses lying in the middle of the chapel are undead horrors created by Leo. (Dungeon 207)
Forsaken Shell Dragon Shell: When the forsaken shell kills a living dragon creature, the slain creature rises as a free-willed dragon shell at the start of its creator’s next turn. (Open Grave Secrets of the Undead)
Forsaken Shell Firbolg Shell: The firbolg shell-the leathery skin of a firbolg with nothing contained within. (Tomb of Horrors)
Forsaken Shell Titan Shell: When a titan shell kills a Large living humanoid creature, the slain creature rises as a free-willed titan shell at the start of its creator’s next turn. (Open Grave Secrets of the Undead)
Fragile Skeleton: See Skeleton Fragile Skeleton.
Francis DeMay: See Granny Francis DeMay.
Freeze-Dried Ghoul: See Ghoul Freeze-Dried Ghoul.
Frightful Wraith: See Wraith Frightful Wraith.
Frost Giant Abyssal Ghoul: See Ghoul Frost Giant Abyssal Ghoul.
Frost Giant Boneclaw: See Boneclaw Frost Giant Boneclaw.
Frost Giant Ghost: See Ghost Frost Giant Ghost.
Frost Giant Lich: See Lich Frost Giant Lich.
Frost Giant Sword Wraith: See Wraith Frost Giant Sword Wraith.
Frothing Seafoam Skeleton: See Skeleton Frothing Seafoam Skeleton.
Frozen Zombie Horde: See Zombie Frozen Zombie Horde.
Furei, Jeya: See Ghost, Jeya Furei.
Furgath: See Ghoul, Furgath.
Gabal: See Wraith Dread Wraith Archmage, Gabal.
Gaballan Wraith: See Wraith Gaballan Wraith.
Gairg, Skahlton: See Wight Slaughter Wight, Skahlton Gairg.
Galam Deradas: See Ghost, Galam Deradas.
Garvus Harbane: See Wight Deathlock Wight, Garvus Harbane.
Gasha: See Ghoul Witch-Ghoul Nursemaid, Gasha.
Gaston Dremaine: See Vampire, Count Gaston Dremaine.
Geist: See Ghost Geist.
Geoffrey Graef: See Ghost, Ghost of Graefmotte, Geoffrey Graef.
Ghast: See Ghoul Ghast.
Ghast Slarecian: See Slarecian Ghast.
Ghost: GHOSTS HAUNT FORLORN PLACES, bound to their fate until they are finally put to rest. Sometimes they exist for a purpose, and other times they defy death through sheer will. (Monster Manual)
A ghost is the spirit of a dead creature, often a Medium humanoid killed in some traumatic fashion. (Monster Manual)
Sentient ghosts are the most common of the undead that retain their souls without resorting to necromantic rituals. They have a purpose that fetters them to the world, even if it’s only to spread misery or wreak vengeance. (Open Grave Secrets of the Undead)
Because all souls pass through this dim realm upon the death of their bodies, Shadow’s taint can corrupt these soul vestiges before they find their way to the Court of the Raven Queen in Letherna, forging sad spirits into ghosts and other insubstantial undead. (Open Grave Secrets of the Undead)
Sometimes, though, the victims of a vampiric dragon rise as spiritual undead such as ghosts and wraiths. (Draconomicon I Chromatic Dragons)
Ghosts can come in many forms. Some are cursed to roam until a past sin is righted, or a wrong undone. Others are merely the animus of hate, raging eternally in undying terror. (Dungeon Master's Guide 2)
When the Shadowfell draws near to the world, the boundaries between life and death grow thin. Ghosts become common on Eberron then, because it is as easy for spirits to remain in the world of the living as it is for them to pass into the Realm of the Dead. Rituals that call the dead back to life sometimes go awry, bringing ghosts or other undead along with the desired spirit. (Eberron Campaign Guide)
A few cling to the Shadowfell or to the world, continuing on as ghosts or other insubstantial undead. (Forgotten Realms Campaign Guide)
As if the active creation of undead by reckless mortals was not bad enough, the Shadowfell itself sometimes spawns the unliving. Areas such as the darklands, places tainted by necromantic seepage, and other, less understood regions spawn all manner of animated beings. The taint of shadow also corrupts the soul vestiges wandering on this plane, twisting these sad spirits into ghosts and other spectral creatures. (Manual of the Planes)
If threats fail to impress the heroes, Vladistone warns them that the Ghost Tower houses a terrible magical relic that will destroy everyone nearby. He calls it a soul gem and claims that it can strip the soul from the body of a living creature, causing it to become a ghost just like him. (March of the Phantom Brigade)
A number of devils dwell on the Shores of Sorrow island, as do a small number of undead creatures such as wraiths, specters, and ghosts—folk wasted away by the pervasive despair. (The Plane Above: Secrets of the Astral Sea)
Locals believe the ghosts on the Shattered Isles to be phantoms of those killed during the Sever, but no one is certain exactly where the creatures came from or why they remain. Those who speculate on their nature agree that hundreds of undead live on or around the islands. (The Shadowfell: Gloomwrought and Beyond)
Like other places in the Ghost Quarter, the Isle of Lost Thoughts has undead and monsters inhabiting its ruins. Ghosts here have the look of scholars, clothed in robes and sandals rather than in fine coats and footwear. These phantoms might be apparitions of teachers, or they could be psychic reflections of their environment. (The Shadowfell: Gloomwrought and Beyond)
Even the most faithful divine servant who dies in one of these places dies unnoticed. The souls of the fallen linger forever in the godless realms, becoming ghosts, wraiths, or similar undead without ever traveling to the Shadowfell, where the Raven Queen would judge their final disposition. (Underdark)
Sentient ghosts are the most common of the undead that manage to retain their souls without resorting to necromantic rituals. They have a purpose that fetters them to the world, even if it’s only to spread misery or wreak vengeance. (Wizards Presents Worlds and Monsters)
Even more rarely, a creature has a strong enough will or destiny to maintain its soul after death, spontaneously becoming a sentient ghost or revenant. (Wizards Presents Worlds and Monsters)
The ghosts that haunt Janus Gull are those unfortunate souls who were killed during the storm, but whose souls did not escape before the demiplane was created. (Dragon 367)
History walks the streets of Hammerfast in the form of the dead, the dwarves and orcs who died in this place more than a century ago. They are now ghosts consigned to wander Hammerfast’s streets until the end of days. (Dragon 382)
Ghosts still walk the streets, some of them orc warriors slain in the Bloodspears’ attack, others priests of Moradin or the necropolis’s doomed guardians, and even a few of them dwarves laid to rest here long ago. (Dragon 382)
Still, extraordinary circumstances are required for a soul to refuse Letherna’s call and linger in the world. Often, a disembodied spirit resists moving on due to unfinished business in life: a crucial quest unfulfilled, a responsibility not upheld, a duty not honored. Like anchors, these memories weigh on the ghost and force it to remain, at least until whatever troubles it has been resolved. (Dragon 420)
The Shadowfell can also form ghosts from the newly dead. Shadow’s subtle influence can awaken memories, emotions, and sensations that quicken the spirit and prevent it from finding peace. (Dragon 420)
Finally, rare individuals with strong personalities, great magical power, or an extraordinary ability can cheat death through sheer force of will. They refuse to move on, unmoved by the Raven Queen’s demands. (Dragon 420)
Sudden, unexpected death can cause the soul to become disoriented, unwilling to believe it has died.
Player characters might become ghosts if they die before completing an important quest. Your commitment to the cause is too great to let death stop you. (Dragon 420)
Unusual situations can give rise to a character’s transformation into a ghost. For example, if you died on the Shadowfell, your soul might have become suffused with shadow energy. A vile spell might have ripped your soul from your body before death took you. Perhaps a curse barred your soul from its ultimate fate, dooming you to restless eternity unless you can find a way to escape or overcome the wicked magic. (Dragon 420)
When Thakok-An sacrificed members of her family in her foolish and failed attempt to aid Kalid-Ma, several of her kin became ghosts and other undead as the city passed into the Gray. (Dungeon 190)
The souls of the dead linger on, haunting dark and lonely places. Their incomplete lives tether them to the mortal world, their spirits unable to pass through to the other side. (Dungeon 191)
Often, rumors of hauntings are just that—rumors. But at sites tainted by misery, terror, and death, these rumors could be true. A ghost is what remains of a being whose soul should have moved on after death, but was trapped. This entrapment commonly occurs because the being has a strong urge to complete a task that tears and fragments its soul. (Dungeon 191)
Ghosts, unlike some kinds of undead, retain their souls. This is not to say that the souls remain intact. Ghosts arise from beings that have already stained their souls with murderous, vengeful, cruel, or obsessive deeds. The corruption of an evil life or a limitless need to right a perceived wrong holds the soul back. (Dungeon 191)
An all-consuming purpose keeps a soul in the world and transforms it into a ghost. A sadistic torturer might return as a ghost to cause more pain and misery. The ghost of a victim of a cruel death often seeks revenge on her murderer. A soldier who died young might guard a chamber, ghostly blade in hand, eager to strike down any intruder to prove his worth. (Dungeon 191)
Though a ghost most often arises because of the state of mind of a recently dead person, one can be artificially created. Cruel people who want to punish the deceased and who have a bit of arcane knowledge can create a ghost charm—a bit of metal, clay, or parchment inscribed with runes—that they inter with a fresh corpse. If the ritual is performed soon enough after death, the dead person’s soul becomes trapped in the world as a ghost. (Dungeon 191)
Ghosts are the spirits of the dead who cannot rest after their passing. (Jester's 4e Ravenloft Manual of Monsters)
A tiny carrock overfull of elves heading toward the unknown continent to the east with their sole treasure foundered in a storm and sank. Thirteen wraiths haunt the boat’s wreck and keep both natural predators and treasure-seekers away. The band’s leader, Elborn, is now a ghost who does not combat intruders. (Kingdoms of Kalamar 4th Edition Campaign Setting)
The war with Eldor is a major concern to the elves, although they appear to have done nothing to end it. The issue over which the war began, the destruction of the logging camp, is true. The elves destroyed the camp and all within it. Despite warnings, the loggers cut down an ancient druidic grove, a shrine to the Old Oak that had stood for 3,000 years. (Kingdoms of Kalamar 4th Edition Campaign Setting)
The area would be perilous for player characters to investigate at this point. Besides being guarded by extremely vigilant and martial elves, the spirits of the loggers haunt the former grove as ghosts, prepared to destroy elf, human, and forest creature alike. (Kingdoms of Kalamar 4th Edition Campaign Setting)
Although ghosts are very much like spirits, they are in fact entities who, on having passed away, found that they could not move on to the afterlife or transcend in to the form of a true spirit. (The Realms of Chirak)
Ghosts of the four people Boone has killed since boarding the train fade in and out around him, causing him to panic. If he’s not with the party, he crosses their path while fleeing. He begs for help even as the ghosts point at him and moan that he murdered them. The ghosts’ spirits are trapped in his pistol and cannot cross over to the afterlife until the gun is destroyed, but are harmless save for the fact that they spoil Boone’s secret. (Zeitgeist 4 Always on Time)
Ghosts of the four people Boone has killed since boarding the train fade in and out around him, causing him to panic. If he’s not with the party, he crosses their path while fleeing. He begs for help even as the ghosts point at him and moan that he murdered them. The ghosts’ spirits are trapped in his pistol and cannot cross over to the afterlife until the gun is destroyed, but are harmless save for the fact that they spoil Boone’s secret. (Zeitgeist Act One The Investigation Begins)
Ghost, Amielle Latimer: ?
Ghost, Anarus Kalton: After Traevus murdered Anarus, the necromancer’s ghost appeared in his treasure vault where he stored his most prized possessions. (Dungeon 182)
Ghost, Fin: As the characters search the cemetery for clues, they sense the presence of an invisible ghost—the vestige of a young boy named Fin who was trampled to death by a horse three years ago. (Dungeon 211)
But communing with Fin’s spirit reveals that someone has plundered his remains, and indeed, characters who dig up the graves discover that most of them are empty. (Dungeon 211)
Why are you not at rest? “My bones! Gone!” (Dungeon 211)
Four years ago, a local farmer named Holgar Razlek found the boy stumbling through a field in the dead of winter, half frozen to death. Brigands had killed his parents and older sister, forcing the boy to flee his distant homestead. Holgar took the boy in, even though his wife and sons weren’t thrilled with the idea. (Dungeon 211)
Fin lived with the Razleks for less than a year. One fateful evening, a horse trampled him to death while he was crossing the road in front of the family’s cottage. The horse was pulling an ale wagon, and the dwarf merchant at the reins wasn’t local. The merchant swore that he didn’t see Fin dart in front of his horse and wagon until it was too late. (Dungeon 211)
Karla was relieved when Fin died, because he was deeply troubled and required her undivided attention. She and Holgar also confess that Fin suffered from constant nightmares about the brigand attack that killed his family. His screams woke the household and frightened the other boys, and other members of the household would occasionally hear voices and sounds of the brigand attack as though it were happening in their home, suggesting that Fin had the power to project his psyche. (Dungeon 211)
Ghost, Galam Deradas: ?
Ghost, Ghost of Graefmotte, Geoffrey Graef: Durven Graef’s murdered son did not rest easy in death. After he died, his corpse lay unburied on the floor of chambers no one dared enter until the domain shifted to the Shadowfell. After that, the body vanished when the ghost appeared, and no one knows where Geoffrey's bones now lie... (Dragon 375)
Ghost, Jacobux Kincep: In life, Jaccobux was a wizard and a professional adventurer. He developed a thirst for knowledge in his old age and became a prodigious collector of books. He read avidly right up until the moment of his death, and his deep regret that he had so many books left to read held him in the mortal world as a ghost. (Dungeon 156)
Ghost, Jeya Furei: This is the ghost of Jeya Furei, a young but dedicated cleric of Delvyr. Worship of Delvyr in Punjar is rather limited given the size of the city, but the priesthood maintains a small fane and does what it can in a metropolis where guile and money count for much. Jeya encountered rumors of evil cult activity in the Devil’s Thumb and decided to investigate personally. She learned much, but soon found herself surrounded by the aboleth’s enthralled pawns, and she was overwhelmed. The cleric was viciously cut down, and her corpse was thrown into the lair of an otyugh. Fueled by an indomitable will, unshakable faith, and a hunger for vengeance, her spirit returned as a ghost, and she has tried to alert heroic folk to the evils below the streets. (Dungeon Crawl Classics 60 Thrones of Punjar)
Ghost, Julain De'Spri: He and his wife, Amori, were buried here long ago. Recently, however, some terrible power ripped their spirits from the peaceful place where they were residing and brought them back to this room. Now Julain's spirit is waiting here, restless, as Amori's body and spirit are being tampered with elsewhere. (Halls of Undermountain)
Ghost, Lya Jierre, The Lost Jierre Scion, The Ghost Scion: ?
Ghost, Morrn Bladeclaw: The Proving Pit is used by the denizens of the Chaos Scar to settle disputes and to test themselves against the finest fighters in the area. A small shard of the meteorite that created the Chaos Scar lies hundreds of feet below the pit, imparting a mysterious power and personality to the location. Combatants are drawn to the area by a powerful urge to achieve victory through combat. Most combatants do not realize they are being impelled by an outside force. (Dungeon 189)
Morrn Bladeclaw was a barbarian known for his cruelty and ambition. His clan roamed the Nentir Vale region long before the formation of the Chaos Scar. Morrn advanced steadily in status among his clan. He claimed the right to become the clan’s champion and to wield the powerful Scarblade by defeating its previous owner. Driven by dreams of power, Morrn sought to prove himself worthy of the rank of chief. (Dungeon 189)
Lured onward by a vague call to battle, Morrn was drawn to the pit. There he honed his skill, always with the intent of returning to his home as the greatest champion of all. Morrn soon dominated all contenders at the pit, but in turn, he was dominated by the shard’s presence. The longer he stayed, the less he cared about leaving and the more he became part of the place. His thoughts of clan leadership drained away. Morrn’s goal of becoming the greatest champion of all was realized, but not as he had planned. He was a slave of the Proving Pit, with no thoughts of returning to his tribe. (Dungeon 189)
The pit, however, has no use for eternal champions. Morrn was mortally wounded by a wizard of great power who coveted the Scarblade. The wizard was cut down by Morrn’s dying blow, and both perished on the bloodstained floor of the Proving Pit. Under the influence of the pit, bystanders buried Morrn below the arena’s central dais. The Scarblade was encased in translucent crystal and embedded along the pit’s north wall, where it can be seen by all who fight and die in the pit. (Dungeon 189)
Morrn’s ghost haunts the area. (Dungeon 189)
Ghost, Murat: ?
Ghost, Nicodemus the Gnostic: After much searching, they found their way to the cursed Isle of Odiem, where the Clergy keeps its Crypta Hereticarum, the Vault of Heresies. There they spoke with an imprisoned ancient demoness, Ashima-Shimtu, who gave them a ritual that could give physical form to a belief. If that physical form was destroyed, those who held faith in it would perish as well. (Zeitgeist 7 Schism)
Nicodemus tried to trick the leaders of his faith into using the ritual to summon one of their own gods of war, but the Clergy instead invoked the eladrin goddess Srasama, who represented maiden, mother, and crone. When an army slew the goddess’s avatar, nearly every female eladrin died, including Kasvarina’s daughters. The magical backlash changed the face of the world, left the Clergy reeling, and caused the near-immediate collapse of Elfaivar. (Zeitgeist 7 Schism)
At the ritual’s epicenter, Kasvarina survived, but Nicodemus was disintegrated. Only his soul remained, free to wander like an untethered ghost. (Zeitgeist 7 Schism)
A PC might be able to reason out (Religion DC 20) that normally ghosts are tied to the location where they died, and linger on if they have unfinished business; but Nicodemus can roam, which could be because (as discovered in Adventure Eight) his death occurred at the moment of the Great Malice, which affected the whole world. He’s certainly more cogent than a typical ghost, and there are clearly some parallels in his rejuvenation and the reincarnation of devas, so perhaps his power is tied to the death of Srasama. (Zeitgeist 12 The Grinding Gears of Heaven)
Nicodemus was present at the events that caused the Great Malice, and was fleeing through a dimensional portal right as the eladrin goddess Srasama died. The explosion of energy fractured him. In the real world he survived as a ghost and went on to pose as a philosopher, using his birth name William Miller. (Zeitgeist 12 The Grinding Gears of Heaven)
“That prison was supposed to be punishment and torture. And there were horrors there, definitely. But the most dangerous thing locked away in there was my own pride. I found a ritual, a way to end the war, a way to summon a god. My plan was to trick the Clergy into summoning its own god of war, which the eladrin would kill. The ritual warned that all the followers of the god would suffer the same fate as the one they worshipped. If my plan had worked it would have killed thousands of people. People who worshipped the same way I did. I didn’t care. I had been thwarted once, and I needed to succeed. (Zeitgeist 12 The Grinding Gears of Heaven)
“I was blind to the fact that I was a puppet. The Clergy had used Kasvarina and me to get the ritual – there was a demon, she wouldn’t tell them; it’s complicated. The hierarchs I hated so much summoned an eladrin goddess, killed her. When I figured it out I tried to escape, and I was caught in the middle of the backlash, right as I was straddling two sides of a portal. In the same moment that every eladrin woman died, I was torn in two. (Zeitgeist 12 The Grinding Gears of Heaven)
“So here I am, a ghost in a place of ghosts.” (Zeitgeist 12 The Grinding Gears of Heaven)
A PC might be able to reason out (Religion DC 20) that normally ghosts are tied to the location where they died, and linger on if they have unfinished business; but Nicodemus can roam, which could be because (as discovered in Adventure Eight) his death occurred at the moment of the Great Malice, which affected the whole world. He’s certainly more cogent than a typical ghost, and there are clearly some parallels in his rejuvenation and the reincarnation of devas, so perhaps his power is tied to the death of Srasama. (Zeitgeist Act Three The Age of Reason)
Nicodemus was present at the events that caused the Great Malice, and was fleeing through a dimensional portal right as the eladrin goddess Srasama died. The explosion of energy fractured him. In the real world he survived as a ghost and went on to pose as a philosopher, using his birth name William Miller. (Zeitgeist Act Three The Age of Reason)
“That prison was supposed to be punishment and torture. And there were horrors there, definitely. But the most dangerous thing locked away in there was my own pride. I found a ritual, a way to end the war, a way to summon a god. My plan was to trick the Clergy into summoning its own god of war, which the eladrin would kill. The ritual warned that all the followers of the god would suffer the same fate as the one they worshipped. If my plan had worked it would have killed thousands of people. People who worshipped the same way I did. I didn’t care. I had been thwarted once, and I needed to succeed. (Zeitgeist Act Three The Age of Reason)
“I was blind to the fact that I was a puppet. The Clergy had used Kasvarina and me to get the ritual – there was a demon, she wouldn’t tell them; it’s complicated. The hierarchs I hated so much summoned an eladrin goddess, killed her. When I figured it out I tried to escape, and I was caught in the middle of the backlash, right as I was straddling two sides of a portal. In the same moment that every eladrin woman died, I was torn in two. (Zeitgeist Act Three The Age of Reason)
“So here I am, a ghost in a place of ghosts.” (Zeitgeist Act Three The Age of Reason)
Ghost, Puramal: One of the fallen bridges is the anchor for a ghost. Puramal was a soldier who fought on the bridge and continued to fight even while it was being destroyed. Enemy wizards sought to destroy him while friendly clerics and wizards healed him and countered enemy spells. Between the blasts of magic and volleys of arrows from the far bank, the soldier finally collapsed with the last of the bridge. (Kingdoms of Kalamar 4th Edition Campaign Setting)
Puramal’s ghost still guards the bridge he died to protect. If anyone tries to cross the river at that point, whether by swimming, watercraft, building another bridge or otherwise, he attacks (but travel up or down the river does not disturb him). (Kingdoms of Kalamar 4th Edition Campaign Setting)
Ghost, Reed Mabcannin: ?
Ghost, Rukos: Rukos and his crew set out to save the locals from the waterborne menace. After a few days of hunting, they spotted the kraken and harpooned it, then used winches to haul it to the surface. With cutlass, bow, and spell, they laid into the beast. The battle was long, and sailor after sailor fell until only Captain Rukos remained to face Thalarkis. (Dungeon 203)
With his trusty cutlass Everdare firmly in hand, the Red Rake squared off with the gravely injured kraken. In the end, Rukos stabbed the beast through the eye as Thalarkis strangled the life out of the brave captain. Rukos fell to the deck, dead. The great beast shuddered and slumped into the sea, taking the Zephyr, its crew, and its captain to the depths below. (Dungeon 203)
The spirits of Thalarkis and Rukos linger still, bound to the wreckage of the Zephyr. The ghost of Rukos stands at the ship’s wheel, doomed to haunt the deck alone. Thalarkis’s spirit is trapped in the wreckage of the ship. (Dungeon 203)
Ghost, Salazar Vladistone: Over sixty years ago, a group of bold adventurers calling themselves the Silver Company delved into a mysterious tower that appeared in the ruins of Castle Inverness. The result was tragic-one of the Silver Company, a woman named Oldivya Vladistone, perished. Her husband, Salazar, continued to adventure with the Silver Company for some years, growing more despondent the longer he had to deal with his wife's death. Eventually, Salazar Vladistone sacrificed himself to save his allies and the people of Hammer fast from an unknown danger in the Dawnforge Mountains. Vladistone's spirit did not rest quietly after his sacrifice, however. He became a ghost, haunting the Nentir Vale as be made pilgrimages to the grave of his wife in the ruins of Inverness. (March of the Phantom Brigade)
Ghost, Skelmur the Stalker: ?
Ghost, The Arcanist: ?
Ghost, The Journeyman's Ghost: ?
Ghost, Voolad: His victory was short-lived, however. Halflings from the Lluirwood surprised Voolad and killed him. Whatever fell purpose drove the druid enabled him to rise as a powerful ghost. (Forgotten Realms Campaign Guide)
Ghost Ancient Ghost: ?
Ghost Argent Haunt Ghost: ?
Ghost Beholder: See Beholder Ghost Beholder.
Ghost Caela Spirit: Caela, Pilus’s former right-hand woman and master of his biomantic laboratories, has risen as a ghost and still serves her master faithfully. The former head of the Monastery of Two Winds has coupled his knowledge of biomancy with a necromantic tome he discovered some time after Caela’s last encounter with the heroes and used the two to improve upon the half-elf ’s newfound unlife. (War of the Burning Sky 4e 11 Under the Eye of the Tempest)
Ghost Caller in Darkness: A caller in darkness is created from the spirits of dozens of victims who died together in terror. (Open Grave Secrets of the Undead)
The undead creature formed from the terrified githyanki executed in this awful room. (Dungeon 168)
Ghost Council Detachment: ?
Ghost Council Empowered Councilor, Shuman Larkins: ?
Ghost Council Swarm: ?
Ghost Dawnwar Ghost: ?
Ghost Devil Chain Devil, Nephigor: In a twist of fate that bends planar law, the spirit of Nephigor is trapped in the library as a ghost. (Dragon 368)
When the black winds howled about Harrack Unarth, Nephigor was in the city’s grand library, seeking a means of prolonging his time out of the Nine Hells. He got more than he bargained for. Devils are not supposed to have ghosts. Their deaths are impermanent things that cast them back to the fiery pit to regain bodies. Yet when the howling winds shattered the library, Nephigor slid into darkness greater than any he had known. The chain devil “awoke” in the Broken Library. His body transparent, his form intangible—if Nephigor is not a ghost, he cannot fathom what else he might be. (Dragon 368)
Ghost Dwarf, Cherndon the Mad: He died trying to prevent the orcs from learning where several rich dwarf lords were buried. (Hammerfast)
Ghost Dwarf, Grolin Surespike: Grolin Surespike, a dwarf ghost who died in the Trade Spire back when it served as living quarters for Hammerfast's priests, appears elderly and frail. (Hammerfast)
Ghost Dwarf, Telg: ?
Ghost Dwarf Spirit: The dwarf spirits are the remnants of loyal defenders that once protected the necropolis and each other from orc depredations. (March of the Phantom Brigade)
Ghost Drowned Ghost: Drowned ghosts are the spirits of those who died watery deaths. (Open Grave Secrets of the Undead)
Ghost Famine Spirit: Famine spirits are spectral remnants of people who shortened their lives through gluttony, who hoarded food while others starved, or who died of starvation. (Open Grave Secrets of the Undead)
Ghost Frost Giant Ghost, Hyrkzag: Once the loyal bodyguard of Jarl Kvaltigar, Hyrkzag was hunting elk in the mountains when Grugnur betrayed and murdered Kvaltigar to claim the Iceskull Throne. Upon his return, Hyrkzag was ambushed in the dragons’ caverns. Cut off from all avenues of escape, the bodyguard slew many of his kin but was forced into these caverns. He ultimately met his end at the hands of Grugnur’s swordthain, Gnotmir. (Dungeon 199)
“In life, I was the sworn bodyguard of Kvaltigar, jarl of the frost giants and lord of the Iceskull Throne. Kvaltigar was betrayed—slain and set ablaze by his brother, Grugnur! In a rage, I carved a swath through my treacherous kin, but a rival named Gnotmir slew me before I could avenge my fallen lord.” (Dungeon 199)
Ghost Geist: Geists are the restless spirits of the dead who are still bound to the site of their death, or their earthly remains. (Jester's 4e Ravenloft Manual of Monsters)
Ghost Gnome Sorcerer 16, Ander Folthwaite: ?
Ghost Goblin Fire Phantom: A trio of ghostly goblins, killed by the flame vent trap long ago, protects this chamber. (Seekers of the Ashen Crown)
Ghost Goblin Flame Vent Haunt: A trio of ghostly goblins, killed by the flame vent trap long ago, protects this chamber. (Seekers of the Ashen Crown)
Ghost Goblin Ghost Boss: Ghostly goblins, the spirits of warriors slain here millennia before, protect this area. (Seekers of the Ashen Crown)
Ghost Goblin Horror: Some warriors among the Ghost Goblins hold the undead in higher esteem than the living. They strive to honor the zombies through their actions, and through prayers to strange gods. Soon a ghost goblin horror is born, too intelligent to be considered a zombie but too unnatural to be called a living creature. (Midgard Bestiary for 4th Edition D&D)
Ghost Goblin Phantom: Ghostly goblins, the spirits of warriors slain here millennia before, protect this area. (Seekers of the Ashen Crown)
Ghost Harmless Phantom: Long ago, dark ones, shadowborn humans, and other slaves languished in this room. Now the room holds only ghosts, figments from another time. (Draconomicon II: Metallic Dragons)
Ghost Harpy: ?
Ghost Keening Spirit: ?
Ghost Knight of Galardoun: People fiercely disagree on whether the ghost knight is itself undead, but most priests and sages say that it must be. None agree about its origin or essential nature.
Some say the ghost knight is the remains of an undead-hunting paladin who met with mortal misfortune but whose shining will and drive transformed him into an apparition dedicated to leading the living to put the dead to rest by destroying undeath. (Dungeon 196)
Others just as stoutly claim that it is an animated magic item—perhaps directed and using the senses of its creator, now bound into it—intended to control or (in the words of Tonthyn, Battlepriest of Tempus in Zazesspur) “weed out the hosts of” undead by destroying some and aiding others. (Dungeon 196)
Between these markedly opposed views, dozens of other explanations and theories exist. (Dungeon 196)
One of the most interesting explanations is promoted by the wealthy sage and retired adventurer Authraun of Athkatla, who has tried to trace all the known journeys of the ghost knight and identify whom it was following or accompanying. He believes the ghost knight seeks individuals who have particular, nascent gifts so that it can impart, by touch, lore it possesses that will urge these people into certain quests that serve some purpose as yet unrevealed. (Dungeon 196)
Perhaps a fallen god is seeking to rise again, and it requires mortal aid to do so: The deity might want to gather artifacts in a specific place or find suitable living bodies to possess, and the ghost knight is a lure acting on behalf of such a deity. Perhaps the ghost knight is all that is left of a deity or an exarch, and it seeks to slowly and painstakingly gather strength for an eventual return. (Dungeon 196)
“Or perhaps,” counters the young sage Rarkriskran of Baldur’s Gate, “this is all so much fanciful piffle, and this so-called ‘ghost knight’ is nothing more than an enchanted helm whose magic was twisted awry by the Spellplague. Now the ‘ghost’ rides what it can imperfectly glean of the stray thoughts of nearby sentients, and these thoughts goad the helm into wild, random behavior. In turn, we strain both creativity and credulity in our attempts to concoct explanations for this item.” (Dungeon 196)
The old Sage of Shadowdale, Elminster Aumar, chuckles at Rarkriskran’s words, and responds, “The young and fierce so often seek to exalt themselves by belittling others. I was young and fierce, once.” He suspects that there might well be divine direction behind the ghost knight, but stresses that all the opinions he has heard thus far are speculation. No one has shown any special knowledge that suggests they stand close to the truth. (Dungeon 196)
What Elminster has heard of the encounters and experiments, however, lead him to conclude that the ghost knight follows a purpose that’s something more than destroying undead. He believes it has a cause that various commentators and experimenters haven’t discovered yet. Elminster also suspects that the ghost knight is damaged—a remnant of a being once greater and more capable than it is now, and that at times it wanders from its mysterious purpose. (Dungeon 196)
Ghost Knightly Ghost: During the attack on Fort Frostbite, Lady Ree and her lady-in-waiting — escorted by four knights — fled here to climb above the poison along with Her Ladyship’s newborn twins. Unfortunately, the gas broke the windows of this chamber, and they killed each other. (Dungeon Crawl Classics 61 Citadel of the Corruptor)
Sadly, their tale is not over. The two women have returned as grief wraiths, endlessly recounting their tragedy with their regretful whispers power. Additionally, the knights — having failed their duty — returned as ghostly defenders. (Dungeon Crawl Classics 61 Citadel of the Corruptor)
Ghost Kraken, Thalarkis: Rukos and his crew set out to save the locals from the waterborne menace. After a few days of hunting, they spotted the kraken and harpooned it, then used winches to haul it to the surface. With cutlass, bow, and spell, they laid into the beast. The battle was long, and sailor after sailor fell until only Captain Rukos remained to face Thalarkis. (Dungeon 203)
With his trusty cutlass Everdare firmly in hand, the Red Rake squared off with the gravely injured kraken. In the end, Rukos stabbed the beast through the eye as Thalarkis strangled the life out of the brave captain. Rukos fell to the deck, dead. The great beast shuddered and slumped into the sea, taking the Zephyr, its crew, and its captain to the depths below. (Dungeon 203)
The spirits of Thalarkis and Rukos linger still, bound to the wreckage of the Zephyr. The ghost of Rukos stands at the ship’s wheel, doomed to haunt the deck alone. Thalarkis’s spirit is trapped in the wreckage of the ship. (Dungeon 203)
Ghost Legionnaire: SLAIN IN LONG-AGO BATTLES, these soldiers' fight for forgotten causes, distant memories, or a fierce loyalty to each other. Although they appear as separate soldiers, their spirits have fused into a single entity that lives and dies as a single soul. (Monster Manual 2)
Ghost Mad Ghost, Vontarin: This creature is a hateful remnant of the evil necromancer’s soul. (Dungeon 219)
Ghost Malicious Ghost: Malicious ghosts arise from children who die frightened or alone. (Open Grave Secrets of the Undead) Enraged that no one saved its life, the ghost of the child becomes a creature of unquenchable malice. (Open Grave Secrets of the Undead)
Decades ago a brutal rivalry reached its crescendo when House Treyvan attacked the company headquarters of House Sulist, destroying the building with its enemy's soldiers inside. When the city consumed the structure. the soldiers went with it- body and soul. The corpses have long since turned to dust, but the soldiers' spirits remain on duty. (The Shadowfell: Gloomwrought and Beyond)
Ghost of Graefmotte: See Ghost, Ghost of Graefmotte, Geoffrey Graef.
Ghost Orc, Kralick: ?
Ghost Orc Spirit: ?
Ghost Phantasmagoria: ?
Ghost Phantom Warrior: ?
Ghost Phantom Warrior, Carosos: ?
Ghost Poltergeist: The Lost Secrets Library is a dangerous place, and the chamber that contains Holman’s Treatise on the Imbuement and Maintenance of Armed Conflict Training Mannequins is no exception. It contains the vengeful ghosts of three White Lotus students who died there in a tragedy now forgotten. (Dungeon 165)
Ghost Raaig: IN AN ENVIRONMENT WHERE VIOLENT DEATH is so common, ghosts frequently haunt sites of great significance or terrible slaughter. Among them are an array of spirits bound to the service of long-forgotten gods. Called raaigs, these ghosts defend ancient shrines, temples, relics, and secrets. (Dark Sun Creature Catalog)
In life, raaigs were devout priests or holy warriors charged with protecting sacred sites or relics. In death they still keep watch, though their charges have crumbled into ruin or vanished. They have been twisted by their ancient oaths into merciless, hateful apparitions that swiftly slay any living intruder. (Dark Sun Creature Catalog)
Ghost Raaig Crypt Lord: ?
Ghost Raaig Soulflame: A few guardians were so favored by their gods in life that they were granted a tiny spark of divine essence. Called soulflames, these raaigs still embody their gods’ will. (Dark Sun Creature Catalog)
Ghost Raaig Tomb Spirit: In a nearly forgotten age of genocidal warfare, the murderous sorcerer-king Nibenay pursued a fugitive band of elves and gnomes. The fugitives carried with them a seed from a tree of life. They hoped to plant the seed in a place where it might flourish in safety, far from the sorcerer-kings’ destruction. They sought refuge in a small cave system, but Nibenay’s soldiers tracked them there and besieged the cave. (Dungeon 187)
Avor Firesworn, leader of the band, made a fateful decision as Nibenay’s defilers closed in. Drawing on his knowledge of the supposed demigods who ruled parts of Athas at that time, he entered into a covenant with a force that he only dimly understood but perceived as a demigod of death. He and a few of his band swore a binding oath in which they offered their souls in exchange for the chance to protect the seed even after their deaths. (Dungeon 187)
Soon thereafter, Nibenay’s forces stormed the caves and Avor fell, his flesh consumed by defiling magic. The seed, however, lay hidden beneath his remains, and the sorcerer-king’s soldiers did not find it. It was protected by the bargain Avor had struck with the entity from the Gray. Meanwhile, the primal spirits of that place also understood the value of the seed. They, too, were eager to keep it out of any defiler’s hands, but their limited power to intervene was curtailed further by Avor’s bargain. (Dungeon 187)
Victorious in battle but frustrated by their failure to find the tree of life’s seed, Nibenay’s soldiers concluded that the seed had been no more than a rumor, or perhaps that Avor’s flight had been a ruse to draw them away from the real seed’s location. They sealed the cave when they withdrew, to conceal their deeds. Some time later, the spirits of Avor and his followers rose from the dead in fulfillment of their bargain. (Dungeon 187)
Ghost Rider of Marena: The knights begin as living warriors bound to the service of a vampire, necrophagus, or priestess of Marena. Those providing good service for five to ten years may be “raised up” into the ranks of the undead as a foot soldier in the Ghost Knights of Morgau, roughly equivalent to a squire elsewhere. If they continue to perform admirably, and make the transition through ghoul fever or vampiric bite without undue madness or blood frenzy, they can slowly advance through the grades of the Order of the Red Shield. (Midgard Bestiary for 4th Edition D&D)
Ghost Rider Templar: ?
Ghost Sage Ghost, Jakro Vrin: ?
Ghost Sage Ghost, Willum Vrin: ?
Ghost Senior Ghost Councilor: ?
Ghost Servile Ghost: A servile ghost arises when a servant or lackey dies an ignoble death as a consequence of its master’s actions. Such deaths are often a result of betrayal or carelessness on the master’s part. (Open Grave Secrets of the Undead)
Ghost Spectral Archmage, Vicemi Terio: ?
Ghost Spirit Storm: Spirits storms are a large number of related souls that have become intertwined into a massive entity of rage and fury. (Jester's 4e Ravenloft Manual of Monsters)
Ghost Tavern Spirit: When The Thrown Gauntlet fell to the Spellplague, dozens of people were crushed to death within it. For unfathomable reasons, the spirits of the dead were denied passage to the afterlife in the wake of the catastrophe. (Dragon 425)
Ghost Terrifying Haunt: ?
Ghost Tormented Ghost, Dugesia Dev'Shir: Cadavra is the one who despoiled her tomb, this action lead to Dugesia's creation as a ghost. (Dungeon Crawl Classics 56 Scion of Punjar)
Cadavra plundered this tomb, wishing to confirm that her hated sibling was indeed dead. She tried to animate the body to gain a twisted ally, but the spell failed. [Perhaps Valdreth watched over Dugesia?] In a fit of rage, Cadavra threw the brick against the east wall, and soon followed suit with the body. Furious, she stormed out of the tomb and sealed the door in area 3–3. Cadavra did not realize her actions have awakened the spirit of her sister, who now seeks eternal rest. Dugesia is a ghost bound to an area within 50 feet of her niche. (Dungeon Crawl Classics 56 Scion of Punjar)
Ghost Tormenting Ghost: Numerous creatures died during the battles in Death's Reach, and a few endured in spirit despite the place's dark power. Some were allies of Timesus; others were servitors of the gods. The soulfall into Death's Reach has caused the shells of some of these ancient creatures to shudder back to animation. (E1 Death's Reach)
Ghost Tormenting Ghost, Janus Gull, Esme: Cormac, mad with obsession and grief, fell from grace, embracing evil and vowing that if he could not have Esme, no one would. He sought the counsel of a local “water witch,” the demented cleric Sidheag (SHEE-ak) Ros. Sidheag, a fanatic who had long harbored a hatred for Janus Gull, believed that the fishing village was defiling the natural order of “her” lake. The fallen paladin, further seduced down the path of darkness by the mad water witch, resolved to destroy the entire village of Janus Gull. Under a harvest moon, on a windswept bluff overlooking the village, Cormac and Sidheag performed a blasphemous ritual.
By morning, the entire village had been swept away by fire and flood, lightning and rain. An elemental storm of unprecedented proportions blew in from the lake, laying waste to the village in a single night. Where Janus Gull once stood, nothing remained. No ruins, no survivors. It was as if the village had been pulled entire into the watery depths of the lake.
Cormac and Sidheag’s wicked amalgamation of divine magic created a reality storm of such power that Janus Gull was ripped from the world. As the storm reached its peak just before dawn, Janus Gull splintered off as a demiplane.
In the years that the lost village has been wandering as a demiplane, the demiplane has achieved a primitive sentience built from the collective consciousness of its inhabitants. When the entity that is Janus Gull wishes to communicate with visitors, it speaks through the ghost of Esme, the young maiden whose story is at the heart of the Janus Gull tragedy. (In fact, all natives of Janus Gull—living and dead—are gradually surrendering their individual identities to the collective personality of the demiplane.)
Ghost Tormentor: ?
Ghost Trap Haunt: ?
Ghost Troll Render: See Troll Ghost Troll Render.
Ghost Vortex Ghost Horde: ?
Ghost Wailing Ghost, Banshee: Isolde’s curse spared no aspect of Soth’s life. His retainers, once loyal beyond reproach, turned into skeleton warriors. Dargaard Keep became an ashen ruin, distorted by the fire and ravaged by the Cataclysm. Where once it was shaped like a beautiful rose, now it was blackened and crumbling like a wilted flower. And the priestesses that were so instrumental in Soth’s downfall were doomed to serve him as spectral banshees. (Dragon 416)
The Fae Barrow marks the final resting place of Omaphara, the fey warrior maiden and Querelian’s true love. The pair, along with many brave fey warriors, fought the werebeasts here in a pitched battle that raged for many days. In the end, the werebeasts were driven back, but not before they took Omaphara’s life. A grieving Querelian interred his partner here so she could watch over the land she died defending. (Dungeon 185)
Doulmak Grond achieved fame after he killed one of his elven slave girls and her spirit became a wailing ghost (known to most sages as a banshee). (Kingdoms of Kalamar 4th Edition Campaign Setting)
Ghost Wailing Ghost Banshee, Patrina Kelikovna: Patrina sacrificed animals to the powers of shadow and ended up attracting the attention of Strahd von Zarovich. The count sought to make her his vampiric bride, and Patrina gladly submitted to his advances. When Patrina tried to feed upon an elf child to seal her transformation into a vampire, Kasimir and the other elves stoned her to death. They surrendered her body to Strahd, who interred her in Castle Ravenloft’s crypts, and Patrina soon arose as a banshee. (Dungeon 207)
Ghost Wailing Ghost Warforged Banshee, Keener: Keener, a ranger, was Janus Gull’s sole warforged resident at the time of the catastrophe. Keener was killed by a savage lightning strike at the height of the storm. (Dragon 367)
Ghost Watchful Ghost: Watchful ghosts are the spirits of guards killed in the line of duty while failing to protect their charges. (Open Grave Secrets of the Undead)
The apparition is the restless spirit of Ammaradon, a member of the old king’s guard who failed to prevent the king’s assassination. Tormented by this unforgivable lapse, he now guards the king’s sarcophagus. (Open Grave Secrets of the Undead)
Decades ago a brutal rivalry reached its crescendo when House Treyvan attacked the company headquarters of House Sulist, destroying the building with its enemy's soldiers inside. When the city consumed the structure. the soldiers went with it- body and soul. The corpses have long since turned to dust, but the soldiers' spirits remain on duty. (The Shadowfell: Gloomwrought and Beyond)
Ghost Whale, Cetacek, Lord of the Deepwater: ?
Ghost Widow of the Walk: ?
Ghost Woodcutter's Ghost: The original owner is no more. For a while, he helped the Patriarch in the old castle ruin by waylaying and drugging travelers, but guilt drove him to suicide. Death offered him no escape though, and his spirit lingers still—a dark, twisted thing. (Dungeon 164)
Ghost Worg Packmate: ?
Ghost Wrath Spirit: A wrath spirit arises when a violent individual dies while enraged. (Open Grave Secrets of the Undead)
Ghost Ziggurat Ghost: ?
Ghosts of Tieflings Past: Our worlds are inhabited by ancient kingdoms, lost ruins, and crypts of the walking dead - emblems of a forgotten past still seeping into our present campaigns. We never forget the paths of the dead and those who remain behind to guard these entrances, these wards connecting the shadowy realm of Death to the vibrant land of the Living. While some do so willingly, others cannot break themselves from the bonds of the past and remain as haunting spirits eternally locked in our world. (Combat Advantage 13 Dark October)
The area pulses with necromantic energy. If the hero makes an active check and is a follower of the Raven Queen, the presence of her exarchs flavor the energy. The necromantic energy is not necessarily evil, but it is warped into believing it must fight to be released. (Combat Advantage 13 Dark October)
There is definitely a portal to the Shadowfell that does not seem to be working. It seems to be in stasis, holding back portions of the energy required of the Shadowfell from those that seem to have fallen in battle here. (Combat Advantage 13 Dark October)
2,500 years ago a great battle took place here between a tiefling army and a massive beast from the Elemental Chaos. Tradition and epic poetic sagas tell of a rift that opened into the world from there and unleashed a powerful behemoth, larger and stronger than any dragon. The beast was defeated, but destroyed not just the entire tiefling army, but the nation that sent them to defeat it. (Combat Advantage 13 Dark October)
Ghoul: Humanoids that indulge in or resort to cannibalism become ghouls when they die. Ghouls are also created through rituals. (Monster Manual)
Humanoids that indulge in or resort to cannibalism become ghouls when they die. Ghouls are also created through rituals. (Monster Manual)
As the progeny of cannibalism and other less than savory practices, ghouls are creatures of pure evil. (Monster Manual 3)
They were once cannibalistic humanoids, but their actions caused them to be cursed in death with ravenous appetites that cannot be sated. (Monster Vault)
When an intelligent humanoid resorts to cannibalism or lives a life of gluttony and greed, it can be cursed to transform into a ghoul upon its death. Unlike a zombie or a skeleton, a ghoul retains sentience and many of the memories of its life. The creature’s perspective is twisted by its death, though, and as a result, it recalls with torment a time when it was not driven by a gnawing hunger for living flesh. (Monster Vault)
In the past, some of the resident duergar rested here to recover from wounds caused by the Silver Company. Before they could heal, the magic of the Time Trap ritual took hold. However, the magic of the stasis field was weak in this area of the monastery, and the living duergar were imperfectly preserved. Over the last sixty years, their bodies have wasted away while remaining trapped in the chamber, causing them to become ghouls. (March of the Phantom Brigade)
The ghouls that have been trapped in this chamber for so long were once duergar, but decades of slowly dying of hunger and thirst have left them with nothing but a supernatural need to eat. These ghouls are driven by pure hunger, and are almost zombie-like in their unthinking desire to eat the flesh of the heroes. (March of the Phantom Brigade)
A character can make a DC 13 Arcana check to determine that the ghouls were created by the decaying stasis field resulting from the Time Trap. (March of the Phantom Brigade)
Early in the history of the world, Orcus learned to create undead, including the first ghouls, exercising his desire to devour life in the vilest ways. (Wizards Presents Worlds and Monsters)
Cannibalism has made ghouls from many tieflings from Io'vanthor and the rest are well on their way to becoming undead horrors. (Dragon 369)
Like others in the village, Martha and Guy are not what they seem. Having buried their son when he starved to death, the pair gave their souls to Orcus for the promise of food. The innkeepers are the secret source of ghouls and they perform dread rituals on villagers to complete the transformation from cannibal to undead horror. (Dragon 375)
Those slain by ghouls became new ghouls, further spreading undeath like some kind of disease or a game of all-in-tag. (Dragon 387)
Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Mistwatch Blight disease. (Dungeon 186)
Before he found Severine, Talther Yorn employed a trio of bandits to do grunt work. They started to demand too much money for their labors, so Yorn had them killed and then brought them back as subservient ghouls. (Dungeon 211)
The ghouls are the remains of three human bandits who used to perform odd jobs for Talther Yorn until they demanded a little too much money for their services. (Dungeon 211)
The Ironhearts arrived in Arnesbloom just as the cult completed a ritual that slew every living soul in the town, including the hapless adventurers. The cult offered the souls to Orcus, who caused them to rise again as ghouls. (Dungeon 218)
The town’s attempt at a new “life” is imperiled by the presence of the slain cultists, who have also risen as ghouls and insinuated themselves into the population. (Dungeon 218)
The Ironhearts arrived in Arnesbloom before the cultists of Orcus completed their ritual, but they were too late to stop it. They were transformed into ghouls along with all the townsfolk. (Dungeon 218)
Some of the cultists were killed during the initial confrontation and have since risen as ghouls themselves. (Dungeon 218)
An asuang’s taste for humanoid entrails makes them highly susceptible to becoming ghouls. (Asuang: Shapechanging Horrors)
The price for Malotoch’s aid is steep; some whom she saves are allowed to live with merely their souls as payment, while others are transformed into ghouls or rooks as part of the exchange. (Blackdirge's Dungeon Denizens)
Decades ago, the Scorpion Queen crushed a desperate rebellion against her rule. The ringleaders were tortured and then sealed away in this chamber, which became their tomb. Most died, but a dozen survived by feeding upon their compatriots. (In Search of Adventure)
The ghouls are said to be former clergy of the temple, killed during the Mendarn invasion. (Kingdoms of Kalamar 4th Edition Campaign Setting)
When the first sentient creatures of Áereth felt the cold grip of death upon them, it was the goddess Lasheeva who offered the attractive, if macabre, alternative. Granting a blessed few her deathward kiss, it was she who personally introduced the curse of undeath to Áereth. From the mindless, animate corpses of zombies and skeletons to the ravenous, tomb-haunting ghouls; from dread wights and mummies that lurk in the deep subterrene to wraiths and vampires that prowl the night—all such creatures owe their existence, their powers, their misery, and their glory to the Great and Terrible Lasheeva. (Level Up 2)
Anthropophagi Corpse-Herder's Call of the Master power. (Medieval Bestiary: Anthropophagi)
Many ghouls are condemned from their creation to scrabble after scraps, while other rise to be masters of the underworld. Only the highly variable course of the disease that creates ghouls—best known as ghoul fever or “the curtain” among ghouls—separates these two groups. The worst-off become ordinary ghouls or ghasts. They remember essentially nothing of their former lives, and their minds sink to a lower state of hunger, rage, and more hunger. The fortunate ones retain some of their memories and skills to become imperial ghasts and ghouls, the Imperium’s middle class. (Midgard Bestiary for 4th Edition D&D)
Akartos in his endless amusement kept the child alive, with the aid of one of his minions, a witch-ghoul nursemaid named Gasha, knowing that over time exposure to the cannibal ghouls would change the child in to one of them. (The Realms of Chirak)
Lord Gorquith’s court minstrel, an elf named Findle, tried to ingratiate himself with the Emperor, but Coaltongue found him servile and annoying and so had him executed as well. Griiat chose to make him beg for death as he had tried to beg for life, and made a game of it, seeing how many pieces of the castle’s cutlery he could insert into the elf before he perished. The other rebels were forced to watch and then to each take a utensil out of the dead minstrel and eat whatever was stuck on it. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Later, when the firestorm tore through Korstull, the executed rebels and the massacred bard were animated as ghouls. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Zombies, ghouls, wights and skeletons stalk the eastern lands, making more of their kind with each unfortunate soul they fall upon. (Wraith Recon)
Nikolai the Necromancer's Flock to Me, Ghouls power. (Zeitgeist 4 Always on Time)
Nikolai the Necromancer's Flock to Me power. (Zeitgeist Act One The Investigation Begins)
Ghoul, Alwar Thornwhistle: ?
Ghoul, Anja Silvermane: ?
Ghoul, Beth Harwick: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Ghoul, Elisa: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
The Tser Pool is haunted by the remnants of a drowned halfling woman. This is Yera, the beloved of Falstan Mitrache, who fell out of a boat and failed time and again to catch herself before going over the Tser Falls. She lingers on as a ghast. She has been attacking smugglers that have been conducting shady dealings near the Tser Pool, and several of her victims became ghouls. (Dungeon 207)
Ghoul, Findle the Minstrel: Lord Gorquith’s court minstrel, an elf named Findle, tried to ingratiate himself with the Emperor, but Coaltongue found him servile and annoying and so had him executed as well. Griiat chose to make him beg for death as he had tried to beg for life, and made a game of it, seeing how many pieces of the castle’s cutlery he could insert into the elf before he perished. The other rebels were forced to watch and then to each take a utensil out of the dead minstrel and eat whatever was stuck on it. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Later, when the firestorm tore through Korstull, the executed rebels and the massacred bard were animated as ghouls. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Ghoul, Furgath: ?
Ghoul, Shennengath: ?
Ghoul Abyssal Ghoul: Sometimes ghouls are graced by Doresain with power greater than their fellows. These so-called abyssal ghouls are the Ghoul King’s favorites and make up a goodly portion of the king’s Court of Teeth. (Monster Manual)
The so-called Ghoul King commands his servants to empower some ghouls with additional strength, speed, and durability. The ghouls that receive these abyssal blessings are more powerful and are beholden to Doresain and his demonic master. (Monster Vault)
Vaden created the ghouls from the corpses of former members entombed in the catacombs. (Dungeon 207)
The ghouls were created by Vaden from preserved human corpses in the catacombs. (Dungeon 207)
Ghoul Abyssal Ghoul, Balthrad: ?
Ghoul Abyssal Ghoul Devourer: The so-called Ghoul King commands his servants to empower some ghouls with additional strength, speed, and durability. The ghouls that receive these abyssal blessings are more powerful and are beholden to Doresain and his demonic master. (Monster Vault)
Ghoul Abyssal Ghoul Horde: ?
Ghoul Abyssal Ghoul Hungerer: The so-called Ghoul King commands his servants to empower some ghouls with additional strength, speed, and durability. The ghouls that receive these abyssal blessings are more powerful and are beholden to Doresain and his demonic master. (Monster Vault)
The Dead Arise power. (Dungeon Master's Guide 2)
Ghoul Abyssal Ghoul Myrmidon: Red Glyph/Ghoul Transformation Ritual (Dungeon Delve)
The Dead Arise power level 26. (Dungeon Master's Guide 2)
Ghoul Abyssal Ghoul Pack Leader: ?
Ghoul Abyssal Madness Ghoul: ?
Ghoul Acid Shambler Ghoul: The acid shambler is one of many horrors spawned in the aftermath of the Divine War. The shamblers are corpses brought back to horrific, agonizing life by a strange transformation of their blood. The thick reddish-black ichors that surge through their dead veins both animate and deteriorate them, eating them from the inside out due to the highly acidic properties. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Ghoul Adept of Orcus: In the dark shrine, they spoke in whispers of the fallen priest who had died with a prayer to Orcus on his lips. He might have remained dead, his soul to become a plaything of Orcus, except that he had killed and consumed a priest of Bahamut when he was alive. After his death, he underwent a horrid and unholy transformation. (Monster Manual 3)
Ghoul Ambusher: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Ghoul Advanced Ghoul Warlock, Senna Moonshadow: In order to access the living quarters of the dormitory, the adventurers will have to remove the piled junk in front of the door. Although the heaped jumble of boxes, crates, broken masonry, and other debris looks hap-hazard, it serves a very important purpose. When the hezrou and its dretches slew Numeshay’s four students, it killed Hadrajhast in the arcane workroom, two more in the kitchen, while the fourth, a young elf girl named Senna Moonshadow, was killed in the living quarters. Senna was slain while she cowered beneath the covers on her bunk. (In Search of Adventure)
Needless to say, Senna’s death was a traumatic one, and shortly after her demise, her tormented spirit returned to animate her corpse as an undead horror, a ghoul. In addition, the foul Abyssal taint in the area granted Senna the abilities of a warlock. (In Search of Adventure)
Ghoul Bloodhound: ?
Ghoul Bonepowder Ghoul: Taking things to the next stage, bonepowder ghouls achieve their powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist. The few ghouls who can show such self-restraint are highly respected among their peers, for all ghouls know the drive of hunger. Indeed, using hunger as a form of torture is considered offensive to the ways of the Imperium. This isn’t to say that it never happens, and thus bonepowder ghouls may rise from unintended circumstances. A starved prisoner or a ghoul trapped in a sealed-off cavern might leave behind most of its remnant flesh and become animated almost purely by hunger, hatred, and the wisdom of long centuries in which to plot the destruction of its enemies. (Midgard Bestiary for 4th Edition D&D)
Ghoul Boss, Vrikus: ?
Ghoul Cheshimox Terrormask: Cheshimox conquered the lizardfolk servants of another dragon and transformed them into undead so they could resist the unearthly chill. (Zeitgeist 6 Revelations from the Mouth of a Madman)
Ghoul Chesimox Terrormask: Cheshimox conquered the lizardfolk servants of another dragon and transformed them into undead so they could resist the unearthly chill. (Zeitgeist Act Two The Grand Design)
Ghoul Darakhul: Darakhul arise when a particularly strong-willed creature is infected with ghoul fever and its anima refuses to shed its memories and reason along with its soul. Most survive the experience with their personality largely intact. Some necromancers and others claim that one can improve the chances of survival by deliberately infecting oneself and eating only living flesh. Only one person claims to have succeeded with this method, a necromancer named Uldar Ingreval, long since exiled from the Arcane Collegium of Zobeck. (Midgard Bestiary for 4th Edition D&D)
Many believe that the hunger cults or the necrophagi know the secret of transforming imperial ghasts and ghouls into darakhul. (Midgard Bestiary for 4th Edition D&D)
Ghoul Darakhul, Hronagar Corpsegrinder: ?
Ghoul Darakhul Citizen: ?
Ghoul Darkpact Ghoul: Darkpact ghouls are the product of corrupt individuals who are cursed to return in undeath. They lose all sanity in the transformation, replacing it with predatory cunning. A few darkpact ghouls are dead warlocks who made pacts with sinister forces to extend their lives without realizing the form they would take upon death. (Open Grave Secrets of the Undead)
Ghoul Dark Pact Ghoul Initiate: ?
Ghoul Decrepit Ghoul: Decades ago, the Scorpion Queen crushed a desperate rebellion against her rule. The ringleaders were tortured and then sealed away in this chamber, which became their tomb. Most died, but a dozen survived by feeding upon their compatriots. (In Search of Adventure)
Ghoul Devil-Infused Ghoul, Augustus: He died on a mission Guthwulf was leading, and the Inquisitor took cruel pity on him, returning him to unlife as a devil-infused ghoul. (War of the Burning Sky 4e 8 O, Wintry Song of Agony)
Ghoul Drow Horde Ghoul: A group of undead led by an abyssal ghoul overran the slaver complex and killed its inhabitants. A few of these victims were transformed into ghouls by the abyssal power surging through Phaervorul, and now they work alongside the undead invaders. (P2 Demon Queen's Enclave)
Ghoul Dwarf Ghoul: Once stalwart defenders of the dwarven enclave, in death, the dwarves have risen as accursed ghouls. (Dungeon Crawl Classics 54 Forges of the Mountain King)
Ghoul Eyebiter: The Ghoul King, Doresain, created ravening underlings called eyebiters to serve him in the White Kingdom. (P2 Demon Queen's Enclave)
Ghoul eyebiters are creations of Doresain, bred to spawn and support the Ghoul King’s undead legions.
Ghoul Field Ghoul: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Ghoul Flesh Seeker: The sage had warned of these creatures—mortal followers of Orcus that had undergone a horrific, cannibalistic initiation into the demon lord’s cult. (Monster Manual 3)
Ghoul Freeze-Dried Ghoul: ?
Ghoul Frost Giant Abyssal Ghoul: ?
Ghoul Gatherer: ?
Ghoul Ghast: The rogue thought herself clever when she opened the leaden doors to the lost tomb, saw a dozen slavering ghouls in the antechamber, and quickly sealed the sepulcher. Ten years later—long enough for the ghouls to starve to death, according to her research—she returned to the place. True, the ghouls had met their end. However, their transformation into ghasts was something she hadn’t accounted for. (Monster Manual 3)
When ghouls go too long without humanoid flesh, they rot away from the inside out. The insatiable hunger that accompanies this transformation grants ghasts a desperate strength and ferocity. (Monster Manual 3)
Ghouls starved of flesh. (Madness at Gardmore Abbey)
When ghouls go too long without humanoid flesh, they rot away from the inside out. The insatiable hunger that accompanies this transformation grants ghasts a desperate strength and ferocity. (Dragon 387)
Many ghouls are condemned from their creation to scrabble after scraps, while other rise to be masters of the underworld. Only the highly variable course of the disease that creates ghouls—best known as ghoul fever or “the curtain” among ghouls—separates these two groups. The worst-off become ordinary ghouls or ghasts. They remember essentially nothing of their former lives, and their minds sink to a lower state of hunger, rage, and more hunger. The fortunate ones retain some of their memories and skills to become imperial ghasts and ghouls, the Imperium’s middle class. (Midgard Bestiary for 4th Edition D&D)
The remnant of a revolting tragedy now lurks at the grove. A druid couple and seven orphan children they sheltered hid from the fire in caves upstream. They waited for the fire to die out, but when it did not, the druids killed and ate the children. They eventually turned on each other to feed and died from their wounds at the same time, eventually rising as ghasts. (War of the Burning Sky 4e 2 The Indomitable Fire Forest of Innenotdar)
Ghasts are undead humanoids created when one dies during the act of cannibalism. (War of the Burning Sky 4e 2 The Indomitable Fire Forest of Innenotdar)
Ghoul Ghast, Grygori Dilvia: Talther Yorn hired Grygori Dilvia to plunder ancient barrows and battlefields for bones, and Grygori enjoyed the mindless work. The spirits of the dishonored dead cursed Grygori and slowly transformed him into a ghast. (Dungeon 211)
Ghoul Ghast Centurion: ?
Ghoul Ghast Halfling Ghast, Yera: The Tser Pool is haunted by the remnants of a drowned halfling woman. This is Yera, the beloved of Falstan Mitrache, who fell out of a boat and failed time and again to catch herself before going over the Tser Falls. She lingers on as a ghast. (Dungeon 207)
Ghoul Ghast Irrendan Ghast: ?
Ghoul Ghoulish Crow Swarm: ?
Ghoul Ghoulish Red Dragon Whelp: ?
Ghoul Greater Elven Ghoul: ?
Ghoul Greater Ghoul: ?
Ghoul Horde Ghoul: Death Tyrant Reanimating Ray power. (Open Grave Secrets of the Undead)
Beholder Death Emperor Reanimating Ray power. (E1 Death's Reach)
Reanimating Ray (Necrotic): Ranged 10; +27 vs. Fortitude; 2d10 + 8 necrotic damage. If the target is reduced to 0 hit points or fewer, the target rises as a horde ghoul under the beholder death emperor's control at the end of its next turn. (E1 Death's Reach)
Ghoul Hound: ?
Ghoul Howling Ghoul: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Ghoul Ice Ghoul: Legends say that a man who dies in the snow cursing the goddess of the bitter arctic winds will rise again on the night of the full moon, hungry for warm, raw flesh to fill his shrunken belly. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Ice ghouls are the frost-rimed remains of travelers who starved to death in the blizzards of the north, undead creatures with pale white skin and withered flesh. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Ghoul Ice Ghoul Reaver: ?
Ghoul Imperial Ghast Centurion: Many ghouls are condemned from their creation to scrabble after scraps, while other rise to be masters of the underworld. Only the highly variable course of the disease that creates ghouls—best known as ghoul fever or “the curtain” among ghouls—separates these two groups. The worst-off become ordinary ghouls or ghasts. They remember essentially nothing of their former lives, and their minds sink to a lower state of hunger, rage, and more hunger. The fortunate ones retain some of their memories and skills to become imperial ghasts and ghouls, the Imperium’s middle class. (Midgard Bestiary for 4th Edition D&D)
Ghoul Imperial Ghoul: Many ghouls are condemned from their creation to scrabble after scraps, while other rise to be masters of the underworld. Only the highly variable course of the disease that creates ghouls—best known as ghoul fever or “the curtain” among ghouls—separates these two groups. The worst-off become ordinary ghouls or ghasts. They remember essentially nothing of their former lives, and their minds sink to a lower state of hunger, rage, and more hunger. The fortunate ones retain some of their memories and skills to become imperial ghasts and ghouls, the Imperium’s middle class. (Midgard Bestiary for 4th Edition D&D)
Ghoul Iron Ghoul: ?
Ghoul Lizardfolk Ghoul: Cheshimox conquered the lizardfolk servants of another dragon and transformed them into undead so they could resist the unearthly chill. (Zeitgeist 6 Revelations from the Mouth of a Madman)
Cheshimox conquered the lizardfolk servants of another dragon and transformed them into undead so they could resist the unearthly chill. (Zeitgeist Act Two The Grand Design)
If they manage to scatter the workers and defeat any defenders, they take any lizardfolk who were slain—such as Liss—and transform them into ghouls, refilling their ranks. (Zeitgeist Act Two The Grand Design)
Ghoul Lord: Ghoul lords were powerful individuals slain by ghouls or the accidental by-product of necromantic experiments. (Jester's 4e Ravenloft Manual of Monsters)
Ghoul Lord of Hampstead, Darien: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. (Dungeon 184)
Ghoul Mob Ghoul: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Ghoul Necrophagus Savant: ?
Ghoul Overghast Ghoul: Theories about overghasts’ origins abound. Most scholars believe that they were created spontaneously by explosions of necromantic energy near the end of the Divine War — the same energies that are thought to have created the fearsome Isle of the Dead. While these notions have not been confirmed, it is known that on occasion an ordinary ghast can be transformed into one of these creatures, and that they are most common in southern Termana, near the Ghoul King’s island realm. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Ghoul Plaguechanged Ghoul: THE SPELLPLAGUE KILLED INDISCRIMINATELY, but it apparently raised some of those it slew, in a hungering form. (Forgotten Realms Campaign Guide)
Ghoul Plague-Changed Ghoul Eater: ?
Ghoul Plague-Changed Ghoul King: ?
Ghoul Poisonbearer Ghoul: The poisonbearer is yet another undead creation of the Ghoul King, lord of the Isle of the Dead. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Ghoul Priest of Cheshimox: Cheshimox conquered the lizardfolk servants of another dragon and transformed them into undead so they could resist the unearthly chill. (Zeitgeist 6 Revelations from the Mouth of a Madman)
Cheshimox conquered the lizardfolk servants of another dragon and transformed them into undead so they could resist the unearthly chill. (Zeitgeist Act Two The Grand Design)
Ghoul Ravenous Ghoul: In the past, some of the resident duergar rested here to recover from wounds caused by the Silver Company. Before they could heal, the magic of the Time Trap ritual took hold. However, the magic of the stasis field was weak in this area of the monastery, and the living duergar were imperfectly preserved. Over the last sixty years, their bodies have wasted away while remaining trapped in the chamber, causing them to become ghouls. (March of the Phantom Brigade)
The ghouls that have been trapped in this chamber for so long were once duergar, but decades of slowly dying of hunger and thirst have left them with nothing but a supernatural need to eat. These ghouls are driven by pure hunger, and are almost zombie-like in their unthinking desire to eat the flesh of the heroes. (March of the Phantom Brigade)
A character can make a DC 13 Arcana check to determine that the ghouls were created by the decaying stasis field resulting from the Time Trap. (March of the Phantom Brigade)
Ghoul Ripper: ?
Ghoul Risen Ghoul: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Ghoul Scarred Ghoul: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Ghoul Sea Ghoul: ?
Ghoul Sindairese Feaster: Lord Gorquith’s court minstrel, an elf named Findle, tried to ingratiate himself with the Emperor, but Coaltongue found him servile and annoying and so had him executed as well. Griiat chose to make him beg for death as he had tried to beg for life, and made a game of it, seeing how many pieces of the castle’s cutlery he could insert into the elf before he perished. The other rebels were forced to watch and then to each take a utensil out of the dead minstrel and eat whatever was stuck on it. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Later, when the firestorm tore through Korstull, the executed rebels and the massacred bard were animated as ghouls. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Ghoul Sindairese Ghoul: Lord Gorquith’s court minstrel, an elf named Findle, tried to ingratiate himself with the Emperor, but Coaltongue found him servile and annoying and so had him executed as well. Griiat chose to make him beg for death as he had tried to beg for life, and made a game of it, seeing how many pieces of the castle’s cutlery he could insert into the elf before he perished. The other rebels were forced to watch and then to each take a utensil out of the dead minstrel and eat whatever was stuck on it. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Later, when the firestorm tore through Korstull, the executed rebels and the massacred bard were animated as ghouls. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Ghoul Skullborn Ghoul: ?
Ghoul Sodden Ghoul, Lacedon: A sodden ghoul arises when an aquatic humanoid that engages in cannibalism dies. Sodden ghouls are also created through deliberate rituals by evil aquatic creatures, such as bog hags, kuo-toas, sahuagin, and aboleths. (Open Grave Secrets of the Undead)
Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Ghoul Sodden Ghoul Wailer: ?
Ghoul Stalker: ?
Ghoul Starving Ghoul: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Ghoul Stench Ghoul: A stench ghoul is the result of a cannibalistic humanoid who dies after consuming the rancid flesh of another humanoid. (Open Grave Secrets of the Undead)
Ghoul Tianak: The tianak are tiny undead created from infants and the unborn and given a profane hunger for human flesh. (Asuang: Shapechanging Horrors)
Other asuangs take this connection to ghouls a step further, using their blood as a component in a foul ritual. They take the corpse of an infant, be it stillborn or taken forcibly from the womb of its dead mother, and infuse their foul blood onto the tiny corpse. The result is a tianak, a miniature ghoul that inherits the asuang’s shapechanging ability. (Asuang: Shapechanging Horrors)
The ritual transforms them so that they appear to be around the same size as a child that can already crawl. Curiously, they also possess a stunted leg in this form. Those well-versed in the art of ritual casting believe that the stunted leg is the cost of the slight growth spurt. (Asuang: Shapechanging Horrors)
Ghoul Tianak Swarm: From time to time, the tianak finds others of its cursed kin. These tianaks form into a tianak swarm, and are more straightforward as a group compared to when they act alone. (Asuang: Shapechanging Horrors)
Ghoul Warped Ghoul: ?
Ghoul Warrior: ?
Ghoul Whisperer: ?
Ghoul Witch-Ghoul Nursemaid, Gasha: ?
Ghoul Wretched Stench Ghoul: ?
Ghoulish Crow Swarm: See Ghoul Ghoulish Crow Swarm.
Ghoulish Red Dragon Whelp: See Ghoul Ghoulish Red Dragon Whelp.
Ghovran Akti: See Lich Eladrin, Ghovran Akti.
Giant Mummy: See Mummy Giant Mummy.
Giant Shadow Giant: Shadow giants are remnants of giants killed by the sorcerer-kings in ancient wars. Their hate-filled spirits have found a home in the deathly substance of the Gray. (Dark Sun Creature Catalog)
Giant Skeletal Bat: See Skeleton Giant Skeletal Bat.
Giant Skeletal Water Snake: See Skeleton Giant Skeletal Water Snake.
Gibbering Abomination Undead: See Gibbering Beast Undead Gibbering Abomination.
Gibbering Beast Undead Gibbering Abomination: ?
Gibbering Head: This head is all that remains of one of the leaders of the long-ago battle, impaled here as a trophy of sorts and a warning to other enemies. Long exposure to the taint of this area has infused it with malefic abilities. (Open Grave Secrets of the Undead)
Gibbering Heads: A collection of the Horseman’s prior victims. (Dungeon 174)
Gillante, Byron: See Death Knight, Lord Byron von Gillante.
Girallion Mummified Girallion: When Yayauhqui first traveled to the ruined city, he discovered it was inhabited by wild apes that had taken to emulating the city’s ancient carvings in a bizarre mimicry of Cihuatlco’s rituals and practices. Doing his best to avoid the apes, Yayauhqui explored the quarters of the king’s attendants and found the amulet containing the dead king’s life force as well as tablets that taught him the secrets of the king’s enchanting song. After the witch doctor had mastered the king’s song, he used it to lure Cuicatl, the daughter of Jocotopec’s chieftain, to the ruins. (Dungeon 192)
When the girl stepped out of the jungle, the wild apes accosted her. Instead of battering her to death as they had several of Yayauhqui’s assistants, the apes led her to the king’s ziggurat and placed the queen’s crown upon her brow, imitating the carvings they had seen. Where they had found the crown is anyone’s guess, but it bore a powerful magic—a shred of the last queen’s will. Any female who wears the crown believes herself to be the rightful queen of Cihuatlco. In this way, Cuicatl came to regard the apes of Cihuatlco as her new subjects. (Dungeon 192)
While the apes were distracted by their new queen, Yayauhqui sneaked into what he believed was the king’s tomb below the ziggurat and placed the amulet on the mummified remains he found there. As he had hoped, the amulet stirred the mummy to wakefulness. Unfortunately for him, Yayauhqui had placed the amulet on the wrong body. The witch doctor assumed that the large and powerful-looking mummy he discovered was that of the king. Only after it proved both uncommunicative and exceedingly hostile did he discover that he had not animated the dead king but his monstrous guardian—a girallon. (Dungeon 192)
Githyanki Blackweaver: ?
Githyanki Dread Knight: ?
Githyanki Guardian Shade: ?
Githyanki Kr'y'izoth: Undead githyanki spell-casters whose life essences Vlaakith drained. (Dungeon 191)
Githyanki Shade: The resting place of the honored dead of Chanhiir was the sight of a last stand by the temple’s faithful. When the invaders pulled down this place in the aftermath, they drew forth the vengeful spirits of the githyanki warriors interred here. (Dungeon 167)
Githyanki Tl'a'ikith: Undead martial githyanki whose life essences Vlaakith drained. (Dungeon 191)
Glabrezu Undead: See Demon Undead Glabrezu.
Glistening Heap: See Devourer's Spawn Glistening Heap.
Gluttonous Viceling: See Viceling Gluttonous Viceling.
Gnoll Hyena Spirit: A hyena spirit is the undead vestige of a prized gnoll war beast. Bound to a tribe by dark magic, it continues to fight on after death. (Monster Manual 3)
Gnoll Scavenger: ?
Goat Sucker: See Vampire Chupacabra, Goat Sucker.
Goblin Dreadclaw Reaver: See Dreadclaw Goblin Dreadclaw Reaver.
Goblin Fire Phantom: See Ghost Goblin Fire Phantom.
Goblin Flame Vent Haunt: See Ghost Goblin Flame Vent Haunt.
Goblin Ghost Boss: See Ghost Goblin Ghost Boss.
Goblin Phantom: See Ghost Goblin Phantom.
Goblin Zombie: See Zombie Goblin Zombie.
Gorger: Gorgers are disgusting undead horrors created from human subjects force-fed on the flesh of sentient humanoids to the point of death. Just before death, a vile ritual is worked, drawing upon the power of the Shadowfell, which transforms the victim into a towering, bulbous monstrosity that lives only to eat. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
Gorgimrith, The Hunger in the Mountain: ?
Gorgosol: See Wight Battle Wight Commander, Gorgosol.
Goristro Undead: See Demon Undead Goristro.
Gorquith: See Lord Gorquith.
Gozul: ?
Graef, Geoffrey: See Ghost, Ghost of Graefmotte, Geoffrey Graef.
Gralhund: See Brain in a Jar, Gralhund.
Grandmaster: See Wraith Servant Monk, The Grandmaster.
Granny DeMay: See Granny Francis DeMay.
Granny Francis DeMay: Francis DeMay’s husband drank. He spent his coin in gambling dens and houses if ill repute. Francis tried to salvage their failing marriage, but when Tomas started hitting her, something inside her snapped. One night while Tomas slept in a drunken stupor, Francis locked him in the bedroom, and then set fire to their small farmhouse with Tomas still inside. Tomas was so inebriated, he never woke up to realize that his flesh was on fire. (Good Little Children Never Grow Up)
As Francis DeMay watched the blaze she had a revelation: adults are the source of all the evils in the world: war, famine, neglect. Childhood is a time of blissful ignorance. If only she could stop children from growing old, she could save them all of the pain she suffered. (Good Little Children Never Grow Up)
After the fire, DeMay moved to the sleepy village of Hedgebird. A few miles out of town, she started a small orphanage. DeMay got few visitors, but those that came saw only a dozen happy children playing or tending the vegetable garden. Nobody asked what happened to the children who grew old enough to leave the orphanage. If they had, they might have realized that none of the children ever did grow old enough to leave. The dark truth was that when the children reached puberty, DeMay brought them down to a secret cavern below the cellar. Here she murdered the children and hid their bodies. (Good Little Children Never Grow Up)
DeMay’s slaughter continued for decades, and nobody in Hedgebird ever noticed. A group of orphans lead by a girl named Liandra finally stopped DeMay. One night Liandra followed DeMay into the cavern below the cellar. She distracted DeMay while the other children piled rocks over the trap door into the cavern. When Granny DeMay discovered the plan she killed Liandra in her fury. DeMay pounded on trap door, but it was no use. She died of thirst several days later. The children fled the orphanage, saying only that Granny DeMay had disappeared. (Good Little Children Never Grow Up)
Neither DeMay’s nor Liandra’s spirits rest easy. DeMay continues to terrorize anybody who sets foot in the house, while Liandra hopes to find somebody who can break DeMay’s grip on this world once and for all. (Good Little Children Never Grow Up)
Grapesorter: See Zombie Grapesorter.
Grapestomper: See Zombie Grapestomper.
Grasping Zombie: See Zombie Grasping Zombie.
Grave Chill Blaspheme: See Blaspheme Grave Chill Blaspheme.
Grave Digger: See Zombie Grave Digger.
Grave Drake: See Zombie Grave Drake.
Grave Hunger Zombie: See Zombie Grave Hunger Zombie.
Grave Swarm: See Bone Swarm Grave Swarm.
Grave-Born Drakkensteed: See Drakkensteed Grave-Born Drakkensteed.
Gravehound: See Zombie Gravehound.
Gravekeeper Slon: See Slon Gravekeeper.
Gravesteed: In the quiet village of Sleepy Hollow, an avaricious nobleman, whom a paladin intended to expose as a fraud, forced the unjust execution of the young hero. The paladin was accused of most heinous crimes, and was brutally tortured before being beheaded. The paladin’s soul was burdened with great weight upon his death, and he could not move on to the glorious afterlife that awaited him until he had his vengeance... (Horrors of Halloween)
The next year, a grim shadow was cast upon the village of Sleepy Hollow, as the paladin returned. The vengeful spirit of the paladin was a sight to behold, mounted atop the remains of his once glorious steed, clutching a blade instilled with dark magic in one hand, and a pumpkin, carved into a distorted mockery of the head he once had, roaring black and red flames, the flames of his soul, dancing within, in the other. (Horrors of Halloween)
Gray Company Fallen Hero: ?
Great Flameskull: See Flameskull Great Flameskull.
Greater Bone Servant: See Bone Servant Greater Bone Servant.
Greater Elven Ghoul: See Ghoul Greater Elven Ghoul.
Greater Ghoul: See Ghoul Greater Ghoul.
Greater Xochatateo: See Xochatateo Greater Xochatateo.
Greatroot Vile Oak: See Vile Oak Greatroot Vile Oak.
Green Arcanian: See Arcanian Green Arcanian.
Green Jade Skeleton: See Skeleton Green Jade Skeleton.
Greysen Ramthane's Specter: See Specter, Greysen Ramthane's Specter.
Grief Wraith: See Wraith Grief Wraith.
Griefmote: When an innocent dies, sometimes a spirit fragment survives the soul’s migration from the flesh to the Shadowfell. These fragments preserve the victim’s final suffering. (Dragon 375)
Griefmote Cloud: ?
Griiat: See Inquisitor Griiat.
Grim Lasher: See The Grim Lasher.
Grim Reaper: See Mist Creature Grim Reaper.
Grimehammer, Baldos: See Barrowhaunt, Baldos Grimehammer.
Grolin Surespike: See Ghost Dwarf, Grolin Surespike.
Grygori Dilvia: See Ghoul Ghast, Grygori Dilvia.
Gryznath, Chosen of Faluzure: As a Chosen of Faluzure, the dragon god of undeath, Gryznath enjoys certain benefits. Left unattended, his corpse animates as an undead version of itself in an hour. (Dungeon 221)
Guardian Shade: See Githyanki Guardian Shade.
Guardian Statue: ?
Gulthias: See Vampire Lord, Gulthias.
Gut Wrencher: Some evil has touched the crypt of Davinkar, tearing the dead from their rest and rearranging themselves into creatures most terrible. (Lands of Darkness 5 Iron Mountains)
Another is a ball of guts and intestines, writhing and wrenching to digest more life. (Lands of Darkness 5 Iron Mountains)
Gutripper Lich Hound: See Lich Hound Gutripper Lich Hound.
Gwenth: See Vampire, Gwenth.
Gydd Nephret: See Dreadclaw Soulbound, Gydd Nephret.
Haestus d'Cannith: See Forgewraith, Haestus d'Cannith.
Hag Wraith: See Wraith Hag Wraith.
Half Breed of Shaligon: See The Thirteen, Scoellious, Half Breed of Shaligon.
Half-Orc Revenant: See Revenant Half-Orc.
Halfling Ghast: See Ghoul Ghast Halfling.
Halfling Vampire: See Vampire Halfling Vampire, Daeyerg Due.
Hamul: See Vsadni, Hamul, The Hateful Scum.
Hanged One: Hanged ones can be created with dark rituals, but they often arise spontaneously in areas of concentrated evil when the bodies of slain innocents have been hanged or strangled. (Dungeon 155)
Harbane, Garvus: See Wight Deathlock Wight, Garvus Harbane.
Hargaad: See Bodak Frost Giant Bodak Reaver, Jarl Hargaad.
Harken the Pure: Lich, Harken the Pure.
Harmless Phantom: See Ghost Harmless Phantom.
Harpy Ghost: See Ghost Harpy.
Harrag's Shadow: See Shadow Harrag's Shadow.
Harrowzau: See Atropal, Harrowzau.
Harthoon: See Lich, Harthoon.
Harthoon, Castellan of Everlost: See Lich Castellan Wizard, Harthoon, Castellan of Everlost.
Harwick, Beth: See Ghoul, Beth Harwick.
Hateful Scum: See Vsadni, Hamul, The Hateful Scum.
Haunt of Phelhelra: See Castle Gloom, Tower Gloom, Haunt of Phelhelra.
Haunted Armor Animus, Fiendish Armor Animus: ?
Haures: See Demon Haures.
Havarr: See Pale Reaver Lord, Havarr.
Hazakhul: In a flawed attempt to recover the primordial spirit, Hazakhul triggered a devastating, cataclysmic eruption. An unexpected by-product of the ritual channeled forces from the Elemental Chaos into the heart of his stronghold. The pyromancer and his servants perished, but twisted fire and necromancy reanimated them into undead creatures. (Dungeon 216)
Hazalak: See Lich, Hazalak.
He Who Shall Not Be Named: See The Thirteen, He Who Shall Not Be Named.
Head of Rasmus: ?
Headless Corpse: When Karavakos decapitated Vyrellis, he placed her body here, within a powerful field of arcane magic. Over time, the magic within this room has waned. Vyrellis can now reclaim her body, but there is a catch. Karavakos animated the corpse and filled it with necrotic energy. (H3 Pyramid of Shadows)
Headless Corpse of Rasmus: The vestige of Rasmus’s spirit that inhabits the corpse causes it to reanimate. (Dungeon 218)
Headless Horseman: Finally, his men found the beast’s nest. With great fanfare, the Horseman and his entourage set out to rid Tranquility of their tormenter. For two days, the villagers waited, fretting and worrying, hopeful and afraid. (Dungeon 174)
Tranquility erupted in jubilation when the Horseman and most of his men returned. And though they were bloodied and bruised, the three reptilian heads they carried left no doubt that they were victorious.
For weeks more the Horseman stayed, getting to know the people, walking with Talitha through fields and gardens. Slowly his men returned to their homes, but the Horseman remained. (Dungeon 174)
Eli van Hassen could take it no longer, yet neither could he simply order the Horseman banished or slain. He would have to turn the people against their savior, and that he could not undertake alone.
Talitha wept and argued, yet in the end, she acquiesced. It never crossed her mind to disobey, for she feared the loss of her own status within Tranquility—and in agreeing to her father’s demands, she sealed not merely the Horseman’s fate, but her own as well. (Dungeon 174)
The following day, as he walked with Talitha through one of the van Hassen farms, the Horseman was set upon by a dozen of Eli’s guards. The Horseman swept up a rusty sickle that lay beside the barn and fought, slaying several before they overwhelmed him by weight of numbers. (Dungeon 174)
Before the gathered villagers, growing ever more puzzled, ever angrier, the guards dragged the battered Horseman to a block of wood. There, at her father’s behest, Talitha told the people horrid lies, claiming the Horseman had taken terrible advantage, ravished her by force during their walks. (Dungeon 174)
Eli waited until the crowd was utterly enraged before he waved his guards forward. Even as he screamed his innocence and begged Talitha to recant, the Horseman was forced down upon the wooden block. One guard raised a heavy axe, and the head of Tranquility’s beloved hero tumbled across the grass. (Dungeon 174)
The corpse was unceremoniously dumped in a shallow grave beside the river, and as the villagers returned to daily life, bitterly bemoaning their “betrayal,” that should have been the end of it. (Dungeon 174)
One week passed. Through a ceiling of clouds, the crescent moon gleamed a sickly blue. The folk of Tranquility retired early that evening, for the air smelled of a coming storm. (Dungeon 174)
Yet what swept over them that night was not rain and lightning, but fog. The mists crept furtively through Tranquility, filling the streets, sending prodding fingers through doors and windows. The world ceased to be, buried under featureless gray. (Dungeon 174)
A sudden, unending thunder deep within the fog resolved itself into the beating of a thousand hooves. Through the streets and fields of Tranquility they pounded, deafening in their fury, yet the villagers could see nothing moving in the mist. (Dungeon 174)
When they emerged the following dawn, the villagers found their crops and gardens trampled under uncountable hoof-prints. The gates of the van Hassen estate hung from broken hinges, and the manor lay desolate, covered in the dust of decades. Eli and Talitha were never seen again. Neither was the estate staff, save a few who’d been elsewhere that night. (Dungeon 174)
And the grave of the Horseman gaped open, a wound in the banks of the river. (Dungeon 174)
Headless Horseman: In the quiet village of Sleepy Hollow, an avaricious nobleman, whom a paladin intended to expose as a fraud, forced the unjust execution of the young hero. The paladin was accused of most heinous crimes, and was brutally tortured before being beheaded. The paladin’s soul was burdened with great weight upon his death, and he could not move on to the glorious afterlife that awaited him until he had his vengeance... (Horrors of Halloween)
The next year, a grim shadow was cast upon the village of Sleepy Hollow, as the paladin returned. The vengeful spirit of the paladin was a sight to behold, mounted atop the remains of his once glorious steed, clutching a blade instilled with dark magic in one hand, and a pumpkin, carved into a distorted mockery of the head he once had, roaring black and red flames, the flames of his soul, dancing within, in the other. The paladin wrought horrible vengeance upon the entire village, feeling that they had all wronged him in life. (Horrors of Halloween)
Now that the Headless Horseman has avenged himself, he seeks to depart from the mortal world, but he finds his soul far too stained with sin, binding him tighter to the earth than ever before, dark forces gathering within him and driving him mad, leading him across the world, compelling him to destroy every living thing he sees, tricking him into believing they were once people who wronged him in life. (Horrors of Halloween)
Although it is almost impossible to track the Headless Horseman, there is one day each year where he visits the burnt remains of Sleepy Hollow, lingering there silently, stroking his false head fondly.
Heart of the Whispered One: See Lich Human, Osterneth the Bronze Lich, The Supreme Seed of Darkness, Heart of the Whispered One.
Hell Steed: ?
Herald of Kyuss: See Spawn of Kyuss Herald of Kyuss.
High Preceptor Vampire Lord: See Vampire Lord High Preceptor.
Hill Clan Apparition: See Hound of Ill Omen Hill Clan Apparition.
Hobgoblin Shadow Skeleton: See Skeleton Hobgoblin Shadow Skeleton.
Hobgoblin Skeleton: See Skeleton Hobgoblin Skeleton.
Hobgoblin Soldier Zombie: See Zombie Hobgoblin Soldier Zombie.
Hobgoblin Specter: See Specter Hobgoblin Specter.
Hobgoblin Wight: See Wight Hobgoblin Wight.
Hobgoblin Zombie: See Zombie Hobgoblin Zombie.
Holchwier, Exarch of Orcus: See Demon Undead Glabrezu, Holchwier, Exarch of Orcus.
Holy Ziggurat Slinger: ?
Holy Ziggurat Guardian: ?
Homunculi: Summon Humnculi ritual. (Secrets of Necromancy)
Hook Horror Rotting Hook Horror: ?
Horde Archer: See Zombie Horde Archer.
Horde Foot Soldier: See Zombie Horde Foot Soldier.
Horde Ghoul: See Ghoul Horde Ghoul.
Horde Heavy Infantry: See Zombie Horde Heavy Infantry.
Horde Warrior: See Zombie Horde Warrior.
Horde Zombie: See Zombie Horde Zombie.
Horned Terror: See Witherling Horned Terror.
Horse Skeletal: See Skeletal Horse.
Hound Death: SOME TYPES OF HOUNDS ARE ANIMATED canine corpses, and a few are creatures of shadow that have canine forms. The association these creatures have with death has gained them the name death hounds. (Open Grave Secrets of the Undead)
Hound Death Charnel Hound: Charnel hounds are the unholy result of necromantic experiments. Evil ritualists fuse corpses together to create this vicious, predatory dog. (Open Grave Secrets of the Undead)
Hound Death Famine Hound: Famine hounds arise when dogs are abandoned by their masters and left to starve. (Open Grave Secrets of the Undead)
Hound Death Rot Hound: These creatures are the result of dogs that dig up and eat rotting corpses. The dogs grow sick and slowly rot from the inside out, eventually dying and reanimating due to necromantic energy in an area. (Open Grave Secrets of the Undead)
Hound Ghoul: See Ghoul Hound.
Hound of Ill Omen: Once the loyal companions of the hill clans, who now rest beneath the barrows of the Gray Downs, the hounds of ill omen howl to awaken and avenge their long-dead masters. (Monster Vault Threats to the Nentir Vale)
Ghosts of Long Ago: The Gray Downs were once inhabited by indigenous hill clan people reputed far and wide for their fierce hunting hounds. But when the empire of Nerath began to bloom, greedy generals sought to expand the empire into the Nentir Vale and across the hill clans’ territory. The clans resisted. (Monster Vault Threats to the Nentir Vale)
Hopelessly outnumbered, they stood with their faithful hounds against the mighty armies of Nerath, even as the Tigerclaw barbarians and other native tribes abandoned the vale and retreated far into the northern wilderness. Although the hill clans fought bravely, they were annihilated in a final desperate battle upon the downs. (Monster Vault Threats to the Nentir Vale)
Long after the battle, the hounds of the hill clans prowled the battlefields, howling over the corpses of their masters and refusing to leave their sides. The Nerathans built a great barrow in honor of the warriors that fought and died—and after the last of their bodies was interred, the hounds vanished. (Monster Vault Threats to the Nentir Vale)
But on dark nights when the fog rises, it is said that the hounds can still be seen coursing across the downs, their ghostly forms pining for their lost masters. The common folk call them the “hounds of ill omen,” because calamity and misfortune follow in the wake of their fearsome howls. (Monster Vault Threats to the Nentir Vale)
Harbingers of Death: As legend would have it, on nights when the skull-white moon hangs low and the downs are silent as a corpse’s dream, the ghost hounds come forth to hunt mortals. Who sends the hounds and for what purpose, none can tell. (Monster Vault Threats to the Nentir Vale)
Hound of Ill Omen, Bregga: It’s said that Bregga was the first hound, having lived on the downs since before the hill clans arrived. (Monster Vault Threats to the Nentir Vale)
Hound of Ill Omen Hill Clan Apparition: When Bregga’s hounds sound their lonely howls for the hill clans, the spectral apparitions of their dead masters—cold and black as the grave—rise again from their barrows. (Monster Vault Threats to the Nentir Vale)
Howling Ghoul: See Ghoul Howling Ghoul.
Howling Spirit: See Oni Howling Spirit.
Hronagar Corpsegrinder: See Ghoul Darakhul, Hronagar Corpsegrinder.
Huecuva: HUECUVAS ARE FOUL UNDEAD that are created by an ancient divine curse. Originally intended as punishment for a priest who horribly violates his vows and responsibilities, the rite is occasionally used by evil churches as a means of empowering their clerics. (Dragon Magazine Annual)
Huecuva is a template you can apply to humanoid NPCs or monsters. (Dragon Magazine Annual)
Although the Ashen Covenant did not originally create huecuvas, many belong to the movement. Huecuvas were originally the spawn of a divine curse meant to punish priests who violated their vows. Now, a ritual exists to confer this status on powerful evil priests. (E1 Death's Reach)
Huecuvas are foul undead that are created by an ancient divine curse. Originally intended as punishment for a priest who horribly violates his vows and responsibilities, the rite is occasionally used by evil churches as a means of empowering their clerics. (Dragon 364)
Huecuva, Elder Arantham, Exarch of Orcus: Elder Arantham’s notoriety began when he set out to uncover a copy of the ancient ritual that transforms apostate priests into foul undead creatures called huecuvas. In a ceremony witnessed by his fellow cultists, Arantham shed the last of his humanity— and, as he proclaimed, “the last lingering stench of my prior misguided beliefs.” (Dragon Magazine Annual)
Elder Arantham’s notoriety began when he set out to uncover a copy of the ancient ritual that transforms apostate priests into foul undead creatures called huecuvas. (Dragon Magazine Annual)
He is a rare form of divinely empowered undead known as a huecuva, which he became to purposely shed his humanity. (E1 Death's Reach)
Elder Arantham’s notoriety began when he set out to uncover a copy of the ancient ritual that transforms apostate priests into foul undead creatures called huecuvas—not to punish, but to voluntarily subject agreement to the vile transformation. In a ceremony witnessed by his fellow cultists, Arantham shed the last of his humanity—and, as he proclaimed, “the last lingering stench of my prior misguided beliefs.” (Dragon 364)
Huecuva Rakshasa Noble Huecuva: ?
Hulking Zombie: See Zombie Hulking Zombie.
Human Blood Knight: See Blood Knight Human Blood Knight.
Human Lich: See Lich Human.
Human Vampire Lord: See Vampire Lord Human.
Hunger in the Mountain: See Gorgimrith, The Hunger in the Mountain.
Husk Spider: See Spider Husk Spider.
Hyena Spirit: See Gnoll Hyena Spirit.
Hyrkzag: See Ghost Frost Giant Ghost, Hyrkzag.
Iago the Black: See Vampire Lord Weakened Vampire Lord, Iago the Black.
Ice Ghoul: See Ghoul Ice Ghoul.
Ice Lich: See Lich Ice Lich.
Icetomb Wight: See Wight Icetomb Wight.
Icewight: See Wight Icewight.
Icewrought Dracolich: See Dracolich Icewrought Dracolich.
Illyram Brackz: See Lich Eladrin, Illyram Brackz.
Immolith: See Demon Immolith.
Imprisoned Immolith: See Demon Immolith Imprisoned Immolith.
Incunabulum Agent: Incunabula use the Unveiling ritual to draw out all vestiges of knowledge and secrets within a creature's memory, and also to create loyal undead servants or allies. (Underdark)
Indomitable Bat Swarm: ?
Indomitable Dire Boar: ?
Indomitable Dire Rat: ?
Indomitable Dire Wolf: ?
Indomitable Fey Panther: ?
Indomitable Fire Bat: ?
Indomitable Goblin King: ?
Indomitable Goblin Skullbreaker: ?
Indomitable Goblin Warrior: ?
Indomitable Khadral: ?
Indomitable Rat Swarm: ?
Indomitable Wolfling: ?
Indomitable Zombie Elf Skirmisher: ?
Indomitability: The nature of the living fire in Innenotdar often provides a form of immortality. As creatures burn, they are reduced to a state of death, at which point they are rejuvenated by a unique combination of elemental fire and radiant energy. If the forest’s fire would kill a victim, Indomitability’s essence invests itself and places the creature in a bizarre state of undeath. The victim is still on fire, and hair, clothing, and equipment burn away, but the creature no longer takes fire damage nor does it need to make any more death saving throws. (War of the Burning Sky 4e 2 The Indomitable Fire Forest of Innenotdar)
Most of the forest creatures have “died” and been kept from permanent death by Indomitability’s essence infusing them. (War of the Burning Sky 4e 2 The Indomitable Fire Forest of Innenotdar)
If a hero dies, it takes time for Indomitability to overcome the hero’s will and begin the changes. Upon death, regardless of the hero’s current hp total, he is automatically brought to 0 hp. One hour later, Indomitability attempts to overcome the hero’s mind (+12 vs. Will; the hero rekindles and obtains all of Indomitability’s properties, powers, and auras). If Indomitability fails this attempt, the hero remains “dead” until he is rescued. (War of the Burning Sky 4e 2 The Indomitable Fire Forest of Innenotdar)
Infected Zombie: See Zombie Infected Zombie.
Infernal Armor Animus: See Devil Infernal Armor Animus.
Inksoul, Torhana: See Vampire Spirit Vampire, Torhana Inksoul.
Inquisitor Griiat: But somehow the assassins sabotaged the Torch’s power, and when they vanished, they left behind a rift in the fabric of reality, an impossible connection of the Astral Plane and the Elemental Chaos. Within moments the castle and miles around it was engulfed in flames, and all those slain by the blaze were infused with necromantic energy, soon to rise as undead. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Now the castle is commanded by Inquisitor Griiat, once one of Emperor Coaltongue’s bodyguards. Since his death he has learned to draw divine magic from the power of the planar rift, and views it as his maker, almost his god, which he calls the Dark Pyre. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Ir'Wynarn, Kaius: See Vampire, King Kaius ir'Wynarn III.
Irfelujhar: See Lich, Irfelujhar.
Irrendan Ghast: See Ghoul Ghast Irrendan Ghast.
Ivania: ?
Jacobux Kincep: See Ghost, Jacobux Kincep.
Jade Skeleton: See Skeleton Jade Skeleton.
Jakro Vrin: See Ghost Sage Ghost, Jakro Vrin.
Janus Gull: See Ghost Tormenting Ghost, Janus Gull, Esme.
Jarl Hargaad: See Bodak Frost Giant Bodak Reaver, Jarl Hargaad.
Jenglot: See Vampire Jenglot, Vampire Doll.
Jesepha: See Fallen Archon, Jesepha.
Jeya Furei: See Ghost, Jeya Furei.
Ji Sung: See Wraith Servant Sorcerer, Ji Sung.
Jierre, Lya: See Ghost, Lya Jierre, The Lost Jierre Scion, The Ghost Scion.
Joplin the Sly: See Barrowhaunt, Joplin the Sly.
Journeyman's Ghost: See Ghost, The Journeyman's Ghost.
Joxinvarl: See Dracolich, Joxinvarl.
Julain De'Spri: See Ghost, Julain De'Spri.
Jutras: See Mohrg, Jutras.
Ka, Laylon: See Lich, Kaisharga, Laylon Ka.
Kaddras: See The Thirteen, Kaddras.
Kahlir Husk: Created through the torturous draining of their once-living blood, Kahlir husks seek to recover what they lost. (Dragon 364)
Kahlir Vampire: See Vampire Kahlir Vampire.
Kaisharga: See Lich, Kaisharga.
Kaius ir'Wynarn III: See Vampire, King Kaius ir'Wynarn III.
Kalan the Avenger: See Skeleton Kalan the Avenger.
Kalton, Anarus: See Ghost, Anarus Kalton.
Kam Dasir: See Vampire Lamia, Lord Kam Dasir.
Kannoth: See Vampire Lord Eladrin, Kannoth, Vampire Lord of Cendriane.
Kaosark: See Undying Half-Elf Ranger 14, Kaosark.
Karisa, Zanifer: See Vampire, Zanifer Karisa.
Karkothi Fell Skeleton: See Skeleton Karkothi Fell Skeleton.
Karrnathi Skeleton: Blood of Vol devotees first spawned Karrnathi skeletons and zombies from the corpses of elite warriors. These undead retain their cunning and training, making them far superior to the regular soldiers in Karrnath’s legions. (Eberron Campaign Guide)
Kassia’s mind shattered at the loss of her family, and she cloistered herself in her home for months. She pored over texts that her family had accumulated over several generations. In time, she discovered a tome written by a priest of the Blood of Vol and recited a ritual from its pages to raise the remains of her family and restore her happiness. (Dungeon 214)
The remains of Kassia’s husband, sons, and daughter rose as Karrnathi skeletons. (Dungeon 214)
Karrnathi Undead: The Odakyr Rites—the ritual used to create the Karrnathi undead—isn’t a cheap form of Raise Dead. The original victim is gone. A Karrnathi skeleton doesn’t have the specific memories of the warrior who donated his bones. The military specialty of the undead reflects that of the fallen soldier, so only the bones of a bowman can produce a skeletal archer. However, the precise techniques of the skeleton aren’t those of the living soldiers. Rekkenmark doesn’t teach the bone dance or the twin scimitar style common to the skeletal swordsmen. So where, then, do these styles come from? Gyrnar Shult believed that the Karrnathi undead were animated by the martial spirit of Karrnath itself. This is why they can be produced only from the corpses of elite Karrnathi soldiers: an enemy corpse lacks the connection to Karrnath, while a fallen farmer has no bond to war. However, the Kind fears that the undead aren’t animated by the soul of Karrnath, but rather by an aspect of Mabar itself—that the combat styles of the undead might be those of the dark angels of Mabar. Over the years, he has felt a certain malevolence in his skeletal creations that he can’t explain, not to mention their love of slaughter. He has also considered the possibility that they are touched by the spirits of the Qabalrin ancestors of Lady Vol. The Kind hasn’t found any proof for these theories, but they haunt his dreams. (Dungeon 195)
Karrnathi Zombie: Blood of Vol devotees first spawned Karrnathi skeletons and zombies from the corpses of elite warriors. These undead retain their cunning and training, making them far superior to the regular soldiers in Karrnath’s legions. (Eberron Campaign Guide)
Kas the Betrayer: See Vampire Lord, Kas the Betrayer.
Katarnios: See The Thirteen, Katarnios.
Keegan: See Death Knight, False Sir Keegan/Sir Drzak.
Keegan: See Skeleton Knight, Sir Keegan.
Keener: See Ghost Wailing Ghost Warforged Banshee, Keener.
Keening Spirit: See Ghost Keening Spirit.
Kelikovna, Patrina: See Ghost Wailing Ghost Banshee, Patrina Kelikovna.
Kesod: See Vampire, Kesod.
Khaela: With her health and mental stability eroding, Khaela resorted to necromancy. After drinking from a dark cup called the Bleak Grail, she entered undeath.
Khetira: See Lich Dark Elf Lich, Lady Khetira.
Khezdra’Numak: See Lich Ice Lich, Khezdra’Numak.
Kiirodel, Aurana: See Vampire Unique Vampire, Aurana Kiirodel.
Kincep, Jacobux: See Ghost, Jacobux Kincep.
King Kaius ir'Wynarn III: See Vampire, King Kaius ir'Wynarn III.
King of Esharm: See Demon Ugalga, King of Esharm.
King Vykos Dhagaram: See Vampire, King Vykos Dhagaram.
Kinita Araska: See Vampire, Kinita Araska.
Kire: See Vampire Lord, Kirenkirsalai, Kire, Tebryn “Shadowstalker” Dhialael.
Kirenkirsalai, Kire, Tebryn “Shadowstalker” Dhialael: See Vampire Lord, Kirenkirsalai, Kire, Tebryn “Shadowstalker” Dhialael.
Kirenkirsalai: See Vampire Lord, Kirenkirsalai, Kire, Tebryn “Shadowstalker” Dhialael.
Kirre Spectral: See Spectral Kirre.
Knightly Ghost: See Ghost Knightly Ghost.
Koaelon: See The Thirteen, Koaelon, Lord of the Shadar Tribe.
Kobold Skeletal Archer: See Skeleton Kobold Skeletal Archer.
Koptila the Acursed: In this chamber long ago, the ogre king Koptila sacrificed himself to the gods to save his tribe from an overwhelming threat. His people were transported forward in time, and Koptila was transformed into an undead creature. (Dungeon Delve)
Kothar: See Specter Fire Specter, Captain Kothar.
Kr'y'izoth: See Githyanki Kr'y'izoth.
Kraken Ghost: See Ghost Kraken.
Kralick: See Ghost Orc, Kralick.
Kravenghast: See Wraith, Kravenghast.
Krissa: See Vampire, Krissa.
Kriyizoth Fire Mage: ?
Kruthik Young Zombie: See Zombie Kruthik Young Zombie.
Kruthik Zombie Weak: See Zombie Weak Kruthik Zombie.
Kvaltigar: See Skeleton Skeletal Frost Giant, Kvaltigar.
Kytharion, Shadow Guard: ?
Kytharion Wild Kytharion: ?
Kyuss: See Larva Mage, Kyuss, The Worm that Walks.
La'ree, Lesser Shade: As creations of the all powerful Shan’ree, La’ree work to turn the world into a realm of undead. (Night Reign Campaign Setting)
The La’ree, also known as lesser shades, are the spawn of Shan’ree, created from the essence of those slain by the greater shades. (Night Reign Campaign Setting)
“La’ree” is a template that can be added to any paragon or epic tier humanoid. (Night Reign Campaign Setting)
Requirements: Humanoid, Level 11 (Night Reign Campaign Setting)
Shan’ree can create lesser beings called La’ree who serve them as spies, assassins and warriors. (Night Reign Campaign Setting)
La'ree Faoian Troll: ?
Lacedon: See Ghoul Sodden Ghoul, Lacedon.
Lady Khetira: See Lich Dark Elf Lich, Lady Khetira.
Lady Lauren: Rare as it is, Hallik was triumphant in breaking the bond he shared with the demon. In the process, his mind was wiped of all compassion, aside from the love of his dead wife. It was then that the defeated demon brought back Hallik’s true love. Her burned body rose, powered by the evil of the demon. (Domains of Dread – Pellios The Raging Vale)
Lady Lucille Bucenburg: See Vampire, Lady Lucille Bucenburg.
Lady Madrasia: See Vampire Lamia, Lady Madrasia.
Lady Urzana Dolingen: See Vampire, Countess Lady Urzana Dolingen.
Lady Vol: See Lich, Lady Vol.
Lamashtu, Queen of the Seventh Night, Queen of Blight, Queen of the Unfeeling Darkness: See Vampire Lamia, Lamashtu, Queen of the Seventh Night, Queen of Blight, Queen of the Unfeeling Darkness.
Lamia: See Vampire Lamia.
Lamia Undead Lamia, Meremoth: ?
Lanelle: ?
Lareen: See Vampire Lord, Lareen.
Larkins, Shuman: See Ghost Council Empowered Councilor, Shuman Larkins.
Larva Assassin: See Larva Undead Larva Assassin.
Larva Mage: WHEN A POWERFUL EVIL SPELLCASTER DIES, his spirit sometimes takes control of the wriggling mass of worms and maggots devouring his corpse. This mass of vermin rises as a larva mage to continue the spellcaster’s dark schemes or to seek revenge against those who slew him. (Monster Manual)
Only the most evil spellcasters return to unlife as larva mages. (Monster Manual)
An elder evil being called Kyuss created the first larva mages to guard vaults of forbidden lore. (Monster Manual)
Numerous creatures died during the battles in Death's Reach, and a few endured in spirit despite the place's dark power. Some were allies of Timesus; others were servitors of the gods. The soulfall into Death's Reach has caused the shells of some of these ancient creatures to shudder back to animation. (E1 Death's Reach)
Larva Mage, Espera: The Spellplague destroyed many of these in gouts of blue fire. Espera, a genasi necromancer, had already tied herself to Shar’s power of shadow. She died in the conflagration but was resurrected as a larva mage. (Forgotten Realms Campaign Guide)
Larva Mage, Kyuss, The Worm that Walks: Kyuss began as a mortal and attained such power and stature that he has become a legendary being. He leveraged his way to a corrupt apotheosis through powerful rituals and a series of deadly betrayals. (Open Grave Secrets of the Undead)
Kyuss was born a mortal in a city where evil walked freely, and where sacrifices were made nightly to honor dark gods. The boundaries between life and death were blurred in this place, and the living and unliving mingled freely. As the seventh of seven children, Kyuss was despised and brutalized by his family. They called him “the worm,” and Kyuss fed on their contempt, turning it into dark resolve. (Open Grave Secrets of the Undead)
Gradually and imperceptibly, Kyuss drove the members of his family to self-destruction. When all were dead, he took on the identity of a cleric serving the Raven Queen. Aided by alliances with undead ecclesiasts and an instinct for betrayal, he rose through the temple hierarchy, eventually becoming a high priest who attracted followers from far and wide. When his congregation was bloated with followers, Kyuss performed a great ritual that he promised would bring power over neighboring realms. Instead, the ritual slew them all, rotting the flesh from their bones. Kyuss, too, was consumed, but days later, as the maggots and insects fed on the rotting bodies, they came together to form a writhing larva mage—Kyuss’s new form. (Open Grave Secrets of the Undead)
Larva Mage, Magrathar: ?
Larva Mage, Matrathar: ?
Larva Sniper: See Larva Undead Larva Sniper.
Larva Undead: Individuals who have relentlessly pursued evil might return as larva undead. (Open Grave Secrets of the Undead)
Larva Undead Larva Assassin: A larva assassin is a conscienceless killer that arises when a humanoid dies after spending his or her life murdering without pity. When the individual’s body begins to decay, a swarm of hornets and centipedes gathers to devour the corpse. Necrotic energy merges the vermin with the consciousness of the former humanoid, creating a larva assassin. (Open Grave Secrets of the Undead)
Larva Undead Larva Sniper: Larva snipers are the result of dead humanoids who took sadistic delight in their ability to slay foes from afar. Upon such a creature’s death, masses of yellow, segmented wasps and hornets gather and give the creature’s consciousness a physical form. (Open Grave Secrets of the Undead)
Larva Undead Larva War Master: Larva war masters are the undead progeny of powerful warriors who become unhinged by bloodlust, commit strings of atrocities, and then die. Upon the subject’s death, its body is consumed by devouring beetles that strip flesh from bone and then form a new body. (Open Grave Secrets of the Undead)
The ancient undead entity Kyuss rewarded his most faithful and remorseless warriors with eternal existence as larva war masters. (Open Grave Secrets of the Undead)
The bodies of larva undead are wholly composed of rotting flesh, fragments of bone, and maggots, centipedes, beetles, and other vermin. (E1 Death's Reach)
Larva Undead Larva Warlord: ?
Larva War Master: See Larva Undead Larva War Master.
Larva Warlord: See Larva Undead Larva Warlord.
Lasher Zombie: See Zombie Lasher Zombie.
Lasheeva: Lasheeva herself is considered undead, the first deity who relinquished her own traditional sense of divinity in exchange for something else. (Level Up 2)
Gil’Mâridth sacrificed her worldly divinity and escaped into the dreamworld of her nemesis Ôæ, and in doing so transferred much of her power into Lasheeva... even as she sacrificed her daughter. Lasheeva rose from the grave, as desired, a lich-queen ascendant in divine undeath. (Level Up 2)
Latimer, Amielle: See Ghost, Amielle Latimer.
Lauren: See Lady Lauren.
Laylon Ka: See Lich, Kaisharga, Laylon Ka.
Leader: See Vsadni, Nebo, The Leader.
Leo Dilysnia: See Vampire, Leo Dilysnia.
Lesser Dragon-Lich: See Lich Lesser Dragon-Lich.
Lesser Oath Wight: See Wight Lesser Oath Wight.
Lesser Shade: See La'ree, Lesser Shade.
Lesser Undying: See Undying Lesser Undying.
Liandra: DeMay’s slaughter continued for decades, and nobody in Hedgebird ever noticed. A group of orphans lead by a girl named Liandra finally stopped DeMay. One night Liandra followed DeMay into the cavern below the cellar. She distracted DeMay while the other children piled rocks over the trap door into the cavern. When Granny DeMay discovered the plan she killed Liandra in her fury. DeMay pounded on trap door, but it was no use. She died of thirst several days later. The children fled the orphanage, saying only that Granny DeMay had disappeared. (Good Little Children Never Grow Up)
Neither DeMay’s nor Liandra’s spirits rest easy. DeMay continues to terrorize anybody who sets foot in the house, while Liandra hopes to find somebody who can break DeMay’s grip on this world once and for all. (Good Little Children Never Grow Up)
Lich: A LICH IS AN UNDEAD SPELLCASTER created by means of an ancient ritual. Wizards and other arcane spellcasters who choose this path to immortality escape death by becoming undead, but prolonged existence in this state often drives them mad. (Monster Manual)
“Lich” is a monster template that can be applied to nonplayer characters. (Monster Manual)
A mortal becomes a lich by performing a dark and terrible ritual. In this ritual the mortal dies, but rises again as an undead creature. Most liches are wizards or warlocks, but a few multiclassed clerics follow this dark path. (Monster Manual)
A lich’s life force is bound up in a magic phylactery, which typically takes the form of a fist-sized metal box containing strips of parchment on which magical phrases have been written. (Monster Manual)
A dark spellcaster who covets immortality and spend his or her life in pursuit of necromantic power might gain the ability to become a lich. A lich ties its life force to a phylactery, ensuring that its body will coalesce in a hidden location even if some creature were to slay it. (Monster Vault)
To become a lich, a spellcaster must be devoted to evil and adept at performing unspeakable acts of violence. Few spellcasters have a shred of morality remaining after their transformations into liches. The process of attaining lichdom bends the mortal mind in unnatural and crippling ways. Many liches rise up insane, but even they enact cunning plans; they just do so for incomprehensible reasons. (Monster Vault)
A spellcaster must travel far—even across the planes—to collect the scraps of lore and esoteric components needed to enact the ritual to transform into a lich. (Monster Vault)
The act of becoming a lich encases a mortal’s life force in a specially prepared item called a phylactery. The most common type is a metal box that contains strips of parchment with arcane writing. Any small item, such as a gemstone, a ring, or a statue, can be a phylactery. (Monster Vault)
Death knights, liches, mummies, and vampires are created by rituals or processes that tie the soul to an unliving form. Similar creatures could be created in different circumstances. Such diversity among undead reflects the fact that death touches every part of existence. (Open Grave Secrets of the Undead)
Some obsessed knowledge-seekers pursue the spark of life too far, and thereby discover the dark fruits of undeath. They seek death’s secrets because of their fear of death, thinking that if they can come to understand mortality, their fear will be extinguished and their survival assured. Those who tread this road to its conclusion sometimes embrace death completely, and do not become so much immortal as simply enduring. Spellcasters who adopt this existence are commonly known as liches. (Open Grave Secrets of the Undead)
MANY CREATURES HOPE TO ESCAPE DEATH. When such creatures are powerful and corrupt, they sometimes turn to rituals that can transform them into liches. However, immortality comes with a price, and these creatures lose the remaining shreds of their humanity in process. (Open Grave Secrets of the Undead)
Most undead animate spontaneously or arise through profane rituals. A few mortals willingly become undead, though, viewing the condition as a form of immortality. These liches gain resilience from the transformation. (Open Grave Secrets of the Undead)
Liches are evil arcane masterminds that pursue the path of undeath to achieve immortality. (Dungeon Master's Guide)
“Lich” is a template you can add to any intelligent creature of 11th level or higher. (Dungeon Master's Guide)
Prerequisite: Level 11, Intelligence 13 (Dungeon Master's Guide)
Vol’s methods created creatures such as vampires and liches that required life energy or blood from living creatures. (Eberron Campaign Guide)
Undead fuel their minds and protect their corpses from dissolution through powerful necromantic rituals—especially liches, whose never-ending acquisition of arcane knowledge has propelled some into contention with the gods themselves. (Forgotten Realms Campaign Guide)
Death knights, liches, mummies, and vampires are all created by rituals that tie the soul to an unliving form. (Wizards Presents Worlds and Monsters)
As a mortal, Vecna proved willing to do things none of his contemporaries dared. He was the first to sacrifice his body to gain immortality as a lich. (Dragon 395)
Magical mastery enabled Vecna to secure temporal power, with the assistance of his companion Kas. At some point during his ascent, he created the Lich Transformation ritual, then became a lich, and finally authored the Book of Vile Darkness. (Dragon 395)
It is commonly believed that it was Lasheeva who crafted phylacteries for Áereth’s first liches and soul weapons for the first death knights, forever changing the world by offering dangerous, power-hungry mortals a dark substitute to mere mortality. (Level Up 2)
Where ‘common’ liches are undead spellcasters that selfishly gave their life forces to further their magical might and live eternally, liche priests are chosen by the Black Circle to join their cult as the eternally damned servants of the Queen of Darkness. (Wraith Recon: Enemies Within)
Lich, Acererak: Horrid as these ruins are for the living, the place bears an unholy attraction for the undead. Such is this allure that the mighty lich Acererak, master of the Tomb of Horrors, once laid claim to the City That Waits and used it as a conduit to transcend his mortal form and ascend to greatness. (Manual of the Planes)
If Acererak is defeated, his body disappears. He rises in 1d10 days as a lich, thus starting Acererak's path to ultimate darkness and evil. (Revenge of the Giants)
Ages past, a human magic-user/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich, Acererak. (Dragon 371)
Lich, Azran the Undying: Under the guidance of the entity, Azran constructed a phylactery and then performed an exceedingly dark ritual, calling forth the entity from the obelisk. It stood before Azran then, a menacing thing of rotting, wormy flesh and mangy black fur, tattered cloak flapping wildly in the energy-charged air surrounding the beast. A necklace made of bleached white bones hung around its neck. Before Azran could react, the thing lashed out, a single, gleaming ivory claw ripping his life out of him which sped into the enchanted container. The wolven died in that instant, but only for a moment. The entity commanded the wolven’s dead husk to return to the world of the living as a nightmarish thing out of legend; Azran was reborn a lich. (Scarrport City of Secrets)
Lich, Belos: ?
Lich, Harken the Pure: Through ritual he turned himself into a lich.
Lich, Harthoon: ?
Lich, Hazalak: ?
Lich, Irfelujhar: ?
Lich, Kaisharga, Dead Lord: The mightiest of the city’s undead denizens, who were in life the council of high wizards who ruled Ur Draxa in Borys’s name, were transformed into kaisharga—what on other worlds are known as liches. Now calling themselves the Dead Lords, they pay homage to the Dragon and continue to rule in his name. (Dragon 406)
Lich, Kaisharga, Laylon Ka: This compound was mostly empty when Kalidnay faced its doom. Now it belongs to a kaisharga named Laylon-Ka. A kaisharga is an undead creature similar to a lich, though it lacks a phylactery. Kaishargas trade life for power, unnaturally extending their existence for centuries. In life, Laylon-Ka was a House Vordon dune trader who was also a member of the Veiled Alliance. She thought her clandestine operations were secret, but they were the primary reason Horgus-Le abandoned her. Laylon-Ka turned to the study of shadow magic after Kalidnay’s transition. She soon discovered a way to transform herself into an immortal being. (Dungeon 190)
Lich, Lady Vol: Through her arcane powers, her indomitable spirit, and a burning hatred for the elves and dragons that had wronged her, Vol has endured for long centuries in the ranks of the undead. (Eberron Campaign Guide)
Lich, Lich-Lord Melif: ?
Lich, Lickros: ?
Lich, Lord Dust: ?
Lich, Lord Razel: ?
Lich, Lord Varquil: ?
Lich, Lord Vizier: ?
Lich, Naiethar Traihel: She was once a powerful dryad, but Irfelujhar’s corruption of the forest transformed her into a lich. (Dungeon 171)
Lich, Parthal Archlich: ?
Lich, Raja Thirayam of Dukkharan: ?
Lich, Terrus Dyrn: ?
Lich, Vargo the Faceless: ?
Lich, Vecna: As a mortal, Vecna proved willing to do things none of his contemporaries dared. He was the first to sacrifice his body to gain immortality as a lich. (Dragon 395)
Magical mastery enabled Vecna to secure temporal power, with the assistance of his companion Kas. At some point during his ascent, he created the Lich Transformation ritual, then became a lich, and finally authored the Book of Vile Darkness. (Dragon 395)
“Nearly two millennia ago in a land known as the Flanaess, the name of the lich Vecna was sung by bards and cursed by clerics. How did he become a lich, and why did he seek to conquer the Flanaess? You may as well ask, ‘Why is the Shadowfell dark, Menodora?’ The cult of Vecna teaches that Vecna was cursed by gods who were jealous of his power. A monk who raves ceaselessly within his cell in a madhouse swore to me that Vecna confronted his own death and imprisoned it in a castle on the gray sands of an alien world, where it wails in eternal torment. (Dragon 402)
“As entertaining as these tales are, most sources agree that Vecna was a supremely talented wizard who became obsessed with overcoming death when his beloved mother died. He conquered villages in the Flanaess to use the townspeople as subjects for his necromantic experiments. After hundreds of failures Vecna devised a ritual that siphoned power from the planes to animate his lifeless body, giving him immortality as a lich. Imagine: all of those lives destroyed and a soul corrupted beyond saving, just because he missed his mother. (Dragon 402)
Lich, Vlaakith CLVII, Lich-Queen: Long ago, Vlaakith performed a ritual to transform herself into a lich, giving her an extended life span and making her the longest-reigning Vlaakith in the githyanki’s history. (The Plane Above: Secrets of the Astral Sea)
Not long into her reign, she performed the Lich Transformation ritual, but her undead state did little to quell her growing paranoia. (Dragon 377)
Lich, Wizard of the White Tower: ?
Lich, Yarnath Mul: Slither, the Crawling Citadel
A mul defiler named Yarnath created this crawling citadel of bone. Yarnath drained his own life in the process to animate the construction, passed into undeath, and became a powerful lich.
Lich Aboleth Overseer, Pavan: ?
Lich Alhoon Lich: Alhoons are magic-using outcasts from mind flayer societies who have defied the ruling elder brains. (Open Grave Secrets of the Undead)
Lich Archlich: Archlich epic destiny. (Arcane Power)
Lich Baelnorn Lich: Eladrin become baelnorn liches for a variety of reasons. Many choose this path so they can act as guardians of ancestral vaults and tombs. Unlike most liches, baelnorns are not necessarily evil. The creatures are less power-hungry and covetous than other liches, and they often keep their phylacteries in close proximity to the places they guard. A few baelnorn have no phylacteries at all; rather, their prolonged existence is achieved through a powerful ritual or the blessing of a deity. (Open Grave Secrets of the Undead)
Lich Castellan Wizard: ?
Lich Castellan Wizard, Harthoon, Castellan of Everlost: ?
Lich Claw: See Crawling Claw Lich Claw.
Lich Dark Elf Lich, Lady Khetira: ?
Lich Dark Elf Lich, Lord Braxux: ?
Lich Demilich: Particularly powerful liches that learn the secret of fashioning soul gems often shed their bodies and evolve into demiliches. (Open Grave Secrets of the Undead)
Lich Demilich, Acererak, The Devourer: Having escaped death through lichdom, he houses his intelligence in a bejeweled skull and his soul in a hidden phylactery. (Open Grave Secrets of the Undead)
Eventually his undead body wasted away leaving him as a demilich-an animated skull-and still he prepared. (Tomb of Horrors)
And from lich, Acererak went on, not to godhood, but to become the game’s first demilich—in many ways, a far more dangerous creature, the final vestige of a once all-powerful lich. (Dragon 371)
Ages past, a human magic-user/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich, Acererak. Over the scores of years which followed, the lich dwelled with hordes of ghastly servants in the gloomy stone halls of the very hill where the Tomb is. Eventually even the undead life force of Acererak began to wane, so for the next eight decades, the lich’s servants labored to create the Tomb of Horrors. Then Acererak destroyed all of his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. (Dragon 371)
Lich Demilich, Acererak and Eye of Vecna: ?
Lich Demilich, Spine of Vlaakith: When Zetch’r’r came to power, the githyanki believed the Lich-Queen was well and truly dead. However, the new emperor discovered that a piece of her remained: her spine. Through dread magic, Zetch’r’r bound her spirit to the spine and extracted oaths of service from it, transforming the dead Lich-Queen into a form of demilich. (Dungeon 168)
Lich Demilich Acererak Construct: Acererak’s skull, which dwells in the mithral vault of the Tomb of Horrors, is a construct created by the demilich. (Open Grave Secrets of the Undead)
Lich Divine Lich: In contrast with arcane liches, who are the icon of corrupted wizards, divine liches are fallen paladins and clerics or followers of dark faiths that encourage violation of the natural order. (Jester's 4e Ravenloft Manual of Monsters)
Lich Dwarf, Barrthak: ?
Lich Eladrin, Ghovran Akti: ?
Lich Eladrin, Illyram Brackz: ?
Lich Eladrin, Uthnis Maiali: ?
Lich Eladrin, Valindra Shadowmantle: ?
Lich Eladrin Wizard: ?
Lich Feline Lich, Ystis, The Maddening Cat: ?
Lich Frost Giant Lich: ?
Lich Hound: Made of necromantic power, these hounds serve ghoul high priests and arch-liches. (Midgard Bestiary for 4th Edition D&D)
Lich Hound Gutripper Lich Hound: ?
Lich Human, Mauthereign: ?
Lich Human, Osterneth the Bronze Lich, The Supreme Seed of Darkness, Heart of the Whispered One: Osterneth had a surprise for the invaders, though. In her quest for eldritch might, the queen had tracked down and slain the leader of the cult that had captured her. From the fallen cultist she claimed the Heart of Vecna, a powerful relic that granted everlasting life. Through a secret ritual, she placed the heart inside her chest cavity, and, with its power, became a powerful lich in the service of Vecna. (Open Grave Secrets of the Undead)
Lich Human Wizard: ?
Lich Human Wizard, Szass Tam: ?
Lich Human Wizard Lich, Tyhthia: ?
Lich Human Wizard/Death Master 22, Malenkin: ?
Lich Ice Lich, Khezdra’Numak: ?
Lich Lesser Dragon-Lich, Dvalinna: Two dark elf liches — Lady Khetira and Lord Braxus — imbued Dvalinna with undead essence, transforming the young white dragon into a dragon-lich. (Dungeon Crawl Classics 57 Wyvern Mountain)
Lich Nascent Archlich, Skoulos the Undying: Skoulos summoned the last of his waning power, concentrating it into a single ritual that transferred his life force into a phylactery, transforming Skoulos’ withered form into the most powerful undead of all: the archlich. (Dungeon Crawl Classics 59 Mists of Madness)
Lich Necromancer: ?
Lich Psionic Lich: Not all liches are powered by arcane magics, some are the creations of the powers of dark gods or masters of the mind. (Jester's 4e Ravenloft Manual of Monsters)
Lich Remnant: ?
Lich Soulreaver: ?
Lich Thicket Dryad Lich: Sometimes a dryad’s desire to protect its woodland twists into dark obsession. In rare instances, one of these fey creatures crosses the threshold into undeath and becomes a thicket dryad lich. The dryad transforms a favorite tree into a phylactery. The corruption in the dryad’s soul then causes the tree to become warped and rotted. (Open Grave Secrets of the Undead)
Lich Vestige: A LICH VESTIGE IS THE ARCANE REMNANT OF A DESTROYED LICH. (Monster Manual)
Raven Consort epic destiny Death's Companion power. (Dragon Magazine Annual)
This trash-filled chamber serves as the lair for one of the liches drained of its essence to power Irfelujhar’s research. (Dungeon 171)
The husks of lesser lichs drained of their essence to power Irfelujhar’s research. (Dungeon 171)
Lich Void Lich: A void lich is an antediluvian horror from the Far Realm that seizes control of the body and phylactery of someone performing a lich transformation ritual. Lured into the world by the eldritch power unleashed during the ritual, this aberrant entity shunts the ritual performer’s soul off to the Far Realm and possesses the host body as its own. (Open Grave Secrets of the Undead)
A void lich is created when the soul of a lich-to-be is shunted off to an aberrant realm and is replaced, changeling-like, by a foul entity that possesses the lich's body as its own. (E1 Death's Reach)
Lich's Mask: Vorax-Hûl already possessed strange powers unknown to most dragons, but now he also boasts a powerful ward from Leska, and a massive bone mask that resembles the skull masks Inquisitors wear, though crafted of entire humanoid skeletons. This mask contains the spirits of four Inquisitors, who now serve only to protect Vorax-Hûl. (War of the Burning Sky 4e 9 The Festival of Dreams)
Lich-Lord Melif: See Lich, Lich-Lord Melif.
Lich-Queen Vlaakith CLVII: See Lich, Vlaakith CLVII, Lich-Queen.
Liche Priest of the Black Circle: Where ‘common’ liches are undead spellcasters that selfishly gave their life forces to further their magical might and live eternally, liche priests are chosen by the Black Circle to join their cult as the eternally damned servants of the Queen of Darkness. The existing liche priests, led by the primordial Baphomes, choose only the most devoted and powerful worshippers of Mortessal to become dread warlocks – let alone the type of follower they look for to undergo the ritual of Dark Becoming. (Wraith Recon: Enemies Within)
There are six canoptic jars used by the liche priests during the secret and powerful ritual that creates a new liche priest. Each of these jars are roughly a foot tall and ten inches in circumference, inscribed with dozens of arcane glyphs and sealed with wax made from rendered fats. Each of these jars has 30 hit points and resist 15 to all damage. The organs of the original being that are broken down and mystically placed inside the jars are: (Wraith Recon: Enemies Within)
♦ Skull (either the being’s natural one or the whispering one if the ritual’s recipient is a dread warlock) (Wraith Recon: Enemies Within)
♦ Heart (Wraith Recon: Enemies Within)
♦ Liver (Wraith Recon: Enemies Within)
♦ Kidneys (Wraith Recon: Enemies Within)
♦ Pancreas (Wraith Recon: Enemies Within)
♦ Phallus or Uterus (Wraith Recon: Enemies Within)
Lichwarg: See Deathwarg Lichwarg
Lickros: See Lich, Lickros.
Life-Eater: See Wight Life-Eater.
Life-Thief: See Vampire Spawn Life-Thief.
Lightning Bug Adze Swarm: See Adze Lightning Bug Adze Swarm.
Limbed Horror: Some evil has touched the crypt of Davinkar, tearing the dead from their rest and rearranging themselves into creatures most terrible. (Lands of Darkness 5 Iron Mountains)
An amalgam of all the limbs forms an amorphous mass, numerous once-hands grasping to draw more in. (Lands of Darkness 5 Iron Mountains)
Lingerer Fell Incanter: See Fey Lingerer Lingerer Fell Incanter.
Lingerer Knight: See Fey Lingerer Lingerer Knight.
Lingering Specter: See Specter Lingering Specter.
Lingering Spirit Warrior: See Barrowhaunt Lingering Spirit Warrior.
Lingering Warrior Spirit: ?
Lippsor, Eldor: See Vampire, Sir Eldor Von Lippsor.
Lizardfolk Ghoul: See Ghoul Lizardfolk Ghoul.
Lod: See Naga Bone Naga, Lod.
Lodoviceus, Bartholomeus: See Stone-Dead Dwarf, Bartholomeus Lodoviceus.
Long-Dead Skeleton: See Skeleton Long-Dead Skeleton.
Loogaroo: See Vampire Loogaroo.
Lord Braxux: See Lich Dark Elf Lich, Lord Braxux.
Lord Byron von Gillante: See Death Knight, Lord Byron von Gillante.
Lord Carrion: See Death Knight Human Fighter, Lord Carrion.
Lord Dust: See Lich, Lord Dust.
Lord Enerith Dartonith: See Undying, Lord Enerith Dartonith.
Lord Gorquith: When Emperor Coaltongue took possession of Korstull, he sat upon the throne and ordered Inquisitor Griiat to execute Lord Gorquith and his officers then and there. The noble’s execution was most brutal off all — being thrown into a huge ochre jelly. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Later, when the firestorm tore through Korstull, the executed rebels and the massacred bard were animated as ghouls, and Gorquith’s skeleton was animated within the ooze, the two being bound together as a unique undead jelly. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Lord Kam Dasir: See Vampire Lamia, Lord Kam Dasir.
Lord Nill: See Nightwalker, Lord Nill.
Lord of Secrets: See Vecna, The Whispered One, Master of the Spider Throne, The Undying King, Lord of the Rotted Tower, The Maimed God, Lord of Secrets.
Lord of Sithicus, Lord Soth: See Death Knight Lord of Sithicus, Lord Soth
Lord of the Deepwater: See Ghost Whale, Cetacek, Lord of the Deepwater.
Lord of the Rotted Tower: See Vecna, The Whispered One, Master of the Spider Throne, The Undying King, Lord of the Rotted Tower, The Maimed God, Lord of Secrets.
Lord of the Shadar Tribe: See The Thirteen, Koaelon, Lord of the Shadar Tribe.
Lord of the Zhentarim: See Vampire Lord Human Wizard, Manshoon, Orbakh The Night King, Orlak II, Clone of Manshoon, Lord of the Zhentarim.
Lord Razel: See Lich, Lord Razel.
Lord Soth: See Death Knight, Lord Soth.
Lord Varquil: See Lich, Lord Varquil.
Lord Vizier: See Lich, Lord Vizier.
Lorgo Cullen: Centuries ago, the city governor sentenced two murderous brothers, Otho and Lorgo Cullen, to quarry work for the rest of their lives after a spate of robberies and muggings. They died after a few brutal years and then were raised as undead once the city’s need for stone became urgent during one of the innumerable wars of conquest in the distant past.
Lornaeras: See The Thirteen, Lornaeras.
Lost Jierre Scion: See Ghost, Lya Jierre, The Lost Jierre Scion, The Ghost Scion.
Lost Rider: See Vsadni, Lost Rider.
Lost Wraith: See Wraith Lost Wraith.
Lucille Bucenburg: See Vampire, Lady Lucille Bucenburg.
Lustful Viceling: See Viceling Lustful Viceling.
Lya Jierre: See Ghost, Lya Jierre, The Lost Jierre Scion, The Ghost Scion.
Lygis, The Black Cloud: ?
Macbannin, Reed: See Ghost, Reed Macbannin.
Mad Wraith: See Wraith Mad Wraith.
Madar, Darom: See Wight Lesser Oath Wight, Darom Madar.
Madar, Dyneera: See Wraith Weeping Wraith, Dyneera Madar.
Maddening Cat: See Lich Feline Lich, Ystis, The Maddening Cat.
Madrak The Ogre Lord: See The Thirteen, Madrak The Ogre Lord.
Madrasia: See Vampire Lamia, Lady Madrasia.
Mage Wight: See Wight Mage Wight
Magrathar: See Larva Mage, Magrathar.
Magroth: See Vampire Lich, Magroth.
Maiali, Uthnis: See Lich Eladrin, Uthnis Maiali.
Maimed God: See Vecna, The Whispered One, Master of the Spider Throne, The Undying King, Lord of the Rotted Tower, The Maimed God, Lord of Secrets.
Malachi's Butcher: Malachi’s experiments with the Far Realm have born strange necromantic fruit in his creation of the monstrosity that lives and works here. (Dungeon 163)
Malek: See Wight Cleric, Malek.
Malediction: See Abomination Malediction.
Malenkin: See Lich Human Wizard/Death Master 22, Malenkin.
Malhûn: See Vampiric Worg, Malhûn, The Blood Wolf.
Malicia: See Wight Elite Deathlock Wight, Malicia.
Malicious Ghost: See Ghost Malicious Ghost.
Manshoon Clone: See Vampire Lord Human Wizard, Manshoon, Orbakh The Night King, Orlak II, Clone of Manshoon, Lord of the Zhentarim.
Marilith Undead: See Demon Undead Marilith.
Marrow: See Naga Bone Naga Arcanist, Marrow.
Marrowshriek: See Skeleton Marrowshriek.
Marsh Striker: See Vargoyle, Marsh Striker.
Marsh Wight: See Wight Marsh Wight, Chibaiskweda.
Marshall of Tourn: See The Thirteen, Sidratha, The Marshall of Tourn.
Master of the Spider Throne: See Vecna, The Whispered One, Master of the Spider Throne, The Undying King, Lord of the Rotted Tower, The Maimed God, Lord of Secrets.
Master Vampire: See Vampire Master Vampire.
Matharic: See Wraith, Matharic.
Matrathar: See Larva Mage, Matrathar.
Mauglurien: See Death Knight Dwarf Warlord, Mauglurien, The Black Knight.
Mauthereign: See Lich Human, Mauthereign.
Maw: ?
Maze Demon: See Perditazu, Maze Demon.
Mdus: See Wraith Servant Cleric, Mdus.
Meat Mote: Malachi's Butcher's Spew Meat Mote power. (Dungeon 163)
Medani, Torven: See Vampire, Torven “The Ageless” d'Medani.
Melathaur: See Dracolich Runescribed Dracolich, Melathaur.
Melif: See Lich, Lich-Lord Melif.
Memneres: Pillar is haunted, like its fellow cities, by an entity of dire nature. Memneres is a fallen Elohim, it is said, once the general of Pallath, the fallen sun god. Memneres is said to have betrayed Pallath for the love of a demon woman named Trivvetir, and when he realized his error, he remorsefully threw himself in to the Battle of the West, but was slain. The blood of Ga'thon seeped in to his mortal wounds, and he was resurrected as the undead that he now is. (The Realms of Chirak)
Meremoth: See Lamia Undead Lamia, Meremoth.
Miasma: Miasma form in plague pits, pest houses, and any other places in which a large number of plague-infested corpses accumulate. Composed of the sputum and other noisome liquids given off by the dead and the dying, miasma are wracked by the agonies and the hopelessness of the dead. (Plague)
Miasma form in plague pits or in other places containing large numbers of plague dead. (Plague)
Miasma Elder Miasma: Elder miasmas are terrible combatants. Spawned from ancient plague pits, they are have been driven virtually insane by the long years of their existence and the pain of their creation. (Plague)
Miner Battle Wight: See Wight Miner Battle Wight.
Minotaur Skeleton: See Skeleton Minotaur Skeleton.
Minotaur Spectral: See Spectral Minotaur.
Ming Cha: See Vampire Lord Monk, Ming Cha, The Fallen Lama.
Minutair The Queen of Ebasa: See The Thirteen, Minutair The Queen of Ebasa.
Mist Creature: Hunting the places between places are mist creatures, beings formed of the Mists themselves. (Jester's 4e Ravenloft Manual of Monsters)
Mist Creature Grim Reaper: ?
Mist Creature Mist Ferryman: ?
Mist Creature Mist Horror: ?
Mist Ferryman: See Mist Creature Mist Ferryman.
Mist Haunter: See Wraith Mist Haunter.
Mist Horror: See Mist Creature Mist Horror.
Mist Walker: See Wraith Mist Walker.
Mistress Ferranifer: See Vampire Lord, Mistress Ferranifer.
Mob Ghoul: See Ghoul Mob Ghoul.
Moghadam: See Wraith Archwraith, Moghadam.
Mohrg, Jutras: Jutras is a mohrg, a ghoul-like creature that is the undead creation of an unrepentant mass murderer. (War of the Burning Sky 4e 4 The Mad King's Banquet)
Mohrg Venomtongue Mohrg: This creature is all that remains of a human tomb robber who entered this chamber weeks ago in search of riches. When he was attacked, his friends at the pump abandoned him. Slain by the belker, the poisonous mist of the chamber infused him with a foul sentience, rising as a mohrg that now inhabits the suit. (Halls of the Mountain King)
Moilian Barrow: When one of Moil's towers collapsed into this neighboring spire, rubble crushed a number of Moilian undead. Their remains have assembled into a Moilian barrow-a mass that hungers for living prey. (Tomb of Horrors)
Moilian Dead: The citizens of Moil did not survive their eternal slumber, yet the sinister energies suffusing the dark lands have infused their corpses with terrible power. Now all sorts of undead roam the city, including zombies, ghouls, wraiths, and specters. The city’s heritage combined with the intense unholy atmosphere gives these undead unusual and deadly capabilities. (The Book of Vile Darkness)
The Moilian dead theme is available only to undead creatures and benefits creatures of any role. (The Book of Vile Darkness)
For all their selfish cruelty, excess sickened the Moilians, and little by little, Orcus’s hold weakened as they searched for a more wholesome power to find redemption for their evil ways. No matter their efforts or improved intentions, the demon prince’s grip was too tight and when the people refused to make sacrifices in his name, his anger was unleashed. It took form in a terrible curse, causing the Moilians to fall into a deep sleep. As they slept, Orcus seized the city and flung it into the deepest regions of the Shadowfell, where it was believed that they would succumb to the fell energy there and serve him more loyally in undeath. (Dragon 371)
As expected, the Moilians died out and awoke as free-willed undead, drifting aimlessly through their now frozen city. (Dragon 371)
Orcus laid a heavy curse on the Moilians—a curse they must bear still. (Dragon 371)
Moilian dead are the undead remains of those who lived in the City That Waits. (Dragon 371)
Moilian Zombie: See Zombie Moilian Zombie.
Mokoi: See Wight Wizard Wight, Mokoi, Blind Wight.
Moldering Mummy: See Mummy Moldering Mummy.
Moon Wraith: See Wraith Moon Wraith.
Moonshadow, Senna: See Ghoul Advanced Ghoul Warlock, Senna Moonshadow.
Morrigan: MORRIGAN ARE BODILY manifestations of women who died during childbirth.
Many scholars believe morrigan, in their various forms, are all that remains of an ancient goddess of battle. (Medieval Bestiary: Morrigan)
Morrigan Phantom Queen: ?
Morrn Bladeclaw: See Ghost, Morrn Bladeclaw.
Mote Witherlin: See Witherling Mote.
Mother: See Naga Bone Naga, Mother.
Mother Dragas: ?
Mountain Wendigo: See Wendigo Mountain Wendigo.
Mountain Wendigo Abomination: See Wendigo Mountain Wendigo Abomination.
Mourner: Mourners are undead spirits of soldiers who were killed by the Mourning. (Eberron Campaign Guide)
Mourners are the disconsolate spirits of soldiers killed in Cyre on the Day of Mourning. (Eberron Campaign Guide)
Mourners are the remnants of a single company of Thrane soldiers who died when their captain led them into a Karrnathi ambush three days before the Mourning. Buried in a mass grave, the spirits of the betrayed soldiers rose as one on the Day of Mourning. (Eberron Campaign Guide)
Mourning Handmaiden: During the first years of the Lady’s exile, several handmaidens stayed with her, offering companionship and sympathy. As these handmaidens died, the Lady sustained them in undeath and sometimes sends these servants to aid her champions. (Dragon 393)
Mournwind Courtier: See Sister of Sorrow Courtier, Mournwind Courtier.
Mournwind Exarch of the Prince of Frost: See Sister of Sorrow, Mournwind Exarch of the Prince of Frost.
Mul, Yarnath: See Lich, Yarnath Mul.
Mullo: See Vampire Vistani Vampire, Mullo.
Mummified Crocodile: See Mummy Mummified Crocodile.
Mummified Cyclops: See Mummy Mummified Cyclops.
Mummified Girallion: See Girallion Mummified Girallion.
Mummified Yuan-Ti: See Mummy Mummified Yuan-Ti, Children of Ssra-Tauroch.
Mummy: Soulless beings animated by necromantic magic. (Monster Manual)
THESE VORACIOUS KILLERS, tomb spiders, are true creatures of the Shadowfell insofar as they create undead as a part of their life cycle. (Monster Manual 2)
A tomb spider lays its eggs in a humanoid corpse, creating an animate mummy in which hundreds of tiny tomb spiders reside until the creature splits open. (Monster Manual 2)
Whether created in the dry desert heat, the sucking moisture of a desolate bog, or the frozen heights of a lofty mountain, a mummy exists for vengeance. A number of sins can awaken a mummy, from disturbing its tomb, despoiling a place sacred to it in life, or the theft of a prized object. Some mummies seek to avenge less material offenses, such as a loved one marrying someone the mummy loathes or an unwelcome alliance of the mummy’s enemies in life. Sometimes, a dead master’s servants awaken it to continue its life’s frustrated ambitions. Great kings and queens of malign power have returned as mummies to extend their reigns in undeath. (Monster Vault)
Albeit rare, some mummies arise spontaneously from dry corpses when a particularly provocative transgression touches their souls in the afterlife. Most mummies, however, possess the power to act after death because someone wanted them to have it. The long rituals of burial that accompany a mummy’s entombment help protect its body from rot. Soft organs are removed and placed in special jars, and the corpse is created with preserving oils, herbs, and wrappings. Less common means of preservation include freezing a body, baking it in dry heat, or using magic. (Monster Vault)
In general, any creature can become a mummy as long as its purpose is to guard an important location. (Open Grave Secrets of the Undead)
Death knights, liches, mummies, and vampires are created by rituals or processes that tie the soul to an unliving form. Similar creatures could be created in different circumstances. Such diversity among undead reflects the fact that death touches every part of existence. (Open Grave Secrets of the Undead)
Powerful members of cults and secret organizations are responsible for their creation. (Open Grave Secrets of the Undead)
The Dungeon Master’s Guide indicates that mummy champions and mummy lords should be humanoids, but not every mummy has to follow this guideline. Certain nonhumanoid creatures make excellent mummies. (Open Grave Secrets of the Undead)
The ancient dead are well-preserved and not rotting corpses like most other undead. Few are accidental creations and many are deliberately made after the death of important figures. (Jester's 4e Ravenloft Manual of Monsters)
Harman has a great fear of undead and prefers to burn his victims entirely so that they cannot become mummies or vampires. (Kingdoms of Kalamar 4th Edition Campaign Setting)
When the first sentient creatures of Áereth felt the cold grip of death upon them, it was the goddess Lasheeva who offered the attractive, if macabre, alternative. Granting a blessed few her deathward kiss, it was she who personally introduced the curse of undeath to Áereth. From the mindless, animate corpses of zombies and skeletons to the ravenous, tomb-haunting ghouls; from dread wights and mummies that lurk in the deep subterrene to wraiths and vampires that prowl the night—all such creatures owe their existence, their powers, their misery, and their glory to the Great and Terrible Lasheeva. (Level Up 2)
Mummy, Daughter of Chitza-Atla: ?
Mummy, Quahtlatoa: The day was won, but the hero suffered grievous wounds and died less than a day later. The villagers were emotionally torn, as their hero had clearly saved the village, yet he was likely cursed with the evil taint and thus destined to stalk his people as a werejaguar himself. The elder commanded Quahtlatoa’s loyal followers to deposit his body in the mighty Tototl River near the Atotzin, even though they felt it was not an appropriate burial for such a beloved hero. (Dungeon Crawl Classics 58 The Forgotten Portal)
His followers set out to perform the grim task without ceremony. But when they discovered the cave system, they decided to honor their leader in a more appropriate fashion. They hastily constructed a tomb, with a burial pit and crude altar. Using salt deposits collected from area 1–5, they packed his body and weapons into the pit, and chanted many blessings to Ilhuicatl, his patron deity. After leaving offerings of gold and slain enemies, they sealed the tomb with a large rock, constructed a simple ceiling trap, and painted the walls of the corridor to honor their hero’s deeds. (Dungeon Crawl Classics 58 The Forgotten Portal)
As it turns out, Quahtlatoa was never tainted with the curse of lycanthropy. His spirit was at unrest, though, due to an improper burial and lack of respect for his corpse. For centuries, his body, preserved in packed salt, and spirit lingered and wallowed in the throes of evil, eventually animating as a mummy. (It’s likely that Ahpuchac, the Black Jaguar, at least had a small hand in the animation as revenge against his cult.) (Dungeon Crawl Classics 58 The Forgotten Portal)
Mummy, Shimantra: ?
Mummy Ancient Mummy Brawler: An additional threat, however, comes from the mummies throughout the tomb and any other dead bodies scattered about. When the trap of Nem activates, those bodies animate and wait to block the PCs’ escape. (Zeitgeist 3 Digging for Lies)
An additional threat, however, comes from the mummies throughout the tomb and any other dead bodies scattered about. When the trap of Nem activates, those bodies animate and wait to block the PCs’ escape. (Zeitgeist Act One The Investigation Begins)
Mummy Ancient Mummy Spellcaster: An additional threat, however, comes from the mummies throughout the tomb and any other dead bodies scattered about. When the trap of Nem activates, those bodies animate and wait to block the PCs’ escape. (Zeitgeist 3 Digging for Lies)
An additional threat, however, comes from the mummies throughout the tomb and any other dead bodies scattered about. When the trap of Nem activates, those bodies animate and wait to block the PCs’ escape. (Zeitgeist Act One The Investigation Begins)
Mummy Ancient Mummy Warrior: An additional threat, however, comes from the mummies throughout the tomb and any other dead bodies scattered about. When the trap of Nem activates, those bodies animate and wait to block the PCs’ escape. (Zeitgeist 3 Digging for Lies)
An additional threat, however, comes from the mummies throughout the tomb and any other dead bodies scattered about. When the trap of Nem activates, those bodies animate and wait to block the PCs’ escape. (Zeitgeist Act One The Investigation Begins)
Mummy Ancient Ziggurat Mummy: ?
Mummy Bog Mummy: Bog mummies are some of the few accidental mummies, and are individuals who died in an air-less swamp. (Jester's 4e Ravenloft Manual of Monsters)
Mummy Champion: A mummy champion is created through a dark ritual intended to sustain a creature past its mortal life span, or revive it after death. Such rituals are typically reserved for important religious champions and warriors, but they could also curse an unfortunate soul to a prison of undeath. (Dungeon Master's Guide)
“Mummy champion” is a template you can apply to any humanoid creature. (Dungeon Master's Guide)
Prerequisites: Humanoid, level 11 (Dungeon Master's Guide)
Death knights, liches, mummies, and vampires are all created by rituals that tie the soul to an unliving form. (Wizards Presents Worlds and Monsters)
Mummy Coldspawned Mummy: ?
Mummy Dark Pharaoh: The dark pharaoh is an eidolon infused with the souls of lords and kings and then animated through a divine ritual. This intelligent construct might have once existed to guard great treasures or secrets, but when the divine spark becomes corrupted, it twists the souls within the creature, turning the undead construct against mortals. The souls become a singular consciousness that believes itself to be a deity of death and tyranny, and so the creature searches the world for worshipers, killing all who refuse to follow it. (Open Grave Secrets of the Undead)
Mummy Darkflame Taskmaster: Darkflame taskmasters are the undead leaders of rogue groups of azers that worship Asmodeus. (Open Grave Secrets of the Undead)
Mummy Decay Mummy: ?
Mummy Decaying Mummy: ?
Mummy Deranged Champion: Deranged champions are foulspawn hulks that were turned into mummies by cultists who worship beings from the Far Realm. (Open Grave Secrets of the Undead)
Mummy Forsaken Hierophant: Forsaken hierophants are mummies of priests that were so depraved that the subject’s fellow death cultists killed and embalmed the priest. Rather than let the priest’s power be wasted, though, the other cultists instead transformed the subject into a guardian to watch over their most valuable stores of treasure and knowledge. (Open Grave Secrets of the Undead)
Mummy Forsaken Hierophant Elder: ?
Mummy Giant Mummy: Positioned around the opening in the floor are four giant mummies, each the remains of a death giant that angered the Golden Architect. (Draconomicon II: Metallic Dragons)
Numerous creatures died during the battles in Death's Reach, and a few endured in spirit despite the place's dark power. Some were allies of Timesus; others were servitors of the gods. The soulfall into Death's Reach has caused the shells of some of these ancient creatures to shudder back to animation. (E1 Death's Reach)
Mummy Guardian: Mummy guardians are created to protect important tombs against robbers. (Monster Manual)
Mummy Harrier: An additional threat, however, comes from the mummies throughout the tomb and any other dead bodies scattered about. When the trap of Nem activates, those bodies animate and wait to block the PCs’ escape. (Zeitgeist 3 Digging for Lies)
An additional threat, however, comes from the mummies throughout the tomb and any other dead bodies scattered about. When the trap of Nem activates, those bodies animate and wait to block the PCs’ escape. (Zeitgeist Act One The Investigation Begins)
Mummy Lord: “Mummy lord” is a monster template that can be applied to nonplayer characters.
A mummy lord is usually created from the remains of an important evil cleric or priest. A mummy lord might guard an important tomb or lead a cult. Yuan-ti often create mummy lords to guard temples of Zehir. (Monster Manual)
The Dungeon Master’s Guide indicates that mummy champions and mummy lords should be humanoids, but not every mummy has to follow this guideline. Certain nonhumanoid creatures make excellent mummies. (Open Grave Secrets of the Undead)
A mummy lord is created through a dark ritual intended to sustain a creature past its mortal life span, or revive it after death. Such rituals are typically reserved for important religious leaders, but they could also curse an unfortunate soul to a prison of undeath. (Dungeon Master's Guide)
“Mummy lord” is a template you can apply to any humanoid creature. (Dungeon Master's Guide)
Prerequisites: Humanoid, level 11 (Dungeon Master's Guide)
Mummy Lord, Ssra-Tauroch: As Ssra-Tauroch’s reign extended into decades and the rigors of time weakened his once mighty frame, he requested a great boon from Zehir: the gift of immortality. Ssra-Tauroch, the empire, and its yuan-ti citizenry were devout followers of the god of poison and serpents. The monarch’s lifetime of service to the serpent lord had not gone unnoticed. Zehir sent a dark angel to the aging monarch who taught him the secret knowledge of mummification. (Open Grave Secrets of the Undead)
Upon completing the ritual, Ssra-Tauroch retreated to his inner sanctum. (Open Grave Secrets of the Undead)
Mummy Lord Human Cleric: ?
Mummy Lord Yuan-Ti Abomination: ?
Mummy Moldering Mummy: ?
Mummy Mummified Crocodile: ?
Mummy Mummified Cyclops: ?
Mummy Mummified Yuan-Ti, Children of Ssra-Tauroch: ?
Mummy Necrosphinx: ?
Mummy Pharaoh: ?
Mummy Royal Mummy: ?
Mummy Scourge of Baphomet: A select few members of the minotaur cult of Baphomet are chosen to undergo the process that transforms a minotaur into this formidable kind of mummy. As a symbol of its dedication, the mummy’s horns and weapon are etched with runes of devotion to Baphomet. (Open Grave Secrets of the Undead)
Mummy Sentinel Mummy: ?
Mummy Shambling Mummy: The shambling mummies are not Vadin Cartwright's creation but were formed by the unholy fusion of the restless spirits of two great champions of the order and the lifegiving energy of the Feygrove. (Madness at Gardmore Abbey)
Whenever a human transmuter dies in Ghere Thau, a shambling mummy rises in the same square at the initiative point where the transmuter would next act. (Dungeon 218)
2 cambion wrathborn (which animate as shambling mummies when dropped to 0 hit points in Ghere Thau). (Dungeon 218)
1 medusa venom arrow, 1 medusa bodyguard. (When either medusa drops to 0 hit points in Ghere Thau, it animates as a shambling mummy.) (Dungeon 218)
When a medusa dies in Ghere Thau, the snakes fall out of its head and it rises as a shambling mummy the next round. (Dungeon 218)
Mummy Tomb Guardian: 3 cambion wrathborn (which animate as mummy tomb guardians when dropped to 0 hit points in Ghere Thau). (Dungeon 218)
Wrathborn that die in Ghere Thau become mummy tomb guardians. (Dungeon 218)
Mummy Xotxilaha Tiefling Mummy: However, the Xulmec leaders did not realize that the drakon had placed a final curse of Xotxilaha before killing him. Exactly one year after the Xulmecs interred Xotxilaha’s corpse, the traitor rose from the dead as a mummy. (In Search of Adventure)
Murat: See Ghost, Murat.
Murder of Crows: ?
Murderer of Pelus Peacekeeper and Solis Ro: See Vampire, Queen Yaneria Ro, Vampire Queen Yaneria, The Original Vampire, Murderer of Pelus Peacekeeper and Solis Ro.
Naergoth Bladelord: See Death Knight Human Death Knight, Naergoth Bladelord.
Naga Bone Naga: ?
Naga Bone Naga, Lod: ?
Naga Bone Naga, Mother: ?
Naga Bone Naga Arcanist, Marrow: ?
Naga Bone Naga Corruptor: ?
Naga Bone Naga Guardian: ?
Naga, Undead Entity, Terpenzi: The naga Terpenzi, slain by the Shadowking, returned as a powerful undead entity. (Forgotten Realms Campaign Guide)
ONCE A GREAT IMMORTAL NAGA, the founder and longtime ruler of Najara, Terpenzi lost its life and status long ago. After its demise, horrifying rituals bound its soul into its skeletal body. (Forgotten Realms Campaign Guide)
Naiethar Traihel: See Lich, Naiethar Traihel.
Naive Axeman: See Vsadni, Yarost, The Naive Axeman.
Naresaar, Chib: See Zombie Bladebearer Zombie, Chib Naresaar.
Nascent Archlich: See Lich Nascent Archlich.
Nebo: See Vsadni, Nebo, The Leader.
Necrodaemon: Necrodaemons are created with soul larvae that have been infused with necrotic energy. These undead larvae are then submerged in the Sea of Thalassaima, where the divine and elemental energies flowing in the bloody sea act as a catalyst, causing the larvae to undergo a swift transformation into a fledgling necrodaemon. (Critter Cache 5: Daemons)
Necrodaemon Soulstalker: Necrodaemons that please their masters may be rewarded with an infusion of soul energy that transforms them into necrodaemon soulstalkers. (Critter Cache 5: Daemons)
Necrophage: ?
Necrophage Reaper: ?
Necrophage Mage: ?
Necrosphinx: See Mummy Necrosphinx.
Necrotic Commander: Some evil has touched the crypt of Davinkar, tearing the dead from their rest and rearranging themselves into creatures most terrible. (Lands of Darkness 5 Iron Mountains)
Necrotic Parasite: Necrotic Host Paragon Path. (Forgotten Heroes: Scythe and Shroud)
Your mastery over the undead as a Necrotic Host has culminated in your creation of an undead parasite, similar to a magic-user’s familiar but deemed much more repugnant by the uninitiated. (Forgotten Heroes: Scythe and Shroud)
Necrotic Reaper: Some evil has touched the crypt of Davinkar, tearing the dead from their rest and rearranging themselves into creatures most terrible. (Lands of Darkness 5 Iron Mountains)
Last is a mostly human form decorated with the heads of others. (Lands of Darkness 5 Iron Mountains)
Nephigor: See Ghost Devil Chain Devil, Nephigor.
Nerothoth: See Demon Immolith Inferno, Nerothoth.
Nerull Aspect of Nerull: ?
Nerull's Shade: Only a few places in the world remain consecrated to the Reaper—ancient temples hidden in the world’s deeps, domains of dread banished from the Shadowfell, and Necromanteion in the heart of Pluton. These are the places one is most likely to encounter the wandering shade of Nerull—a vestige of his former glory seeking the death of all living things. (Dragon 427)
Nexull: See Vampire Lord, Nexull.
Nicodemus the Gnostic: See Ghost, Nicodemus the Gnostic.
Night King: See Vampire, Orlak, The Night King, Vampire King of Westgate.
Night King: See Vampire Lord Human Wizard, Manshoon, Orbakh The Night King, Orlak II, Clone of Manshoon, Lord of the Zhentarim.
Night Walker: See Darksidhe, Night Walker.
Night Witch: See Vampire Night Witch.
Nighthaunt: MALICIOUS, SINISTER CREATURES OF DARKNESS, nighthaunts are the cursed souls of those who have consumed food infused with necrotic energy.
The commonly held belief is that nighthaunts are bodiless souls whose progress across the Shadowfell was interrupted. Instead of dissipating, these itinerant spirits cloaked themselves in bodies of shadow.
The truth of nighthaunts’ creation lies in the history of the Black Tower of Vumerion, a former den of necromancy. Before Vumerion was destroyed, it produced many horrors, including an addictive black weed called corpse grass. When consumed, the weed infuses the eater with strength and joy. However, foul nightmares always follow the consumption of the grass. (Open Grave Secrets of the Undead)
Corpse grass has spread throughout the Shadowfell and into the world, and many have become addicted to its properties. Those who eat even a little of the grass—no matter what they achieved in life—become nighthaunts in death. The curse of the corpse grass fills these creatures with a raging hunger in death, a hunger that can be sated only through sucking the life out of living creatures. (Open Grave Secrets of the Undead)
The name “corpse grass” is a bit of a misnomer now, for since the initial creation of nighthaunts, the curse of the corpse grass has spread into other vegetation. When a nighthaunt has ingested enough life force, it finds a twilight-lit meadow or field and releases its energies into the grass, weeds, grains, nuts, and other vegetation. The vegetation continues to grow, gaining the properties of corpse grass and perpetuating the nighthaunt cycle. (Open Grave Secrets of the Undead)
Nighthaunt Shrine: ?
Nighthaunt Slip: ?
Nighthaunt Whisperer: ?
Nightmare: Nightmares are created when a Kin power core goes critical and implodes. The more powerful the core is, the more powerful the nightmare created is. (Nightmares Dreams of the Damned)
It is believed that nightmares are formed as the core’s erratic internal reaction reanimates any and all dead matter around the core, from dust particles to dead flakes of skin. How this takes place, exactly, remains a mystery, largely due to the fact that the source of the energy contained in the Kin’s power cells is also unknown. Some prominent scientists have speculated that they harness the nature of entropy, the inevitability of all things to erode and break down, itself. (Nightmares Dreams of the Damned)
Nightmare Angel: ?
Nightmare Basilisk: ?
Nightmare Collapsed Frightling: ?
Nightmare Colossus: ?
Nightmare Corrupter: ?
Nightmare Deathkite: ?
Nightmare Hound: ?
Nightmare Miasma: ?
Nightmare Powered Frightling: ?
Nightmare Shadowclaw: See Shadowclaw Nightmare.
Nightmare Stable Frightling: ?
Nightmare Stalker: ?
Nightmare Wurm: ?
Nightwalker: Nightwalkers are the shades of extremely strong-willed and evil mortals who died and refused to pass from the Shadowfell to their eternal reward. Only the ancient, unyielding will and malice of the long-dead spirit holds a nightwalker in its corporeal shape. (Monster Manual)
Beings formed from the stuff of shadow and possessed of an incomparable maliciousness, undead stalkers roam the fringes of the Shadowfell, slaughtering mortals and shadow creatures alike. (Manual of the Planes)
The nightwalkers trace their origins to a group of powerful, disembodied souls who refused to pass on. They used the supernatural energies of the plane to forge new bodies out of the raw stuff of shadow. Their selfishness and the influence of their new forms forever stained their souls, perverting them into the monstrous entities they are to this day. (Manual of the Planes)
Nightwalker, Askaran-Rus: Askaran-Rus was once a mortal necromancer, but when his time ran out and his soul drifted to the Shadowfell, he refused to surrender to fate and instead gathered the stuff of shadow to construct a new body for himself—an obscene thing filled with cruelty, spite, and endless malice. (Draconomicon II: Metallic Dragons)
Nightwalker, Lord Nill: ?
Nightwalker, Porapherah: ?
Nightwalker, Yannux: ?
Nikolai: See Vampire Charnel Brother, Nikolai.
Nill: See Nightwalker, Lord Nill.
Nosferatu: See Vampire Nosferatu.
Oath Wight: See Wight Oath Wight.
Obayifu: See Vampire Obayifu.
Oblivion Wraith: See Wraith Oblivion Wraith.
Offalian: See Deathtritus Offalian.
Ogramar: See Undead Fighter, Ogramar.
Old Master: See Fellforged Old Master.
Ole-Higu: See Vampire Ole-Higu.
Olman Zombie: See Zombie Olman Zombie.
Oni Howling Spirit: Howling spirits are the souls of depraved oni that become trapped in the Shadowfell. (Open Grave Secrets of the Undead)
Oni Souleater: Oni souleaters are oni that have traded the warmth of life for longevity in death. (Open Grave Secrets of the Undead)
Ooze Blood Amniote: BLOOD AMNIOTES ARE COMPOSED OF the congealed blood of hundreds of creatures that died in close proximity. (Open Grave Secrets of the Undead)
Scholars debate whether the blood amniote arises spontaneously or is crafted intentionally through necromantic rites and mass sacrifices. (Open Grave Secrets of the Undead)
Legend has it that priests of Orcus once unleashed a storm that rained burning blood on two opposing armies. The storm slew the soldiers, and from the blood-soaked ground arose blood amniotes. (Open Grave Secrets of the Undead)
Ooze Bloodrot: BLOODROT OOZES ARE UNDEAD JELLIES that form when humanoids are melted by acid. (Open Grave Secrets of the Undead)
Ooze Bone Collector: ?
Ooze Spirit Ooze: Spirit oozes are ravenous, incorporeal creatures that are created when wisps of matter from insubstantial undead congeal into a single amorphous entity. (Open Grave Secrets of the Undead)
Ooze Undead: INFUSED WITH NECROTIC ENERGY, undead oozes are the congealed, slimy effluvia of living creatures that died horrible deaths. (Open Grave Secrets of the Undead)
Ooze Undead Ooze: The undead ooze is created when an ooze of any other sort violates the grave of a restless and evil soul: A malevolent spirit, still tied to the rotting flesh consumed by the ooze, occasionally enters it. This is the last meal the ooze takes as a living creature, as it is changed into a thing of undeath and filled with a hatred of the living, as well as a fiendish low cunning. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Orbakh The Night King: See Vampire Lord Human Wizard, Manshoon, Orbakh The Night King, Orlak II, Clone of Manshoon, Lord of the Zhentarim.
Orc Ghost: See Ghost Orc.
Orc Skeleton: See Skeleton Orc Skeleton.
Orc Spirit: See Ghost Orc Spirit.
Orcus: Orcus once even rose as an undead, having been slaughtered somewhere during the 2nd Edition Blood War (a topic we’ll leave well alone for now), supposedly by a drow working for Lolth. (Dragon 388)
Orcus Tenebrous: “Some time after Orcus was vanquished—no one can seem to agree on how long—something stirred on the demon’s corpse as it floated in the Silver Void. That’s what you call the Astral Sea, you know, where the corpses of gods go to rot. (Dragon 417)
“Some portion of the corpse must have been infused with negative energy, because a new entity emerged—an undead god who opened his eyes and beheld his gaunt, shadowy form. By all reports, he looked like a creature that had been squeezed until all the light had been wrung out of him, leaving only darkness. (Dragon 417)
Oreiax: Doresain the Ghoul King found hints of Syvexrae’s plans in her deteriorating mind as he fed upon her mind daily. After millennia of collating clues from her mind, Doresain discovered the location of the massive egg in the mortal world. Doresain infused the egg with demonic ichor and necromantic vitality. The child in the egg tore out of the shell ages before his time, emerging as a stunted sliver of the enormous entity he should have been. Doresain named the child Oreiax, from the Abyssal words for “always hungry.” (Open Grave Secrets of the Undead)
Original Vampire: See Vampire, Queen Yaneria Ro, Vampire Queen Yaneria, The Original Vampire, Murderer of Pelus Peacekeeper and Solis Ro.
Orlak: See Vampire, Orlak, The Night King, Vampire King of Westgate.
Orlak II: See Vampire Lord Human Wizard, Manshoon, Orbakh The Night King, Orlak II, Clone of Manshoon, Lord of the Zhentarim.
Osteopede: See Deathtritus Osteopede.
Osterneth the Bronze Lich: See Lich Human, Osterneth the Bronze Lich, The Supreme Seed of Darkness, Heart of the Whispered One.
Ostov, Baldrik: See Death Knight, Baldrik Ostov.
Otho Cullen: Centuries ago, the city governor sentenced two murderous brothers, Otho and Lorgo Cullen, to quarry work for the rest of their lives after a spate of robberies and muggings. They died after a few brutal years and then were raised as undead once the city’s need for stone became urgent during one of the innumerable wars of conquest in the distant past.
Overghast Ghoul: See Ghoul Overghast Ghoul.
Paladin of Moradin Undead: See Undead Paladin of Moradin.
Pale Reaver: Pale reavers are the undead spirits of humanoids that were killed because they betrayed a person or organization who trusted or relied upon them. (Open Grave Secrets of the Undead)
The spirits of seven knights of the abbey haunt this chamber, drawn to the power of Bahamut's altar but also bound to the will of the mad priest Vadin Cartwright Their leader is Havarr of Nenlast, the knight captain who sealed the abbey's fate when he drew from the Deck of Many Things. His companions are other knights who died beside him in battle, now linked to his fate. All have become undead spirits cursed by their betrayal of duty and their ideals. (Madness at Gardmore Abbey)
Pale Reaver Creeper: The spirits of seven knights of the abbey haunt this chamber, drawn to the power of Bahamut's altar but also bound to the will of the mad priest Vadin Cartwright Their leader is Havarr of Nenlast, the knight captain who sealed the abbey's fate when he drew from the Deck of Many Things. His companions are other knights who died beside him in battle, now linked to his fate. All have become undead spirits cursed by their betrayal of duty and their ideals. (Madness at Gardmore Abbey)
Pale Reaver Lord: ?
Pale Reaver Lord, Havarr: The spirits of seven knights of the abbey haunt this chamber, drawn to the power of Bahamut's altar but also bound to the will of the mad priest Vadin Cartwright Their leader is Havarr of Nenlast, the knight captain who sealed the abbey's fate when he drew from the Deck of Many Things. His companions are other knights who died beside him in battle, now linked to his fate. All have become undead spirits cursed by their betrayal of duty and their ideals. (Madness at Gardmore Abbey)
Papuvin: See Seela, Papuvin.
Paralyth: See Undead Aviary Paralyth.
Parthal Archlich: See Lich, Parthal Archlich.
Patrina Kelikovna: See Ghost Wailing Ghost Banshee, Patrina Kelikovna.
Pavan: See Lich Aboleth Overseer, Pavan.
Penanggalan: According to legend, the first penanggalan was a young baroness of Harkenwold, plain of face and scant of suitors. But what she lacked in beauty she made up for in wit, and the maiden discovered arcane texts of Bael Turath in the vaults of her father’s estate. She invoked the rituals therein and conjured a devil, which promised her matchless beauty and eternal life if only she would serve it forever. (Monster Vault Threats to the Nentir Vale)
The devil’s bargain was not so glorious as it had appeared, for such was the maiden’s beauty that armies clashed for her hand, and her father was forced to lock her away in a tower to protect her. Alone in her wretched beauty, the maiden begged the gods to forgive her vain folly, and she swore to do penance before them. (Monster Vault Threats to the Nentir Vale)
But the devil had other plans. It whispered the secret of the maiden’s unlikely beauty into the ear of the high priest, and before she could do her penance, the maiden was seized from her tower and hanged as a devil worshiper. (Monster Vault Threats to the Nentir Vale)
The maiden’s body dangled from the gallows until midnight, at which time it slid to the ground, leaving her head behind in the noose, gory intestines dangling beneath. Then the maiden opened her eyes and saw what her vanity had created. (Monster Vault Threats to the Nentir Vale)
Each penanggalan’s origin involves a female who bargains with devils for immortal beauty and tries to renege, but perishes before she can complete her penance. (Monster Vault Threats to the Nentir Vale)
Penanggalan Bodiless Head: Unless her maiden’s body has been destroyed (causing the creature to become a bodiless head permanently), a penanggalan’s monstrous form does not manifest by light of day. (Monster Vault Threats to the Nentir Vale)
Penanggalan Head Swarm: ?
Perseville, Tiberius: See Zombie, Tiberius Perseville.
Perditazu, Maze Demon: THESE FIENDS TAKE SHAPE FROM CAPTURED SOULS of mortals who died while trapped in the Endless Maze. (Dragon 369)
Called maze demons, these fiends are the vestiges of those demons and mortals who became lost in the Endless Maze and never found their way out. Driven mad, they live on in an accursed state, seeking to possess their victims and reduce them to their same state. (Dragon 369)
Pestilential Treant: See Treant Pestilential Treant.
Petrified Treant: See Treant Petrified Treant.
Peuchen: See Vampire Peuchen.
Pey: See Vampire Pey.
Phane Wraith: See Wraith Phane Wraith.
Phantasm Eladrin: The war banners, weapons and armor, are all ghostly remnants of a terrible battle waged over a thousand years ago. The battlefield is haunted, and on certain moonlit, misty nights, the spirits of the fallen return to continue their endless battle. Normally, these battles cannot affect the living, but Arkos’ fell rites have brought the battle to a fever pitch that spills over into the realm of the living. (Master Dungeons M2: Curse of the Kingspire)
Phantasm Savage: The war banners, weapons and armor, are all ghostly remnants of a terrible battle waged over a thousand years ago. The battlefield is haunted, and on certain moonlit, misty nights, the spirits of the fallen return to continue their endless battle. Normally, these battles cannot affect the living, but Arkos’ fell rites have brought the battle to a fever pitch that spills over into the realm of the living. (Master Dungeons M2: Curse of the Kingspire)
Phantasmagoria: See Ghost Phantasmagoria.
Phantom Brigade: Many of the knights of this order died during the chaotic time of the collapse of the empire. Some perished trying to defend the empire and prevent the onrushing disaster. Others met a more ignoble end. Of those who died in the pursuit of duty, a significant number found that death was not the end. Some mysterious magical effect or unknown curse turned the dead and dying Imperial Knights into undead guardians. They were suspended in an existence that tied them to the empire forever. (Monster Vault Threats to the Nentir Vale)
The Phantom Brigade consists of the spirits of ancient Knights of the Empire, who were sworn to protect the secrets of Nerath and its emperor. So committed were these ancient knights that they became ghostly soldiers, standing a never-ending watch over the vale, after their deaths during the chaos surrounding the empire's fall. (March of the Phantom Brigade)
Phantom Brigade Armiger: ?
Phantom Brigade Banneret: ?
Phantom Brigade Justiciar: ?
Phantom Brigade Knight-Commader: ?
Phantom Brigade Squire: ?
Phantom Brigade Templar: ?
Phantom Dragonborn, Vrak Tiburcaex: ?
Phantom Monk: ?
Phantom Swarm: The elves of Ycengled Phuurst are all but extinct, wiped out by a Shahalesti prince obsessed with the purity of eladrin blood. The forest remembers them still, and their spirits haunt the paths and the glades in which they once dwelt. (War of the Burning Sky 4e 7 Trial of Echoed Souls)
Phantom Warrior: See Ghost Phantom Warrior.
Phantom Warrior Elite Phantom Warrior: ?
Phantum Corpus: The corruption of the Icon has created a unique undead spirit that roams this level. It creates a crude body out of debris and attacks any living creature in a futile attempt to complete itself. (In Search of Adventure)
Pharaoh Mummy: See Mummy Pharaoh.
Phoenix Black Phoenix: When the black phoenix finally comes to roost, the horde of undead it has created eventually catch up to it and slay it (it does not resist, for this is part of its life cycle). Following the destruction of the phoenix, they return to their typical undead behavior. The black phoenix's dying place becomes an unholy spot, frequented by undead. Living things shun the area; plants refuse to grow there; milk curdles and food spoils; and only foul beasts are willing to call the tainted locale home. Inevitably, a bird dies near the spot of the black phoenix's death, and this bird rises as the new black phoenix. It rapidly grows in size, absorbing the nearby necrotic energy, and the cycle of the black phoenix continues. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Pile Skeleton: See Skeleton Pile Skeleton.
Pistol Wraith: See Wraith Pistol Wraith.
Pit of the Abandoned Regiment: See Bone Yard Pit of the Abandoned Regiment.
Pit Shadow: ?
Pit Slime: When plague ravages an area with particular savagery and orderly burials cease mistakes can be made. In some cases, still living plague victims are cast into the pits under the mistaken assumption that they are dead. Buried among the numberless dead, these unfortunate’s last moments of life are filled with abject terror, agonizing pain, and the numbing realization of imminent death. If the victim is sufficiently strong willed some portion of him lives on after death imbuing the sludge at the bottom of the pit that oozes from the decomposing corpses with a spark of sentience. (Plague)
Plague Fogger: See Zombie Plague Fogger
Plague Spawn: Plague spawn are those unfortunate individuals who have succumbed to a plague of magical origin. Although dead, the plague lives on with them, animating their bodies as an engine to continue the pestilence’s spread. Either under the command of a plague master, or at their own volition, they are compelled to seek out others and to infect them. (Plague)
Prerequisite: Humanoid (Plague)
Plague Spawn Berserker Plague Spawn: ?
Plague Spewer: ?
Plague-Changed Ghoul Eater: See Ghoul Plague-Changed Ghoul Eater.
Plague-Changed Ghoul King: See Ghoul Plague-Changed Ghoul King.
Plaguechanged Ghoul: See Ghoul Plaguechanged Ghoul.
Plaguechanged Maniac: ?
Poisonbearer Ghoul: See Ghoul Poisonbearer Ghoul.
Pollidarchus: See Vampire Thraedarii, Pollidarchus.
Poltergeist: See Ghost Poltergeist.
Porapherah: See Nightwalker, Porapherah.
Portal Thing: The thing in the cavity is an animated mass of coagulated black blood drained from hundreds of defeated opponents. (E1 Death's Reach)
Possessed Child Skeleton: See Skeleton Possessed Child Skeleton.
Powered Frightling: See Nightmare Powered Frightling.
Prideful Viceling: See Viceling Prideful Viceling.
Priest of Cheshimox: See Ghoul Priest of Cheshimox.
Priest of the Toad: ?
Prince of Bone: Everything was altered, however, when the Blue Breath of Change came. The portion of the ruined fortress where the expedition was encamped was particularly thick with magic. More unfortunately for the explorers, an arm of the change storm flew directly across them. The resulting conflagration burned many of the expeditioneers to nothingness and killed many more. A few were killed and reanimated simultaneously. Of these, one was plague-changed. (Dragon 375)
When Prince Nathur’s senses returned, things were not as they had been. Nathur viewed the world through multiple, fused skulls. His body had become an amalgam of skeletons twisted and fused together to create a shape not unlike a winged dragon but composed of the compacted bones and corpses of perhaps a hundred former courtiers, guards, and servants. (Dragon 375)
Psionic Lich: See Lich Psionic Lich.
Puramal: See Ghost, Puramal.
Putrescent Zombie: See Zombie Putrescent Zombie.
Putrid Haunt: Putrid haunts are walking corpses infused with moss, mud, and the detritus of the deep swamp. They are the shambling remains of individuals who, either through mishap or misdeed, died while lost within swampland. Their desperate need to escape transformed upon their deaths into hatred of all life. (Midgard Bestiary for 4th Edition D&D)
Putrid Haunt Choker: ?
Putrid Haunt Retch: ?
Putrid Haunt Sweller: ?
Putrid Rot Harbinger: See Rot Harbinger Putrid Rot Harbinger.
Putrid Slaad: See Slaad Putrid Slaad.
Quahtlatoa: See Mummy, Quahtlatoa.
Queen of Blight: See Vampire Lamia, Lamashtu, Queen of the Seventh Night, Queen of Blight, Queen of the Unfeeling Darkness.
Queen of the Seventh Night: See Vampire Lamia, Lamashtu, Queen of the Seventh Night, Queen of Blight, Queen of the Unfeeling Darkness.
Queen of the Unfeeling Darkness: See Vampire Lamia, Lamashtu, Queen of the Seventh Night, Queen of Blight, Queen of the Unfeeling Darkness.
Queen Yaneria Ro: See Vampire, Queen Yaneria Ro, Vampire Queen Yaneria, The Original Vampire, Murderer of Pelus Peacekeeper and Solis Ro.
Raaig: See Ghost Raaig.
Rabble Witherling: See Witherling Rabble.
Ragewind, Sword Spirit: Also called sword spirits, ragewinds are the embodied wrath of dead warriors who perished in battle. (Monster Vault Threats to the Nentir Vale)
The Nentir Vale is strewn with ancient battlefields where the armies of Nerath once clashed with orcs, primitive hill folk, and barbarian tribes, and where the tieflings of Bael Turath fought the dragonborn legions of Arkhosia. Among the ruins of these bygone conflicts lurk creatures of lingering malice—the spirits of despondent soldiers whose lives were thrown away for no satisfying purpose. These spirits can muster enough will to animate their ancient weapons and strike back at the living, whom they both envy and despise. (Monster Vault Threats to the Nentir Vale)
Raja Thirayam of Dukkharan: See Lich, Raja Thirayam of Dukkharan.
Rakshasa Noble Huecuva: See Huecuva Rakshasa Noble Huecuva.
Ramthane, Greysen: See Specter, Greysen Ramthane's Specter.
Rancid Tide: See Draconic Zombie Rancid Tide.
Rasmus: See Vampire Lord, Rasmus.
Rathoraiax: See Dragon Undead Red Dragon, Rathoraiax.
Ravenous Crawling Head: See Crawling Head Ravenous Crawling Head.
Ravenous Ghoul: See Ghoul Ravenous Ghoul.
Ravenous Undead: Some believe that Castle Nowhere is occupied by the spirits of people eaten by the city’s ghouls and vampires; others say that these spirits are the ghosts of aberrant entities from the Far Realm. (Neverwinter Campaign Setting)
Ravenous Zombie: See Zombie Ravenous Zombie.
Raxikarthus: See Death Knight Dragonborn Paladin, Raxikarthus.
Razel: See Lich, Lord Razel.
Razortalon: See Skeletal Dragon Razortalon.
Reanimator: This room was carved out of the stone by the people who once lived in the wild hills as part of a defense system. Littered through the canyon are caves like this, stocked with food, water, and weapons, sealed with a large circular stone. Once the invaders left or starved, the people would emerge from these defensive caves. Unfortunately, the residence of this defensive cave never came out and in their despair embraced life in death. (Lands of Darkness 6 The Wild Hills)
Reaper: Common folk regard reapers as embodiments of death that escort souls to the Shadowfell, but their true nature is more sinister. Reapers are servants of Vecna, and they are sent out by the god and his followers to collect souls for profane rituals. (Open Grave Secrets of the Undead)
Reapers are failed undead imitations of the Raven Queen’s sorrowsworn. Although Vecna did not succeed in copying the powerful servants, he has nonetheless found use for reapers. (Open Grave Secrets of the Undead)
Reaper Abhorrent Reaper: Undead that Arantor ritually created shortly after awaking in Monadhan. (Dungeon 170)
Reaper Abhorrent Reaper Terror: ?
Reaper Entropic Reaper: ?
Red Arcanian: See Arcanian Red Arcanian.
Red Jade Skeleton: See Skeleton Red Jade Skeleton.
Reed Macbannin: See Ghost, Reed Macbannin.
Reginold, Adrian Icehaunt: See Barrowhaunt, Adrian Icehaunt Reginold.
Released Corpse: Corpse Gatherer's Release Corpses power. (Jester's 4e Monsters)
Rendal: See Undead Rogue, Rendal.
Resistance Skeleton: See Skeleton Resistance Skeleton.
Restless Dead: One of the restless dead (the one wearing the locket) is the lover of the abandoned ghost in area 10. She made her way to the sewers to release her lover from the hidden room, but got hopelessly lost in the maze of tunnels, stumbling into the reanimator’s territory. Slain and reborn in undeath, she no longer remembers her life past, only that she cannot rest even in death. (Lands of Darkness 2 Cesspools of Arnac)
Retch: See Putrid Haunt Retch.
Revenant: Resilient souls returned from death to do the work of Fate. (Player's Option Heroes of Shadow)
Death usually represents the gateway to the afterlife or the end of a natural existence. Sometimes, however, death can be just the beginning. For some select individuals, the Raven Queen or another agency of death bars passage to the next stage of existence, turning a soul back toward the natural world. In such instances, fate has other plans. (Player's Option Heroes of Shadow)
A revenant arises not as an aimless corpse but as the embodiment of a lost soul given new purpose.
In all cases, a revenant purposefully returned to the natural world after succumbing to a cessation of lifc. Dead, but unable to find its way to whatever waits beyond death's dark gates, the once-living soul is reconstituted as a revenant. (Player's Option Heroes of Shadow)
The gods of death and fate often require agents in the natural world, and they don't always have enough exarchs or aspects to deal with all the work they seek to accomplish. For this reason, revenants are called into existence. However, the rules governing the gods and how they can intrude upon the natural world are often mysterious and seemingly contradictory to mere mortals. For this reason, it seems that revenants enter the world without clear directions or even full memories of the life they once lived.
Revenants are souls of the dead returned to a semblance of life by the Raven Queen or some other agency of the afterlife. (Player's Option Heroes of Shadow)
Even more rarely, a creature has a strong enough will or destiny to maintain its soul after death, spontaneously becoming a sentient ghost or revenant. (Wizards Presents Worlds and Monsters)
Most of the time, death is the end of the story, but sometimes it’s another beginning. A revenant arises not as an aimless corpse of a life lost but as the embodiment of a lost soul given new purpose. Such a creature walks in two worlds. Though the revenant moves among the throngs of the living, it has a phantom life—a puppet mockery of the existence its soul once knew. The revenant is an echo haunted by the memory of itself. (Dragon 376)
Resilient souls returned from death to do the work of fate. (Dragon 376)
Revenants are souls of the dead returned to a semblance of life by the Raven Queen, but they do not appear as undead horrors or even anything like their former selves. When the Raven Queen reincarnates souls, they exist as her special creations, and they have the bodies of her choosing and creation. (Dragon 376)
Something else hounds your thoughts as you strike out into an eerily familiar world: The dead don’t come back to life by accident. Someone did this to you, and whoever that was had a reason. (Dragon 376)
Sometimes, the dead one begs to be returned to the world, and the Raven Queen listens for her own reasons. (Dragon 376)
Each revenant arises in the world only by the will of the Raven Queen. She—or someone she has made a bargain with—has a specific purpose in mind for each soul she returns to the world. (Dragon 376)
If the Raven Queen commanded the soul’s return for her own reasons, the revenant might play an important part in the future the Raven Queen foresees. The Raven Queen might send a soul to bring someone or something to the death it has avoided, and the character might have been chosen because of past ties to the target. Perhaps the character’s death was somehow wrong, and the Raven Queen reincarnated the soul as a revenant to set right the weave of fate. (Dragon 376)
If another power made a bargain with the Raven Queen, the possibilities are endless. Most deities could simply choose to raise a loyal follower to live again, so if a being of such power resorted to bargaining with the Raven Queen, there must be a reason. Perhaps a god wants more of the follower’s service, but there is something the deity wants even his most devout servant to forget. Perhaps the new lease on life is intended only as a temporary reprieve wherein the revenant must make up for some mistake made in life. A power might even want to return another deity’s follower to life for a purpose hidden from the other gods. (Dragon 376)
The reason could also be the desire of a being weaker than a true deity. Maybe an exarch raises a soul despite a deity’s wishes. Perhaps a devil or archfey has a claim on the soul of a mortal and it seeks to get what it paid for in some bargain the person made in life. A mortal might gain audience with the Raven Queen to plead the case of a deceased friend or enemy. The mortal’s aims might be altruistic, selfish, or wicked, sweeping the revenant up in a saga of great glory or terrible woe. Sometimes, the dead one begs to be returned to the world, and the Raven Queen listens for her own reasons. (Dragon 376)
This article presumes the Raven Queen put the PC revenant back in the world, or maybe she did so on behalf of some other power. A soul might even have accepted its quest from a deity directly, knowing it would lose most memories when reincarnated. It could be, however, that no power but the PC’s will returns the character from death. (Dragon 376)
Maybe some powerful patron, such as a demon lord or archfey, stole the PC’s soul and placed the PC in the world as a revenant to do its bidding. The PC might be doing the work of a prince of the Hells in order to win back a soul lost in a bad bargain. Maybe a mortal raised the PC as a hero of old and hopes the PC will do some great deed. A ritual to raise the dead might even go wrong, returning the PC to a half-life, and now the character walks the world with one foot in the grave. (Dragon 376)
A revenant need not be dead recently. The Raven Queen or another patron might recall any soul not at its final destination. A soul might be returned to the world seconds or centuries after death, but the most potential for storytelling and roleplaying might lie a generation or two later. Then revenants can see the effects of the former life, have memories of places that aren’t quite the same, meet the descendants of remembered friends, and confront old foes who might have mended their ways. (Dragon 376)
So the whole party bought the farm in that encounter last week? Maybe they all come back as revenants to take revenge. (Dragon 376)
The revenant is an undead creature who could have been of any other race in life but returns after death as a revenant with a new life and a new purpose. (Dragon 376)
Most characters are Medium humanoids and thus are vulnerable to soulmerging if they die. If a character dies in Ghere Thau and a Raise Dead ritual isn’t available, ask the player whether continuing as a friendly undead is an interesting direction for the character. (Dungeon 218)
If the player is amenable, provide access to the revenant, published in Heroes of Shadow and Dragon #375. It should take a player only a few moments to subtract out the old racial benefits and add the revenant’s benefits (retaining the old race as the “past life” of the revenant). (Dungeon 218)
Turning a character into a revenant—voluntarily!—bends the “rules” of the soulmerged undead, but it does so for a good cause. You can justify it by saying that the character’s uncommon willpower channeled Karlerren’s necromantic energy into reanimation without involving any of the knights’ spirits. (Dungeon 218)
Revenant: Revenant Paragon Path. (Combat Advantage 9 Revenant)
Revenant Paragon Path Prerequisite: Con 13. Your character must have died prior to gaining this path. (Combat Advantage 9 Revenant)
There are forces in the universe with powerful agendas in mind. What was once failure shall now be their swift hand of retribution. Your death shall not interfere with that and shall empower you on your quest. Yours is an unlife of revenge – there is a horrible wrong to correct and it can only be achieved with vengeance. (Combat Advantage 9 Revenant)
Revenant: The echoes of eladrin who died in the terrible wars of the Fey Realm, revenants are bound to their battlefields and cannot rest until they have slain more enemies in death than they did in life. (Hero's Handbook Eladrin)
Revenant: The wrongful dead, risen to avenge their murders, these are revenants. (Jester's 4e Ravenloft Manual of Monsters)
Revenant Battle Mage: ?
Revenant Guardsman: The barracks serves as the resting place of the complex’s former guards who were corrupted before the fall of the Lama was discovered. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
Revenant Guardsman Archer: The barracks serves as the resting place of the complex’s former guards who were corrupted before the fall of the Lama was discovered. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
Revenant Half-Orc, Torgath: The Zephyr’s boatswain, a half-orc named Torgath, attempted to gather support to overthrow the captain and save the crew members from what he believed to be certain doom. Captain Rukos’s behavior had grown erratic and dangerous in the months preceding the kraken hunt. Torgath believed the sword Everdare compelled Rukos to put his ship and crew in unnecessary jeopardy. (Dungeon 203)
The captain ferreted out the conspiracy before Torgath could gain the full support of the crew. He confined the half-orc to the brig, and Torgath drowned alone in his cell when the ship was pulled under.
Torgath still inhabits his cell beneath the waves. The Raven Queen reanimated him as a revenant so that he might bring true death to the kraken and the captain, both of whom now haunt the wreckage of the Zephyr as restless spirits. (Dungeon 203)
Revenant Hunter: ?
Revenant Knight: ?
Revenant Monk Student: ?
Revenant Seeker: ?
Revenant Servant: Bestowed upon those lacking the spiritual development to be more susceptible to stronger corrupting energies, this template represents the majority of undead servants inhabiting the shrine complex. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
Revenant Tiefling Commander: ?
Revenant Tiefling Officer: ?
Revenant Tiefling Revenant: ?
Revenant Tiefling Sergeant: ?
Revenant Tiefling Shadow Revenant: ?
Revenant Tiefling Warlord: ?
Rhao the Skullcrusher: See Dracolich Dreambreath Dracolich, Rhao the Skullcrusher.
Risen Ghoul: See Ghoul Risen Ghoul.
Risen Nightwing: ?
Risen Nightstalker: ?
Risenguard of Drzak: ?
Rithkerrar: See Vecna Aspect of Vecna, Rithkerrar.
Ro, Yaneria: See Vampire, Queen Yaneria Ro, Vampire Queen Yaneria, The Original Vampire, Murderer of Pelus Peacekeeper and Solis Ro.
Robert the Black: ?
Rolain: See Vampire, Rolain.
Rolan: See Undead Priest, Rolan.
Rot Grub Zombie: See Zombie Rot Grub Zombie.
Rot Harbinger: Long ago, the gods tried to slay the demon lord Orcus while he was traveling outside of the Abyss. They sent a host of angels to slay the demon lord, but Orcus ultimately prevailed, killing every last one of them. When he returned to the Abyss, the demon lord of undeath created the first rot harbingers and rot slingers as mockeries of those he’d slain and sent them to the natural world to wreak havoc on the gods’ creation. (Monster Manual)
Rot Harbinger Putrid Rot Harbinger: ?
Rot Harbinger Reaver: ?
Rot Harbinger Rot Hurler: ?
Rot Harbinger Rot Slinger: Long ago, the gods tried to slay the demon lord Orcus while he was traveling outside of the Abyss. They sent a host of angels to slay the demon lord, but Orcus ultimately prevailed, killing every last one of them. When he returned to the Abyss, the demon lord of undeath created the first rot harbingers and rot slingers as mockeries of those he’d slain and sent them to the natural world to wreak havoc on the gods’ creation. (Monster Manual)
Rot Harbinger Rot Slinger Captain: ?
Rot Harbinger Rot Slinger Decayer: ?
Rot Harbinger Rot Spewer: ?
Rot Hound: See Hound Death Rot Hound.
Rot Hurler: See Rot Harbinger Rot Hurler.
Rot Slinger: See Rot Harbinger Rot Slinger.
Rot Spewer: See Rot Harbinger Rot Spewer.
Rotclaw: See Draconic Zombie Rotclaw.
Rotfiend: See Demon Abyssal Rotfiend.
Rotlord: See Demon Abyssal Rotlord.
Rotspitter Corpse: See Zombie Rotspitter Corpse.
Rotted Archer: ?
Rotter: See Zombie Rotter.
Rotting Hook Horror: See Hook Horror Rotting Hook Horror.
Rotting Ulgurstasta: See Ulgurstasta Rotting Ulgurstasta.
Rotting Zombie: See Zombie Rotting Zombie.
Rotvine Defiler: See Abomination Rotvine Defiler.
Rotwing Zombie: See Zombie Rotwing Zombie.
Royal Mummy: See Mummy Royal Mummy.
Ruin Wraith: See Wraith Ruin Wraith.
Ruined Skeleton: See Skeleton Ruined Skeleton.
Rukaleth: See Dracolich Blackfire Dracolich, Rukaleth.
Rukos: See Ghost, Rukos.
Runescribed Dracolich: See Dracolich Runescribed Dracolich.
Saed: See Vampire Lord, Saed.
Sacred Skeleton: See Skeleton Sacred Skeleton.
Sage Ghost: See Ghost Sage Ghost.
Salazar Vladistone: See Ghost, Salazar Vladistone.
Salt Troll Zombie: See Zombie Salt Troll Zombie.
Salt Zombie: See Zombie Salt Zombie.
Scaled Guardian: ?
Scarecrow Horror: A terrible oni witch that lived in a cave of mirrors once caught seven thieves looting her belongings. To teach them a lesson, this oni disemboweled one of them and stuffed a sackcloth effigy with its entrails; she hooked the thief ’s face onto the effigy’s shoulders and animated the thing with dark magic. When the oni turned her creation on its former companions, they fled in terror throughout her cave. But confounded by the mirrors she had set up, they became lost. (Dungeon 183)
In the end, seven gruesome scarecrows writhed beside the cave entrance, pinned to the stone with iron spikes, their dead human faces possessing black buttons where their eyes once had been. (Dungeon 183)
Scarred Ghoul: See Ghoul Scarred Ghoul.
Sceptenar: Adventurers wielding a great weapon that had been forged to destroy undead, some sort of stone scepter, made their way to the capital and killed Raja Thirayam. Lands near to Thirayam’s empire thought they had reason to celebrate when word spread of the emperor’s death. Elation turned to horror when it was revealed that upon the raja’s death, his life force divided and possessed the four audacious heroes. In turn, each adventurer was slowly consumed by the malevolent spirit of the emperor; the raja lives on, his body four-fold and harder to destroy than ever.
Sceptenar Vasabhakti: Sceptenar Vasabhakti, daughter of the late ruler of Khatiroon, rules the southern province of Hantumah. Once a kind and benevolent princess, Vasabhakti was possessed and corrupted by the undead forces that overtook her homeland. (Open Grave Secrets of the Undead)
Scoellious: See The Thirteen, Scoellious, Half Breed of Shaligon.
Scourge of Baphomet: See Mummy Scourge of Baphomet.
Screaming Mary: Bloody Mary's Murderous Separation power. (Horrors of Halloween)
Scrimshaw Skeleton: See Skeleton Scrimshaw Skeleton.
Sea Ghoul: See Ghoul Sea Ghoul.
Seaweed Guardian: The seaweed guardian is one of the cult’s experiments. The cultists kidnapped a villager, wrapped him in a net of seaweed and tortured him to death with necromancy. When the harvester arose as an undead creature, it fused with its seaweed net and remained trapped, guarding the entrance to level three. (In Search of Adventure)
Sebacean Mutant Treant: ?
Sebacean Mutant Nightwalkers: ?
Seela, Papuvin: ?
Seela Caretaker: ?
Seela Guard: ?
Seela Hunter: ?
Seela Skirmisher: ?
Seething Wraith: See Wraith Seething Wraith.
Senior Ghost Councilor: See Ghost Senior Ghost Councilor.
Senna Moonshadow: See Ghoul Advanced Ghoul Warlock, Senna Moonshadow.
Sentinel Mummy: See Mummy Sentinel Mummy.
Serpent Wraith: See Wraith Serpent Wraith.
Servile Ghost: See Ghost Servile Ghost.
Seszrath: See Demon Seszrath.
Shaadee: See Demon Shaadee.
Shackledeath: See Skeleton Shackledeath.
Shade: See Githyanki Shade.
Shade of Fallen Hero: The shadowy figures are the trapped souls of the departed. Something is keeping them from escaping to their proper afterlife. (Dungeon 169)
Shade of the Horseman: ?
Shadow: Every shadar-kai knows that to give in to the ennui of the Shadowfell is to face physical disintegration and nothingness. Those who succumb fade permanently into darkness, their soul taken by the Raven Queen while their animus remains as an undead shadow. (Wizards Presents Worlds and Monsters)
They attacked living things in order to gain their life force, draining an opponent’s Strength merely by touching them; if an opponent ever fell to 0 Strength, he’d become a new shadow. (Dragon 387)
According to most knowledgeable sages, shadows appear to have been magically created, perhaps as part of some ancient curse laid upon some long-dead enemy. The curse affects only humans and demihumans, so it would seem that it affects the soul or the spirit. When victims can no longer resist, either through loss of consciousness (hit points) or physical prowess (Strength points), the curse is activated and the majority of the character’s essence is shifted to the Negative Energy plane. Only a shadow of their former self remains on the Prime Material plane, and the transformation always renders the victim both terribly insane and undeniably evil. (Dragon 387)
Shadow Cackling Shadow: ?
Shadow Giant: See Giant Shadow Giant.
Shadow Guard: See Kytharion, Shadow Guard.
Shadow Harrag's Shadow: One of Lord Neverember’s agents has transformed Harrag’s shadow into an undead creature as a means to keep an eye on Harrag. (Dungeon 193)
Shadow Knight of Mirahan: See Zombie Shadow Knight of Mirahan.
Shadow Sentinel: Those sacrificed in Acererak’s name find no peace in death because the Devourer is aptly named. Consumed by the powerful lich, their essence reformed and twisted into new shapes, they serve the dark one for eternity. (Dragon 371)
Shadow Sentinel, Shadow Watcher: ?
Shadow Sentinel, Shadowguard: ?
Shadow Sentinel Shadowguard Sentry: ?
Shadow Serpent: A shadow serpent is an undead remnant of a cleric of Yig that somehow failed its god and people and is now cursed to spend eternity as a wretched thing. (Freeport Companion 4e)
When Valossa became contaminated with the minions of the Unspeakable One, its people corrupted and befouled by the King in Yellow’s awful touch, the serpent god Yig cast down the Valossan empire and cursed his priests for failing in their sacred duty to safeguard the serpent people and keep them pure in their faith to him. Those priests who bore the brunt of the serpent god’s wrath became the dreaded shadow serpents, appalling undead creations consumed with remorse for their mortal failings and channeling that grief into hatred for the living, especially the inheritors of the world. (Freeport Companion 4e)
Shadow Skeleton: See Skeleton Shadow Skeleton.
Shadow Slain: This barrow holds the remains of brothers. The eldest brother changed allegiance in the midst of fierce civil war, an act which resulted in his younger brothers’ deaths. Consumed with guilt over their deaths, he took his own life. The spirits of the slain brothers rose as shadow slain, shadowy forms filled with anguish and consumed with the betrayal of blood that took their lives. (Lands of Darkness 1 The Barrow Grounds)
The restless souls of the fallen haunt this mound, their insubstantial forms twisted by the agony and pain of their death. (Lands of Darkness 4 The Swamp of Timbermoor)
Shadow Slarecian: See Slarecian Shadow.
Shadow Spirit: In the bleak, desolate corners of the Shadowfell, and in parts of the world where the Shadowfell bleeds over, sometimes death doesn’t represent the end of a creature’s existence. When a creature dies in one of these places, its soul is trapped, transforming the creature into a shadow spirit. (Open Grave Secrets of the Undead)
“Shadow spirit” is a template you can apply to any living beast, humanoid or magical beast. (Open Grave Secrets of the Undead)
Prerequisites: Living beast, living humanoid, or living magical beast (Open Grave Secrets of the Undead)
Shadow Stalker Vampire: See Vampire Shadow Stalker Vampire.
Shadow Tethered Shadow: ?
Shadow Titan: See Zombie Shadow Titan.
Shadow Watcher: See Shadow Sentinel, Shadow Watcher.
Shadow Wolf: See Zombie Shadow Wolf.
Shadow Wraith: See Wraith Shadow Wraith.
Shadowclaw: ?
Shadowclaw Nightmare: ?
Shadowguard: See Shadow Sentinel, Shadowguard.
Shadowmantle, Valindra: See Lich Eladrin, Valindra Shadowmantle.
Shadowskull: ?
Shadowstalker: See Vampire Lord, Kirenkirsalai, Kire, Tebryn “Shadowstalker” Dhialael.
Shadowtouched Skeleton: See Skeleton Shadowtouched Skeleton.
Shadowtouched Zombie: See Zombie Shadowtouched Zombie.
Shadowy Soldier: ?
Shaligon: Orcs are a young species, brought forth in the waning years of the Apocalypse by the goddess Shaligon, who cut her own flesh to rain drops of her blood upon the world. Where each drop struck, an orc grew from the ground to form her ravenous army. The army, even defeated at the end of the Armageddon, was replenished when Shaligon was slain and the rest of her blood birthed a new wave of orcs. All of these orcs have an overriding desire to slay the servants of the gods who in turn killed their creator deity. They continue to worship the undead spirit of their goddess, who exists as a sort of gestalt entity in their minds, driving them to madness. (The Realms of Chirak)
Shallowgrave Wight: See Wight Shallowgrave Wight.
Shambler: See Zombie Shambler.
Shambling Mummy: See Mummy Shambling Mummy.
Shambling Nexus: See Zombie Shambling Nexus.
Shambling Skullpile: A shambling skullpile is an undead monstrosity formed from the many skulls of ritually sacrificed creatures. The horror and torment of these sacrificed victims form a maelstrom of psychic energies, which take a physical form by animating and possessing skulls into a rough humanoid form. (Blackdirge's Dungeon Denizens)
Shambling Zombie: See Zombie Shambling Zombie.
Shan'ree: As offspring of the Wyrms of Winter and Autumn, the Shan’ree are terrifying undead creatures who strive to enslave the world in darkness. (Night Reign Campaign Setting)
Shan'ree Autumn Shan'ree: “Autumn Shan’ree” is a template you can apply to any epic humanoid monster. (Night Reign Campaign Setting)
Requirements: Humanoid, Level 21 (Night Reign Campaign Setting)
Shan'ree Autumn Shan'ree Storm Giant: ?
Shan'ree Winter Shan'ree: “Winter Shan’ree” is a template you can apply to any epic humanoid monster. (Night Reign Campaign Setting)
Requirements: Humanoid, Level 21 (Night Reign Campaign Setting)
Shan'ree Winter Shan'ree Oni: ?
Shard Slave: The shard slave, a remnant of Xennul trapped in the shrine. (Dungeon 175)
Shard Zombie: See Zombie Shard Zombie.
Sharn Vampire Spawn: See Vampire Sharn Vampire Spawn.
Shattered Soul: ?
Shattered Wraith: See Wraith Shattered Wraith.
Shattergloom Skeleton: See Skeleton Shattergloom Skeleton.
Shennengath: See Ghoul, Shennengath.
Shimantra: See Mummy, Shimantra.
Shiola: See Vampire, Shiola.
Shonvurruthe Blood Serpent: See Demon Undead Marilith, Shonvurruthe Blood Serpent.
Shrine: See Nighthaunt Shrine.
Shuffling Zombie: See Zombie Shuffling Zombie.
Shuman Larkins: See Ghost Council Empowered Councilor, Shuman Larkins.
Sidratha: See The Thirteen, Sidratha, The Marshall of Tourn.
Siegewyrm: See Skeletal Dragon Siegewyrm.
Silent Corpse: Death-Mother's Spawn Greater Horror power. (Horrors of the Shroud: The Death-Mother)
Silvermane, Anja: See Ghoul, Anja Silvermane.
Sindalain, Eata: See Wraith, Eata Sindalain.
Sindairese Feaster: See Ghoul Sindairese Feaster.
Sindairese Ghoul: See Ghoul Sindairese Ghoul.
Sir Drzak: See Death Knight, False Sir Keegan/Sir Drzak.
Sir Eldor Von Lippsor: See Vampire, Sir Eldor Von Lippsor.
Sir Keegan: See Death Knight, False Sir Keegan/Sir Drzak.
Sir Keegan: See Skeleton Knight, Sir Keegan.
Sir Tavil Soarvaren: See Wight Battle Wight, Sir Tavil Soarvaren.
Sister of Sorrow, Mournwind Exarch of the Prince of Frost: Sharaea’s sisters, Velayn and Loralae were filled with despair at the loss of their sibling, and the Sun Prince captured them in their sister’s stead. His bitter power magnified their sorrow and bound them to his frozen heart. They wasted away, and soon the Daughters of Delight were no more. In their place were the Sisters of Lament, chill shades of the lovely females haunting the winter winds. (Dragon 374)
Sharaea never meant to harm her sisters, but when she finally cast her soul into the unknown, it took a terrible toll on the surviving Daughters of Delight. The Prince of Frost drew the sisters to him, and his bitterness and malice shaped them. In their grief and under the sway of the Pale Prince, they wasted away, becoming wraithlike spirits of the winter wind. (Dragon 374)
Sister of Sorrow, Soulsorrow Exarch of the Prince of Frost: Sharaea’s sisters, Velayn and Loralae were filled with despair at the loss of their sibling, and the Sun Prince captured them in their sister’s stead. His bitter power magnified their sorrow and bound them to his frozen heart. They wasted away, and soon the Daughters of Delight were no more. In their place were the Sisters of Lament, chill shades of the lovely females haunting the winter winds. (Dragon 374)
Sharaea never meant to harm her sisters, but when she finally cast her soul into the unknown, it took a terrible toll on the surviving Daughters of Delight. The Prince of Frost drew the sisters to him, and his bitterness and malice shaped them. In their grief and under the sway of the Pale Prince, they wasted away, becoming wraithlike spirits of the winter wind. (Dragon 374)
Sister of Sorrow Courtier, Mournwind Courtier: ?
Sister of Sorrow Courtier, Soulsorrow Courtier: ?
Skahlton Gairg: See Wight Slaughter Wight, Skahlton Gairg.
Skeletal Arcane Guardian: ?
Skeletal Archer: See Skeleton Skeletal Archer.
Skeletal Brave: See Skeleton Skeletal Brave.
Skeletal Cat: The three skeletal cats were once Talther Yorn’s living pets. They do not attack unless either the characters attack them first, or their master commands them to do so. Left to their own devices, they follow the characters wherever they go, occasionally getting underfoot while remaining aloof. The cats lack the ability to purr, yowl, or make other vocal sounds, but their bones and claws click eerily when they move. If a character makes any effort to befriend the skeletal cats, they might exhibit behavior that seems friendly, such as attacking a goblin zombie, fetching a thrown object, or leaping into the character’s arms. This behavior hides their true loyalty to their longtime master and creator, Talther Yorn. (Dungeon 211)
Skeletal Claw Swarm: See Skeleton Skeletal Claw Swarm.
Skeletal Dragon: Skeletal dragons can arise from necromantic rituals or through the uncontrolled forces of the Shadowfell. (Draconomicon I Chromatic Dragons)
Draconic zombies arise under the same circumstances as skeletal dragons, either as necromantic creations or as the result of the Shadowfell’s encroachment on the mortal world. (Draconomicon I Chromatic Dragons)
Skeletal Dragon, Flame: ?
Skeletal Dragon Bonespitter: ?
Skeletal Dragon Razortalon: ?
Skeletal Dragon Siegewyrm: THE LARGEST OF THE DRACONIC SKELETONS, a siegewyrm is made from the bones of mighty dragons. (Draconomicon I Chromatic Dragons)
Skeletal Dragon Tyrant, Venkio: A dragon skeleton kept as a trophy is animated in the entrance foyer and heads for the king. (Zeitgeist 9 The Last Starry Sky)
The dragon was animated by a famous necromancy instructor, who sweeps in with wights and a massive flayed jaguar, targeting the guards and others who are fighting back. (Zeitgeist 9 The Last Starry Sky)
A gargantuan dragon skeleton, animated by Professor Bugge detaches from its wire mountings in the Entry Foyer and goes on a rampage. (Zeitgeist 9 The Last Starry Sky)
Animated by Professor Bugge. (Zeitgeist Act Two The Grand Design)
Skeletal Frost Giant: See Skeleton Skeletal Frost Giant.
Skeletal Hammerers: See Skeleton Skeletal Hammerers.
Skeletal Hauler: See Skeleton Skeletal Hauler.
Skeletal Horde: See Skeleton Skeletal Horde.
Skeletal Horse: ?
Skeletal Husk: See Skelet.on Skeletal Husk
Skeletal Legionary: See Skeleton Skeletal Legionary.
Skeletal Legionnaire: See Skeleton Skeletal Legionnaire.
Skeletal Leopard: See Skeleton Skeletal Leopard.
Skeletal Mage, Yisarn: A band of elves ambushed and killed him, but an evil curse animated his bones, turning him into an undead horror. (Dungeon Master's Kit)
Skeletal Minion: See Zombie Dread Demon Zombie, Skeletal Minion.
Skeletal Phalanx: See Skeleton Skeletal Phalanx.
Skeletal Ravager: See Skeleton Skeletal Ravager.
Skeletal Soldier: See Skeleton Skeletal Soldier.
Skeletal Steed: See Skeleton Skeletal Steed.
Skeletal Toad: See Skeleton Skeletal Toad.
Skeletal Tomb Guardian: See Skeleton Skeletal Tomb Guardian.
Skeletal Warrior: See Skeleton Skeletal Warrior.
Skeleton: ANIMATED BY DARK MAGIC and composed entirely of bones, a skeleton is emotionless and soulless, desiring nothing but to serve its creator. (Monster Manual)
Skeletons are created by means of necromantic rituals. Locations with strong ties to the Shadowfell can also cause skeletons to arise spontaneously. (Monster Manual)
SKELETONS RARELY EXIST WITHOUT PURPOSE. Whether crafted through necromantic ritual or raised from a tomb, they relentlessly attack when compelled to kill. (Monster Manual 2)
Necromancy grants violent motion to these fleshless bones, letting them defy death and deliver it to others. (Monster Vault)
“ Nothing holds them together but magic, a necromantic binding that knits bone with scraps of soul and the merest hint of will.”—Kalarel, scion of Orcus. (Monster Vault)
A skeleton’s creation is considered a vile act, though, for it requires disturbing a creature’s bones in the most profane way. A skeleton raised into undeath moves through the power of a soul’s discarded animus; it is a primal force that binds the soul and body to make life possible. Without an animus, a skeleton cannot exist. (Monster Vault)
Many powers can cause a skeleton to rise from the grave: holy power, necrotic energy, a dark ritual, a necromantic spell or hex, a curse from the lips of a dying person. (Monster Vault)
ALL SKELETONS ARISE FROM THE BONES of once-living creatures. That basic truth says little about the details of a particular skeleton, however. The character of the living creature, the manner of its death, the requirements of a necromancer, and the deceased’s former relationships—all these factors affect the nature and purpose of a skeleton. (Open Grave Secrets of the Undead)
The carved skull buried in one of the old crypts has pulsed back to unlife. Its wakening will attract undead miles away from Col Fen. Unless the skull is destroyed, it will become a magnet for undead from distant places, while at the same time animating skeletons and zombies from the graveyard of Col Fen. (Open Grave Secrets of the Undead)
Alternatively, they might stumble across the bones of those who died during the Glintshield dwarves' civil war, awakening the warriors' angry spirits when one of them pries a magic weapon from the grip of one of the skeletons. (HS2 Orcs of Stonefang Pass)
This cavern was the scene of a heated battle, and the remnants of that battle are strewn about the place. Over one hundred years ago, what remained of House Madar battled a group of House Tsalaxa assassins. The battle claimed the lives of everyone involved, and the intense hatred borne of the battle has reanimated the dead as zombies and skeletons. (Dungeon 181)
The leader of House Madar’s forces was a lesser scion of the Madar line and was an accomplished archer and swordsman. He and his men returned to unlife as skeletons in an undead mockery of the soldiers they’d once been. (Dungeon 181)
Anarus Kalton animated several skeletons to stand guard against tomb robbers. (Dungeon 182)
Cauldron of Illserves magic item. (Dungeon Crawl Classics 56 Scion of Punjar)
These unfortunate souls were slain over two hundred years ago by one of the last of the high priests of Axaluatl. He captured these human men, and after having them killed, raised them to be undead guardians. (In Search of Adventure)
Animated bones stripped of flesh, skeletons are a diverse type of animated corpse and a favourite of inventive necromancers. (Jester's 4e Ravenloft Manual of Monsters)
When the first sentient creatures of Áereth felt the cold grip of death upon them, it was the goddess Lasheeva who offered the attractive, if macabre, alternative. Granting a blessed few her deathward kiss, it was she who personally introduced the curse of undeath to Áereth. From the mindless, animate corpses of zombies and skeletons to the ravenous, tomb-haunting ghouls; from dread wights and mummies that lurk in the deep subterrene to wraiths and vampires that prowl the night—all such creatures owe their existence, their powers, their misery, and their glory to the Great and Terrible Lasheeva. (Level Up 2)
Zombies, ghouls, wights and skeletons stalk the eastern lands, making more of their kind with each unfortunate soul they fall upon. (Wraith Recon)
Skeleton Archer: ?
Skeleton Awakening Skeleton: ?
Skeleton Blazing Skeleton: Vontarin unleashes his first deliberate attack. He animates skeletons from the Crypts beneath Saint Avarthil Monastery. ( Dark Legacy of Evard)
Alternatively, they might stumble across the bones of those who died during the Glintshield dwarves' civil war, awakening the warriors' angry spirits when one of them pries a magic weapon from the grip of one of the skeletons. (HS2 Orcs of Stonefang Pass)
Vadin Cartwright has animated several skeletons of fallen knights. (Madness at Gardmore Abbey)
Vontarin’s ghost, still possessing Nathaire’s body, decides to drive off the townsfolk of Duponde. He animates a wave of undead attackers and sends them against the town. (Dungeon 219)
Skeleton Bloodblade Hobgoblin Skeleton: ?
Skeleton Blue Jade Skeleton: ?
Skeleton Bone Horror: A bone horror is not technically a skeleton. Its "body" is a mix of humanoid and sometimes animal skeletons. No one knows what dark magic created these monsters. They are thought to arise from the grisly remains of scattered battlefields where large amounts of necromantic energy have been used. Yet some rumors claim that they were made when a wizard's experiment went catastrophically wrong; others suggest that they are the remains of mortals cursed by a vengeful power for wrongs committed against the gods. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Skeleton Bone Lord: ?
Skeleton Bonecrusher Skeleton: Bonecrusher skeletons arise from the bones of ogres, minotaurs, oni, giants, and other large creatures. (Monster Manual 2)
Skeleton Bonecrusher Skeleton Hulk: ?
Skeleton Boneguard Skeleton: ?
Skeleton Bonemound Skeleton: The cannibal witches’ home is found on an island protected by the undead remains of their victims. (War of the Burning Sky 4e 3 Shelter From the Storm)
Bonemound skeletons are made from the angry whispers of the forsaken dead. (War of the Burning Sky 4e 3 Shelter From the Storm)
Skeleton Bonepile Hobgoblin Skeleton: ?
Skeleton Boneshard Mongrel: ?
Skeleton Boneshard Skeleton: Alternatively, they might stumble across the bones of those who died during the Glintshield dwarves' civil war, awakening the warriors' angry spirits when one of them pries a magic weapon from the grip of one of the skeletons. (HS2 Orcs of Stonefang Pass)
Skeleton Boneshard Troll Skeleton: Shortly after Skalmad declared himself king, these five lesser clan chiefs tried to seize power for themselves. After slaying them, the troll king had them turned into boneshard skeletons and placed as guards in this chamber. (P1 King of the Trollhaunt Warrens)
Skeleton Bonewretch Skeleton: ?
Skeleton Burned One: The faithful of Vangal are granted power and strength, but woe to the servant who turns his back upon his dark god or who commits sacrilege in his quest for power. If captured, these unfaithful ex-priests are subjected to a ritual which leaves them nothing but a burned husk, destined to roam the earth tormented in an agony of eternal flames. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Skeleton Burned Witch: These charred skeletons are the remains of witches Willifer reanimated. (Dungeon 220)
Skeleton Burning Ape: ?
Skeleton Death Kin Skeleton: Death kin skeletons are siblings, kin, or lovers who died in a suicide pact or similar circumstance. (Open Grave Secrets of the Undead)
The skeletons are the reanimated remains of Ba’al Verzi assassins whom Leo dug up and brought to the monastery with him. (Dungeon 207)
Skeleton Deathdrinker Skeleton: ?
Skeleton Deathguard: ?
Skeleton Decaying Skeleton: ?
Skeleton Decrepit Goblin Skeleton: ?
Skeleton Decrepit Orc Skeleton: ?
Skeleton Decrepit Skeleton: Vontarin unleashes his first deliberate attack. He animates skeletons from the Crypts beneath Saint Avarthil Monastery. (Dark Legacy of Evard)
Ninaran followed Kalarel’s instructions in creating this magic circle to raise the dead. (H1 Keep on the Shadowfell)
Melting Fury disease. (The Book of Vile Darkness)
She carries an ancestor clasp-a magic item developed in Zadzifeirryn that raises fallen drow as undead slaves. (Web of the Spider Queen)
After the totemist speaks, she immediately activates her ancestor clasp as a free action, causing the opal to fall from the center of her silver necklace to the ground. It shatters to release a cloud of white mist that expands to fill the room, causing skeletons to awaken in each of the upper areas' eight coffins. (Web of the Spider Queen)
Anarus Kalton animated several skeletons to stand guard against tomb robbers. (Dungeon 182)
The undead are animated by the Weeping Aspect of Avandra’s wrathful emotions, doomed to repeat an eternal danse macabre of the temple’s last days in the natural world while orc and goblin defilers were looting it. (Dungeon 194)
Vontarin’s ghost, still possessing Nathaire’s body, decides to drive off the townsfolk of Duponde. He animates a wave of undead attackers and sends them against the town. (Dungeon 219)
These unfortunate souls were slain over two hundred years ago by one of the last of the high priests of Axaluatl. He captured these human men, and after having them killed, raised them to be undead guardians. (In Search of Adventure)
Skeleton Demonic Skeleton Defilade: ?
Skeleton Disguised Skeleton: ?
Skeleton Dread Skeletal Swarm: ?
Skeleton Dwarven Bonsehard Skeleton: ?
Skeleton Dwarven Decrepit Skeleton: ?
Skeleton Elven Decrepit Skeleton: ?
Skeleton Elven Runefire Skeleton: ?
Skeleton Elven Skeleton: This underground chamber has been used to dispose of massacred elves. Some of the bodies have become skeletal undead. (Points of Conflict Encounter 1 The Charnel Pit)
Skeleton Elven Warrior Skeleton: ?
Skeleton Fragile Skeleton: The cannibal witches’ home is found on an island protected by the undead remains of their victims. (War of the Burning Sky 4e 3 Shelter From the Storm)
Skeleton Frothing Seafoam Skeleton: ?
Skeleton Giant Skeletal Bat: Giant skeletal bats are the remains of riding bats that were abandoned by their masters in battle. (Open Grave Secrets of the Undead)
Skeleton Giant Skeletal Water Snake: Once the water snake fed off the rats drawn to the dwarves’ trash pits. In the ensuing years, the snake died, only to rise again with the corruption cast off by Azon-Zog and the polluted Forge of Kings. (Dungeon Crawl Classics 54 Forges of the Mountain King)
Skeleton Green Jade Skeleton: ?
Skeleton Hobgoblin Shadow Skeleton: ?
Skeleton Hobgoblin Skeleton: ?
Skeleton Jade Skeleton: One of the specialties of the nullmandor, the jade skeleton is an undead creature that has been armored with pieces of jade of various colors. The colors anoint the undead with certain powers, giving them additional abilities.
Skeleton Kalan the Avenger: The undead here were once dwarves, but they have awoken in death from their tomb’s violation—an act not even the hag would have dared. (Dungeon 162)
Skeleton Karkothi Fell Skeleton: Fell skeletons are fearless bodyguards created in necromantic rituals. (Dragon 399)
Skeleton Karrnathi: See Karrnathi Skeleton.
Skeleton Knight, Sir Keegan: As commander of the keep’s soldier, Sir Keegan held the responsibility of protecting the rift. In that duty he failed, and to this day, his spirit despairs over his failure. (H1 Keep on the Shadowfell)
“I failed in my responsibility. I allowed the influence of the Shadow Rift and my knowledge of the crumbling empire to distract me from my sworn oath. The corruption that lies on the other side of the rift touched me and triggered disaster.” (H1 Keep on the Shadowfell)
“Finally the alarm went up, and what remained of the legion banded together against me. Even in my rage, I knew I couldn’t best them all, so I fled into the crypts to hide from vengeance. Only then did the madness lift. I realized what I had done and despaired. I had killed my love and broken my oath. More than that, I had done so with my sword, Aecris, an implement given to me by King Elidyr when I was knighted. The remnants of my legion sealed the passage and trapped me here. I selected this as a fitting place to spend eternity.” (H1 Keep on the Shadowfell)
Skeleton Kobold Skeletal Archer: ?
Skeleton Long-Dead Skeleton: Four skeletons, animated by dwarven clerics from the old remains of those who once sheltered here from witches, stand in the corners. (Zeitgeist 5 Cauldron Born)
Skeleton Marrowshriek: Marrowshriek skeletons arise from victims of malnutrition and neglect, and they crave the marrow of the living. (Open Grave Secrets of the Undead)
Skeleton Minotaur Skeleton: These skeletons were created in ancient times by the Xulmec high priest Tanahuatan (whose wight haunts area 1-8) to protect the tomb. (In Search of Adventure)
Skeleton Mob: ?
Skeleton Orc Skeleton: ?
Skeleton Orc Boneshard Skeleton: ?
Skeleton Pile Skeleton: Bonepile swarms sometimes form when the bones of creatures slaughtered at once or who shared an unusual bond are collected in one place. They use their own mass to assemble mismatched skeletal defenders. (Dungeon Crawl Classics 63 Warbringer's Son)
Bonepile Swarm Spawn Undead power. (Dungeon Crawl Classics 63 Warbringer's Son)
Skeleton Possessed Child Skeleton: The skeletons of DeMay’s victims animate under DeMay’s control. (Good Little Children Never Grow Up)
Skeleton Red Jade Skeleton: ?
Skeleton Resistance Skeleton: Then, while clerics tend to healing, a group of scouts from the rooftops return to the rebel side. It isn’t until they’ve gotten across the skybridge to the wall that the defenders realize the scouts are dead, reanimated as skeletons. This is just a quick horror, though, sent by a bored Inquisitor. (War of the Burning Sky 4e 9 The Festival of Dreams)
Skeleton Ruined Skeleton: The skeletal soldiers and ruined skeletons are members of the Guron family, wrested from death to guard the family barrow. (Lands of Darkness 1 The Barrow Grounds)
Darkness 1 The Barrow Grounds)
Skeleton Sacred Skeleton: Throughout the vault, whenever blood spills on the ground (a living creature first becomes bloodied in an encounter, or someone intentionally spills blood), a sacred skeleton animates within 30 feet, rising up from the bone dust on the floor, and acts immediately. (Zeitgeist Act One The Investigation Begins)
Throughout the vault, whenever blood spills on the ground (a living creature first becomes bloodied in an encounter, or someone intentionally spills blood), a sacred skeleton animates within 30 feet, rising up from the bone dust on the floor, and acts immediately. (Zeitgeist Add-On Crypta Hereticarum)
Skeleton Scrimshaw Skeleton: ?
Skeleton Sentinel: ?
Skeleton Shackledeath: ?
Skeleton Shadow Skeleton: A shadow skeleton, formed from shadows and the bones of the dead, is adept at hitting enemies that don't take it as a serious threat. (Player's Option Heroes of Shadow)
Skeleton Shadowtouched Skeleton: ?
Skeleton Shattergloom Skeleton: Shattergloom skeletons are created in dark chambers where natural light cannot reach. (Open Grave Secrets of the Undead)
Skeleton Skeletal Archer: Over a period of several weeks, skeletons can be trained in the use of bows to produce skeletal archers. (Open Grave Secrets of the Undead)
Skeleton Skeletal Brave: ?
Skeleton Skeletal Claw Swarm: Created from failed necromantic experiments or arising spontaneously from ossuaries and bone yards, skeletal claw swarms are writhing masses of bony debris. For the most part, a skeletal claw swarm is composed of claws, fingers, toes, and other grasping digits, and it uses these to grab, pull down, and then pull apart any living creature that it encounters. (Dungeon Crawl Classics 56 Scion of Punjar)
Skeletal claw swarms often arise spontaneously from bone yards, especially if strong necromantic energy is present. (Dungeon Crawl Classics 56 Scion of Punjar)
The last five feet is a pile of skulls, skeletal arms, hands, and even talons from various creatures. These were failed experiments using the Cauldron of Illserves, so Cadavra placed the uncontrollable animated pieces in this pit. They have formed an undead swarm of biting and clawing bones that victims in the pit need to deal with. (Dungeon Crawl Classics 56 Scion of Punjar)
Skeleton Skeletal Frost Giant, Kvaltigar: Three years ago, Kvaltigar was the frost giant jarl, until he was betrayed and murdered by Grugnur, his brother. Grugnur burned the body and tossed the remains into the rift. However, Kvaltigar’s spirit refused to leave the mortal world. (Dungeon 199)
Skeleton Skeletal Hammerers: The undead here were once dwarves, but they have awoken in death from their tomb’s violation—an act not even the hag would have dared. (Dungeon 162)
Skeleton Skeletal Hauler: Skeletal haulers are the remains of humanoid slaves and physical laborers. (Open Grave Secrets of the Undead)
Skeleton Skeletal Horde: ?
Skeleton Skeletal Husk: The cannibal witches’ home is found on an island protected by the undead remains of their victims. (War of the Burning Sky 4e 3 Shelter From the Storm)
Skeletal husks are the intermediate stage of a necromantic ritual to create skeletal guardians. As the body decays, the husk gathers necrotic energy from around it and oozes it through its fatal wound. (War of the Burning Sky 4e 3 Shelter From the Storm)
Skeleton Skeletal Legionary: In a nearly forgotten age of genocidal warfare, the murderous sorcerer-king Nibenay pursued a fugitive band of elves and gnomes. The fugitives carried with them a seed from a tree of life. They hoped to plant the seed in a place where it might flourish in safety, far from the sorcerer-kings’ destruction. They sought refuge in a small cave system, but Nibenay’s soldiers tracked them there and besieged the cave. (Dungeon 187)
Avor Firesworn, leader of the band, made a fateful decision as Nibenay’s defilers closed in. Drawing on his knowledge of the supposed demigods who ruled parts of Athas at that time, he entered into a covenant with a force that he only dimly understood but perceived as a demigod of death. He and a few of his band swore a binding oath in which they offered their souls in exchange for the chance to protect the seed even after their deaths. (Dungeon 187)
Soon thereafter, Nibenay’s forces stormed the caves and Avor fell, his flesh consumed by defiling magic. The seed, however, lay hidden beneath his remains, and the sorcerer-king’s soldiers did not find it. It was protected by the bargain Avor had struck with the entity from the Gray. Meanwhile, the primal spirits of that place also understood the value of the seed. They, too, were eager to keep it out of any defiler’s hands, but their limited power to intervene was curtailed further by Avor’s bargain. (Dungeon 187)
Victorious in battle but frustrated by their failure to find the tree of life’s seed, Nibenay’s soldiers concluded that the seed had been no more than a rumor, or perhaps that Avor’s flight had been a ruse to draw them away from the real seed’s location. They sealed the cave when they withdrew, to conceal their deeds. Some time later, the spirits of Avor and his followers rose from the dead in fulfillment of their bargain. (Dungeon 187)
The family buried here suffered a curse, and so undead linger in the vault. (Dungeon 221)
Skeleton Skeletal Legionnaire: Vadin Cartwright has animated several skeletons of fallen knights. (Madness at Gardmore Abbey)
Skeleton Skeletal Leopard: ?
Skeleton Skeletal Phalanx: ?
Skeleton Skeletal Ravager: If a living humanoid dies in Ragatromo's Undead Master aura, a skeletal ravager appears in its space at the start of Ragatromo’s turn. (Dungeon 219)
Skeleton Skeletal Soldier: The skeletal soldiers and ruined skeletons are members of the Guron family, wrested from death to guard the family barrow. (Lands of Darkness 1 The Barrow Grounds)
Skeleton Skeletal Steed: Skeletal steeds rarely arise alone; they awaken from death with their riders or are created by rituals as mounts. (Monster Manual 2)
Skeleton Skeletal Toad: ?
Skeleton Skeletal Tomb Guardian: Once Vadin is dead, trouble in the catacombs quickly fades away. Until that time, however, the priest takes advantage of any retreat by the adventurers to reinforce his undead guardians. He can't replace every monster the adventurers destroy, however. His ability to create undead is limited to the skeletal guardians and the flameskull. (Madness at Gardmore Abbey)
Vadin Cartwright has animated several skeletons of fallen knights. (Madness at Gardmore Abbey)
Skeleton Skeletal Tomb Guardian Thrall: ?
Skeleton Skeletal Warrior: Girdle of Skulls magic item. (The Book of Vile Darkness)
Skeleton Skinwalker Skeleton: Skinwalker skeletons are produced when a necromancer grafts skin to animated bones. (Open Grave Secrets of the Undead)
Skeleton Sleeper's Skeletal Warhorse: ?
Skeleton Sodden Skeleton: ?
Skeleton Soldier: ?
Skeleton Spine Creep Skeleton: Spine creep skeletons are the result of unjustly beheaded humanoids or those torn to pieces by an angry mob. (Open Grave Secrets of the Undead)
Skeleton Stonespawned Skeleton: Stonespawned skeletons are created when humanoids are crushed under tons of rock and left entombed in stone. (Open Grave Secrets of the Undead)
Skeleton Strahd Skeleton: The necromancer, Strahd, has spent much time experimenting on improving skeletal undead with terrifying results. (Jester's 4e Ravenloft Manual of Monsters)
Skeleton Strahd's Skeletal Steed: The necromancer, Strahd, has spent much time experimenting on improving skeletal undead with terrifying results. (Jester's 4e Ravenloft Manual of Monsters)
Skeleton Taranesti Skeleton: ?
Skeleton Thunderbones: These intimidating creatures appear in many of the homes and workshops of accomplished necromancers, particularly those of Hollowfaust. Although the ritual involved in their creation is complex, the concept itself is simple: cover a large animated skeleton with rune-covered iron, and bestow magical abilities upon its bladed claws. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Skeleton Tomb Cursed Skeleton: ?
Skeleton Tortured Skeleton: ?
Skeleton Troop Captain, Elite Skeleton: ?
Skeleton Vizier's Skeleton: Lord Vizier's Plume of Death power. (Dark Sun Creature Catalog)
Skeleton Warrior: Isolde’s curse spared no aspect of Soth’s life. His retainers, once loyal beyond reproach, turned into skeleton warriors. (Dragon 416)
Skelmur the Stalker: See Ghost, Skelmur the Stalker.
Skin Cloak: A skin cloak consists of the skinned hide of a human or humanoid creature. The flesh is tanned, with any cut marks closed with a heavy thread, and is often tattooed. The curing process results in shrinking the overall hide and thus these creatures are often smaller than they were in life, standing about four feet tall and weighing twenty pounds or less. (Freeport Companion 4e)
This unsettling undead creature is called a skin cloak or hollow man. It is the animated remains of a skinned humanoid. (Freeport Companion 4e)
Skin Kite: See Undead Aviary Skin Kite.
Skinwalker Skeleton: See Skeleton Skinwalker Skeleton.
Skoulos the Undying: See Lich Nascent Archlich, Skoulos the Undying.
Skrum Zombie: See Zombie Skrum Zombie.
Skulk of Shadows: ?
Skulk Zombie: See Zombie Skulk Zombie.
Skull Lord: The first skull lords arose from the ashes of the Black Tower of Vumerion. None can say whether they were created intentionally by the legendary human necromancer Vumerion or came forth spontaneously from the foul energies of his fallen sanctum. The ritual for creating new skull lords also survived Vumerion’s fall, eventually finding its way into the hands of Vumerion’s rivals and various powerful undead creatures. (Monster Manual)
Skull Lord Servitor: ?
Skull Spirit: ?
Skullborn Ghoul: See Ghoul Skullborn Ghoul.
Skullborn Deathlok Wight: See Wight Skullborn Deathlok Wight.
Skullborn Rotwing Zombie: See Zombie Skullborn Rotwing Zombie.
Skullborn Zombie: See Zombie Skullborn Zombie.
Skullborn Zombie Husk: See Zombie Skullborn Zombie Husk.
Skulldugger: ?
Slaad Putrid Slaad: Necromancers sometimes transform living slaads into undead slaads called putrid slaads. They preserve the slaads’ essential chaotic nature, making these creatures deadly but difficult to control. The slaad retains its hunger for wanton destruction, consuming life around it, which is then putrefied and later regurgitated upon foes. (Monster Manual 3)
Mages and necromancers create most putrid slaads, but some come into being on their own. Slaads destroyed in the Abyss can rise spontaneously. Such putrid slaads are often forced to submit to the wills of demon lords. (Monster Manual 3)
Elemental creatures are not immune to necromantic magic. Unlike other natives to the Elemental Chaos, slaads are formed from chaos, so when life flees one’s corpse, decay consumes the remains in a matter of hours. Thus, to create a putrid slaad, a necromancer must capture a slaad and infuse it with shadow magic while it’s still alive. The process is lethal, but the undead creature retains its shape and is as resilient as any other kind of slaad. (Monster Manual 3)
Slarecian Ghast: Some say that when the Slarecians were set upon by both gods and titans, the only way that ancient race could survive was to kill themselves rather than suffer eternal torment. Stories diverge from there: Some say that Slarecian ghasts and shadows are all that remain of a great civilization, while others attest that such creatures are but a sampling of undead Slarecians that thrives beneath the ground. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Regardless, there is little dispute that the ghasts were once Slarecians. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Slarecian Shadow: Some say that when the Slarecians were set upon by both gods and titans, the only way that ancient race could survive was to kill themselves rather than suffer eternal torment. Stories diverge from there: Some say that Slarecian ghasts and shadows are all that remain of a great civilization, while others attest that such creatures are but a sampling of undead Slarecians that thrives beneath the ground. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Slarecian shadows are thought to have been spies or assassins for their people, but this role cannot explain why they are still encountered and, evidently, still spy on others. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Slarecian Shadow Lord: ?
Slaughter Wight: See Wight Slaughter Wight.
Slavering Maw: See Zombie Slavering Maw.
Sleeper's Skeletal Warhorse: See Skeleton Sleeper's Skeletal Warhorse.
Slip: See Nighthaunt Slip.
Sliver Wraith Seeker: ?
Sliver Wraith Guardian: ?
Slon Gravekeeper: ?
Slothful Viceling: See Viceling Slothful Viceling.
Snaketongue Vampire: See Vampire Snaketongue Vampire.
Soarvaren, Tavil: See Wight Battle Wight, Sir Tavil Soarvaren.
Sodden Corruption Corpse: See Zombie Sodden Corruption Corpse.
Sodden Ghoul: See Ghoul Sodden Ghoul, Lacedon.
Sodden Skeleton: See Skeleton Sodden Skeleton.
Son of Kyuss: See Spawn of Kyuss Son of Kyuss.
Soth: See Death Knight, Lord Soth.
Soucouyant: See Vampire Soucouyant, Soukounian.
Soukounian: See Vampire Soucouyant, Soukounian.
Soul Eater: See Vampire Soul Eater.
Soul Sliver: Similarly, slivers of the souls of scribes who died as children have been woven into threads and placed in the binding of many of the more valuable books in the collection, so the bibliogeists can sense their movements as well. (Zeitgeist 11 Gorged on Ruins)
Similarly, slivers of the souls of scribes who died as children have been woven into threads and placed in the binding of many of the more valuable books in the collection, so the bibliogeists can sense their movements as well. (Zeitgeist Act Three The Age of Reason)
Soulbinder: See Draconic Wraith Soulbinder.
Souleater: See Draconic Wraith Souleater.
Soulflame: See Ghost Raaig Soulflame.
Soulgrinder: See Draconic Wraith Soulgrinder.
Soulless Creature: Prerequisite: Humanoid or magical beast. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Soulless Rogue 10th-Level: ?
Soulless Rogue 15th-Level: ?
Soulravager: See Draconic Wraith Soulravager.
Soulsorrow Courtier: See Sister of Sorrow Courtier, Soulsorrow Courtier.
Soulsorrow Exarch of the Prince of Frost: See Sister of Sorrow, Soulsorrow Exarch of the Prince of Frost.
Soulspike Devourer: See Devourer Soulspike Devourer.
Soulstalker Necrodaemon: See Necrodaemon Soulstalker.
Sovereign Wraith: See Wraith Sovereign Wraith.
Spawn of Kyuss: LIKE A CANCER IN THE EARTH, spawn of Kyuss rise from the depths to spread suffering and anguish across the land. Driven by their maker’s obscene will, they infect the living and the dead with bright green worms that bend creatures to the will of Kyuss, the Worm that Walks. In frightened whispers, seers prophesize the presence of the spawn as heralding the Age of Worms, the world’s apocalyptic end. (Monster Manual 3)
Spawn of Kyuss come from the insane fools who heeded Kyuss’s diseased vision when he was mortal. After Kyuss slew them to fuel his apotheosis, the worms of his new body spread to their bloated corpses, awakening the creatures to undeath. These grim messengers then became carriers of Kyuss’s dark desires and added new victims to their numbers. (Monster Manual 3)
A spawn of Kyuss is created when an infection from a particular species of necrotic burrowing worms kills its host and transforms the creature into an undead monstrosity. (Open Grave Secrets of the Undead)
Akin to larva undead, spawns of Kyuss were the Bonemaster’s first experiments in the creation of larva- and worm-infused creatures. These larval zombies typically lack the subtlety and power of larva undead, but the strength and virulence of their attacks makes them nonetheless formidable. (Open Grave Secrets of the Undead)
“Spawn of Kyuss” is a template you can apply to any beast, humanoid, or magical beast. Although the template is most often applied to living creatures, this is not a prerequisite. The infection can afflict virtually any kind of creature, but it typically infects strong subjects that can best spread the disease.
Prerequisites: Level 11, and beast, humanoid, or magical beast. (Open Grave Secrets of the Undead)
Spawn of Kyuss Herald of Kyuss: Kyuss created heralds from the legion angels dispatched by the gods to slay him. He infused each one with a profane worm plucked from his squirming body. (Monster Manual 3)
Spawn of Kyuss Herald of Kyuss, Ulferth: When Ulferth completed his ritual, he was transformed from a human into a herald of Kyuss. (Dungeon 188)
Spawn of Kyuss Son of Kyuss: Even when a host is destroyed, Kyuss’s worms tend to escape by burrowing into the earth or clinging to their enemies’ clothing. When the worms find a new carcass, they plunge into the corpse and infuse it with terrible power. After a few moments, a new son of Kyuss is born. (Monster Manual 3)
Touch of Kyuss disease. (Monster Manual 3)
The body was that of Baelard the Defender. He was infected with the touch of Kyuss but fought off the effects for several weeks. Before his death, he performed the same ritual on himself that trapped Ulferth’s will in the crystal globe (a unique offshoot of the Gentle Repose ritual). With his will trapped in the globe, Baelard could not become one of the spawn of Kyuss when he died. (Dungeon 188)
Baelard has been dead far too long for a Raise Dead ritual to be successful. If the globe is broken, however, his will flies back to the skeleton, which immediately reanimates as a son of Kyuss.
Touch of Kyuss disease. (Dungeon 188)
Spawn of Kyuss Wormspawn Praetorian: PONDEROUS WARRIORS CRAFTED from the cast-off maggots and vermin of Kyuss and similar large larva creatures, wormspawn praetorians fight with unflinching devotion to their creator. (Open Grave Secrets of the Undead)
A humanoid killed by Kyuss rises as a wormspawn praetorian at the start of Kyuss’s next turn. (Open Grave Secrets of the Undead)
Spawn of Kyuss Wretch of Kyuss: Legends persist of ancient kingdoms of the walking dead, where an outbreak of the touch of Kyuss spawned thousands upon thousands of these wretches. (Monster Manual 3)
Spawn of Kyuss Burrowing Worm power. (Monster Manual 3)
Spawn of Kyuss Herald of Kyuss Writhing Pronouncement power. (Monster Manual 3)
Specter: In life, specters were murderous and vile humanoids, although they remember nothing of their past. (Monster Manual)
In the world, only the most horrific and ruthless murderers return as specters, but in the Shadowfell, any death might spawn such a wicked undead. (Open Grave Secrets of the Undead)
Specters that arise from slain mortals twisted by insanity often produce auras that outwardly manifest the fragmented condition of their minds. (Open Grave Secrets of the Undead)
When Saharelgard fell, a would-be looter was captured and slain in this chamber. This hateful thief returned as a specter. (FR1 Scepter Tower of Spellgard)
Others find the weight of their mortal deeds so heavy they cannot bear to move farther than the Shadowfell. In time, they are corrupted by the plane’s malaise, becoming specters, wraiths, and other insubstantial beings. (Manual of the Planes)
A number of devils dwell on the Shores of Sorrow island, as do a small number of undead creatures such as wraiths, specters, and ghosts—folk wasted away by the pervasive despair. (The Plane Above: Secrets of the Astral Sea)
Nicodemus learned how to recreate the magic that let him survive after his body was destroyed. In the following centuries, on rare occasions he has used this power to let loyal allies endure as specters, forming a ghost council of philosophers, scientists, and other wise men. (Zeitgeist Campaign Guide)
Specter, Greysen Ramthane's Specter: ?
Specter Advanced Specter: ?
Specter Alley Reaper Specter: An alley reaper is the spirit of an assassin or cutthroat who died with blood on his hands. Belsameth, considering that person particularly ruthless, cunning, and deceitful, gave him an extended lease not on the world, but on life. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Specter Darkland Voidsoul Specter: ?
Specter Dragonborn Specter: ?
Specter Dread Reaper Specter: ?
Specter Familiar: ?
Specter Fire Specter: This creature is a fire spectre, an undead abomination that houses the tortured spirit of a black-hearted villain. (Freeport Companion 4e)
Specter Fire Specter, Captain Kothar: The most famous fire spectre is Captain Kothar. In life, Captain Kothar was a vicious pirate noted for his bloodthirsty tactics and wanton cruelty. After he and his crew attacked and murdered their rivals, claiming their vessel the Winds of Hell for themselves, they were captured, tried, and executed for their crimes. The Captains’ Council decreed they should be lashed to the deck of their bloody ship while the vessel burned down to the waterline. Kothar’s hate ran hotter than the flames and he refused to go to the Nine Hells until he got his vengeance. (Freeport Companion 4e)
While it is true that the Winds of Hell is a ghost ship, it is crewed by the undead remains of the bloodthirsty Captain Kothar and his crew, now called the Accursed. These horrid creatures are no ordinary undead; they’re fire spectres, the burning souls of the damned. (Freeport Companion 4e)
Specter Fire Specter, The Accursed: While it is true that the Winds of Hell is a ghost ship, it is crewed by the undead remains of the bloodthirsty Captain Kothar and his crew, now called the Accursed. These horrid creatures are no ordinary undead; they’re fire spectres, the burning souls of the damned. (Freeport Companion 4e)
Specter Force Specter: ?
Specter Hobgoblin Specter: ?
Specter Lingering Specter: ?
Specter Swarm: ?
Specter Voidsoul Specter: They’re evil guardians bound here against their will for crimes they committed in life. (Dungeon 159)
Spectral Archmage: See Ghost Spectral Archmage.
Spectral Kirre: In a nearly forgotten age of genocidal warfare, the murderous sorcerer-king Nibenay pursued a fugitive band of elves and gnomes. The fugitives carried with them a seed from a tree of life. They hoped to plant the seed in a place where it might flourish in safety, far from the sorcerer-kings’ destruction. They sought refuge in a small cave system, but Nibenay’s soldiers tracked them there and besieged the cave. (Dungeon 187)
Avor Firesworn, leader of the band, made a fateful decision as Nibenay’s defilers closed in. Drawing on his knowledge of the supposed demigods who ruled parts of Athas at that time, he entered into a covenant with a force that he only dimly understood but perceived as a demigod of death. He and a few of his band swore a binding oath in which they offered their souls in exchange for the chance to protect the seed even after their deaths. (Dungeon 187)
Soon thereafter, Nibenay’s forces stormed the caves and Avor fell, his flesh consumed by defiling magic. The seed, however, lay hidden beneath his remains, and the sorcerer-king’s soldiers did not find it. It was protected by the bargain Avor had struck with the entity from the Gray. Meanwhile, the primal spirits of that place also understood the value of the seed. They, too, were eager to keep it out of any defiler’s hands, but their limited power to intervene was curtailed further by Avor’s bargain. (Dungeon 187)
Victorious in battle but frustrated by their failure to find the tree of life’s seed, Nibenay’s soldiers concluded that the seed had been no more than a rumor, or perhaps that Avor’s flight had been a ruse to draw them away from the real seed’s location. They sealed the cave when they withdrew, to conceal their deeds. Some time later, the spirits of Avor and his followers rose from the dead in fulfillment of their bargain. (Dungeon 187)
Spectral Minotaur: ?
Spectral Protector: The knight who fell to Lolth’s treachery so long ago lingers as a watchful and protective spirit over his daughter. Although the knight vowed never to bear arms and don armor after his disgrace, he safeguards his offspring from harm by using the Feywild’s magic. (Dragon 393)
The Lady’s favor rewards you with a fragment of the knight’s essence to fight at your side. (Dragon 393)
Spectral Servant: ?
Spectral Whelp: ?
Spectral Wolf: As the great hunt continues, the body of the lich hound breaks down and fades away, though this hardly slows the foul beast. They emerge as spectral wolves and, unburdened by physical forms, grow in strength as they learn new tactics. (Midgard Bestiary for 4th Edition D&D)
Spike: ?
Spike Fist Corpse: Some evil has touched the crypt of Davinkar, tearing the dead from their rest and rearranging themselves into creatures most terrible. (Lands of Darkness 5 Iron Mountains)
Spider Husk Spider: Drow despise undead spiders, seeing in them a perversion they can not tolerate. Enemies often capture living spiders and animate them with fell magic to enrage the drow and cause them to act rashly on the battlefield. (P2 Demon Queen's Enclave)
Spine Creep Skeleton: See Skeleton Spine Creep.
Spine of Vlaakith: See Lich Demilich, Spine of Vlaakith.
Spirit Devourer: See Devourer Spirit Devourer.
Spirit Echo: See Echo Spirit Spirit Echo.
Spirit Ooze: See Ooze Spirit Ooze.
Spirit Possessed: Some spirits can inhabit and control living creatures. These creatures hide among the living, aping the actions of the host. Under this guise, a spirit works covertly toward its malicious goals. (Open Grave Secrets of the Undead)
“Spirit possessed” is a template you can apply to a living creature to represent a subject whose body is possessed by an undead spirit. (Open Grave Secrets of the Undead)
Prerequisites: Living creature, level 11, Charisma 13 (Open Grave Secrets of the Undead)
Spirit Storm: See Ghost Spirit Storm.
Spirit Vampire: See Vampire Spirit Vampire.
Spirit Viper Undead: See Undead Spirit Viper.
Spirit Warrior, Lingering: See Barrowhaunt Lingering Spirit Warrior.
Spirit-Animated Plant Monster: ?
Splintered One: Splintered ones are horrific undead creatures created from humanoid victims that have been forced to undergo a terrible necromantic ritual. The ritual promotes extreme and grotesque bone growth, causing the victim’s flesh to erupt with hundreds of calcified spurs and spikes. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
Ssra-Tauroch: See Mummy Lord, Ssra-Tauroch.
Stable Frightling: See Nightmare Stable Frightling.
Starving Ghoul: See Ghoul Starving Ghoul.
Stench Ghoul: See Ghoul Stench Ghoul.
Stirge Death Husk Stirge: Necromancers trap stirges in the cavernous bodies of giant undead. When the undead opens its maw, famished stirges come pouring out to attack the nearest warm-blooded creature. (Monster Vault)
Stone-Dead Dwarf, Bartholomeus Lodoviceus: ?
Stoneborn Dracolich: See Dracolich Stoneborn Dracolich.
Stonespawned Skeleton: See Skeleton Stonespawned Skeleton.
Strahd Skeleton: See Skeleton Strahd Skeleton.
Strahd von Zarovich: See Vampire, Count Strahd von Zarovich.
Strahd Zombie: See Zombie Strahd Zombie.
Strahd's Dread Zombie: See Zombie Strahd's Dread Zombie.
Strahd's Skeletal Steed: See Skeleton Strahd's Skeletal Steed.
Strangler: See Zombie Strangler.
Strangler Hand: See Zombie Strangler Hand.
Summoned Undead: ?
Summoned Undead Soldier: ?
Sung, Ji: See Wraith Servant Sorcerer, Ji Sung.
Supreme Seed of Darkness: See Lich Human, Osterneth the Bronze Lich, The Supreme Seed of Darkness, Heart of the Whispered One.
Surinia of Golom: See The Thirteen, Surinia of Golom.
Swamp Zombie: See Zombie Swamp Zombie.
Sweller: See Putrid Haunt Sweller.
Sword Spirit: See Ragewind, Sword Spirit.
Sword Wraith: See Wraith Sword Wraith.
Szass Tam: See Lich Human Wizard, Szass Tam.
Tainted Priest: See Unrisen Tainted Priest.
Tainted Zombie: See Zombie Tainted Zombie.
Talis: See Undead Ranger, Talis.
Talther Yorn: See Vampire Necromancer, Talther Yorn.
Taranesti Skeleton: See Skeleton Taranesti Skeleton.
Tam, Szass: See Lich Human Wizard, Szass Tam.
Tamed Cackling Crawler: ?
Tamed Serpent-Maned Lion: ?
Tanahuatan: See Wight, Tanahuatan.
Tattersoul Wraith: See Wraith Tattersoul Wraith.
Tattooed Corpse Zombie: See Zombie Tattooed Corpse.
Tavern Spirit: See Ghost Tavern Spirit.
Tavil Soarvaren: See Wight Battle Wight, Sir Tavil Soarvaren.
Tebryn “Shadowstalker” Dhialael: See Vampire Lord, Kirenkirsalai, Kire, Tebryn “Shadowstalker” Dhialael.
Telg: See Ghost Dwarf, Telg.
Tenebrous: See Orcus Tenebrous.
Terio, Vicemi: See Ghost Spectral Archmage, Vicemi Terio.
Terpenzi: See Naga, Undead Entity, Terpenzi.
Terraghul: See Demon Terraghul.
Terrifying Haunt: See Ghost Terrifying Haunt.
Terrus Dyrn: See Lich, Terrus Dyrn.
Tethered Shadow: See Shadow Tethered Shadow.
Thalarkis: See Ghost Kraken, Thalarkis.
Thanatos: A thanatos is a horrific abomination being the undead remains of a great fish. (Freeport Companion 4e)
This creature is a thanatos, the undead remains of a great fish. (Freeport Companion 4e)
Thaondren: See The Thirteen, Thaondren.
The Accursed: See Specter Fire Specter, The Accursed.
The Ageless: See Vampire, Torven “The Ageless” d'Medani.
The Arcanist: See Ghost, The Arcanist.
The Black Cloud: See Lygis, The Black Cloud.
The Black Knight: See Death Knight Dwarf Warlord, Mauglurien, The Black Knight.
The Black Star: See Timesus, The Black Star.
The Blood Wolf: See Vampiric Worg, Malhûn, The Blood Wolf.
The Bright Lord of Everburning Fire: See Flameskull Lord, The Bright Lord of Everburning Fire.
The Bronze Lich: See Lich Human, Osterneth the Bronze Lich, The Supreme Seed of Darkness, Heart of the Whispered One.
The Devourer: See Lich Demilich, Acererak, The Devourer.
The Fallen Lama: See Vampire Lord Monk, Ming Cha, The Fallen Lama.
The Grandmaster: See Wraith Servant Monk, The Grandmaster.
The Grim Lasher: The Grim Lasher is a horrific monster created by Tectuktitlay to drive the Accursed Legion from one side of the burning desert to the other, never allowing the legionnaires to interact with civilization. (Dungeon 189)
The Grim Lasher was created long before the banishment of the Accursed Legion, but Tectuktitlay had had little opportunity to use it before that event. The sorcerer-king used a captive giant as the subject of a horrific experiment that led to the Grim Lasher’s creation. Tectuktitlay slew the giant, then used a spirit that he had bound with defiling magic to reanimate the body, trapping the twisted spirit inside with strands of shadow power drawn from the Gray. The end result is an undead monstrosity animated by a corrupted spirit that Tectuktitlay trapped by using dark magic that only a few know how to manipulate. (Dungeon 189)
The creature was created by, and is still under the control of, Tectuktitlay. (Dungeon 189)
The Hateful Scum: See Vsadni, Hamul, The Hateful Scum.
The Hunger in the Mountain: See Gorgimrith, The Hunger in the Mountain.
The Journeyman's Ghost: See Ghost, The Journeyman's Ghost.
The Leader: See Vsadni, Nebo, The Leader.
The Loremaster: See The Thirteen, Therias, The Loremaster.
The Lost Jierre Scion: See Ghost, Lya Jierre, The Lost Jierre Scion, The Ghost Scion.
The Maddening Cat: See Lich Feline Lich, Ystis, The Maddening Cat.
The Maimed God: See Vecna, The Whispered One, Master of the Spider Throne, The Undying King, Lord of the Rotted Tower, The Maimed God, Lord of Secrets.
The Marshall of Tourn: See The Thirteen, Sidratha, The Marshall of Tourn.
The Naive Axeman: See Vsadni, Yarost, The Naive Axeman.
The Night King: See Vampire, Orlak, The Night King, Vampire King of Westgate.
The Original Vampire: See Vampire, Queen Yaneria Ro, Vampire Queen Yaneria, The Original Vampire, Murderer of Pelus Peacekeeper and Solis Ro.
The Supreme Seed of Darkness: See Lich Human, Osterneth the Bronze Lich, The Supreme Seed of Darkness, Heart of the Whispered One.
The Thirteen: The Dungeon of the Thirteen was created long ago, during the reign of the Old Empire of Meruvia. It is said that during the reign of the old Emperor Rhodathas thirteen generals, advisors and nobles rose up against him to overthrow his tyrannical rule. They failed, and all thirteen were locked within the confines of an ancient tomb-prison, and returned to unlife so that they could suffer appropriately. (The Realms of Chirak)
The Thirteen, He Who Shall Not Be Named: ?
The Thirteen, Kaddras: ?
The Thirteen, Katarnios: ?
The Thirteen, Koaelon, Lord of the Shadar Tribe: ?
The Thirteen, Lornaeras: ?
The Thirteen, Madrak The Ogre Lord: ?
The Thirteen, Minutair The Queen of Ebasa: ?
The Thirteen, Scoellious, Half Breed of Shaligon: ?
The Thirteen, Sidratha, The Marshall of Tourn: ?
The Thirteen, Surinia of Golom: ?
The Thirteen, Thaondren: ?
The Thirteen, Therias, The Loremaster: ?
The Thirteen, Yusarak of the Seven Tribes: ?
The Undying King: See Vecna, The Whispered One, Master of the Spider Throne, The Undying King, Lord of the Rotted Tower, The Maimed God, Lord of Secrets.
The Upbeat Wardrummer: See Vsadni, Tzertze, The Upbeat Wardrummer.
The Vain Axeman: See Vsadni, Betel, The Vain Axeman.
The Walking Whisper: See Undead Turtle, Bhoior, The Walking Whisper.
The Whispered One: See Vecna, The Whispered One, Master of the Spider Throne, The Undying King, Lord of the Rotted Tower, The Maimed God, Lord of Secrets.
The Worm that Walks: See Larva Mage, Kyuss, The Worm that Walks.
Therias: See The Thirteen, Therias, The Loremaster.
Thicket Dryad Lich: See Lich Thicket Dryad Lich.
Thief of Life: See Vampiric Dragon Thief of Life.
Thirayam, Raja: See Lich, Raja Thirayam of Dukkharan.
Thirsty Grandmother: See Amiquitli, Thirsty Grandmother.
Thirteen: See The Thirteen.
Thorkrid the Dark: Thorkrid the Dark, the robed skeletal gnoll, is a necromancer who was drawn to this area in a vision he had the night of Emperor Coaltongue’s death. He aspired to lichdom, but found a slightly different fate when he and his guards were slain by the burning rain. After their death, however, they continued their journey. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Thornwhistle, Alwar: See Ghoul, Alwar Thornwhistle.
Thraedarii: See Vampire Thraedarii.
Thrax: According to legend, Gerot’s people were great warriors, haughty and proud. They impressed Grand Vizier Abalach-Re, who offered the mountain community an alliance if its fighters would join Raam’s legions. In their arrogance, the Gerotians declined, and they killed Abalach-Re’s envoys. (Dark Sun Creature Catalog)
Enraged, the sorcerer-queen unleashed a vicious curse against Gerot’s populace. The townsfolk were struck with an unquenchable thirst. The twisted brilliance behind her curse was that life-sustaining, pure water would bring death to any Gerotian. Within days, the entire town had died. What Abalach-Re hadn’t expected was that every cursed Gerotian would rise in undeath, becoming the first thraxes. (Dark Sun Creature Catalog)
Thrull Squire: See Vampire Blood Knight Thrull Squire.
Thunder Hornet Adze Swarm: See Adze Thunder Hornet Adze Swarm.
Thunderbones: See Skeleton Thunderbones.
Tiberius Perseville: See Zombie, Tiberius Perseville.
Tiefling Revenant: See Revenant Tiefling Revenant.
Tiefling Shadow Revenant: See Revenant Tiefling Shadow Revenant.
Timbre: ?
Timesus, The Black Star: An ancient island mote hanging deep within the Abyssal void. Known as the Forge of Four Worlds, it acts as a conduit for elemental and arcane energy-energy that Orcus plans to use to restore Timesus and convert the primordial into one of the undead. (E3 Prince of Undeath)
Time Wraith: See Wraith Time Wraith.
Titan Shell: See Forsaken Shell Titan Shell.
Tl'a'ikith: See Githyanki Tl'a'ikith.
Tlaikith Forlorn: ?
Tloques-Popolocas: See Vampire, Tloques-Popolocas.
Tomb Cursed Skeleton: See Skeleton Tomb Cursed Skeleton.
Tomb Mote: See Deathtritus Tomb Mote.
Tomb Mote Swarm: See Deathtritus Tomb Mote Swarm.
Tomb Spirit: See Ghost Raaig Tomb Spirit.
Tombwalker: See Zombie Tombwalker.
Torgath: See Revenant Half-Orc, Torgath.
Torhana Inksoul: See Vampire Spirit Vampire, Torhana Inksoul.
Tormenting Ghost: See Ghost Tormenting Ghost.
Tormentor Ghost: See Ghost Tormentor.
Tortured Skeleton: See Skeleton Tortured Skeleton.
Tortured Vestige: The Tortured Vestige is an undead horror created from the tortured spirits of the folk of Moil as they rotted away, body and soul. (Tomb of Horrors)
This creature is the Tortured Vestige-a legendary undead entity born from the destruction of Moil. After the city was hurled into the Shadowfell, its residents rotted away in both body and soul. Their spirits became the Tortured Vestige, which haunts Moil's shattered spires in search of new creatures to add to its unliving body. (Tomb of Horrors)
Torven “The Ageless” d'Medani: See Vampire, Torven “The Ageless” d'Medani.
Tough Zombie: See Zombie Tough Zombie.
Tower Gloom: See Castle Gloom, Tower Gloom, Haunt of Phelhelra.
Tragedy: The souls of the dead killed by a great evil that could be stopped sometimes become a tragic creature that seeks revenge against those who could have prevented it. (War of the Burning Sky 4e 2 The Indomitable Fire Forest of Innenotdar)
The tragedies are undead monsters created by Inquisitor Torrax in a dark ritual by sacrificing the many people whom Steppengard had arrested on suspicion of treason. (War of the Burning Sky 4e 4 The Mad King's Banquet)
Traihel, Naiethar: See Lich, Naiethar Traihel.
Trap Haunt: See Ghost Trap Haunt.
Trapped Zombie Foreman: See Zombie Trapped Zombie Foreman.
Treacherous Thief: See Unhallowed Treacherous Thief.
Treant Blackroot Treant: ?
Treant Blackwood Treant: ?
Treant Pestilential Treant: A pestilential treant was once a normal treant that took root above an old plague pit. As its roots quested ever downward it encountered the disease-ridden remains buried in the pit and fed upon the vile liquids and ichors therein. Not only has the infection changed the treant’s natural abilities, but it also warped its personality, turning it in a black hearted creature of death and disease. (Plague)
A pestilential treant was once a normal treant, but it has been warped by the strange energies given off by the mass graves of the plague dead. (Plague)
Treant Petrified Treant: ?
Tree Vampire: See Vampire Asanbosam, Tree Vampire.
Triune Avatar of the Breathless God: ?
Troll Ghost Troll Render: ?
Troll Undead Troll King, Vard King of All Trolls: Vard, king of all trolls, tied himself to the Stone Cauldron in life. Each time Skalmad uses the Cauldron, Vard inches closer to returning to life. Finally, with his second death, Skalmad provides the last push necessary to bring back the undead troll king. If Skalmad escaped at the end of Encounter W12, his return to the Cauldron also allows Vard to step through the veil of death and take possession of Skalmad’s body. (P1 King of the Trollhaunt Warrens)
Troll Wraith: See Wraith Troll Wraith.
Tundra Wendigo: See Wendigo Tundra Wendigo.
Turam the Cold: ?
Turncoat Shadow: This barrow holds the remains of brothers. The eldest brother changed allegiance in the midst of fierce civil war, an act which resulted in his younger brothers’ deaths. Consumed with guilt over their deaths, he took his own life. The spirits of the slain brothers rose as shadow slain, shadowy forms filled with anguish and consumed with the betrayal of blood that took their lives. The eldest bears the weight of betrayal into undeath as a turncoat shadow. (Lands of Darkness 1 The Barrow Grounds)
The restless souls of the fallen haunt this mound, their insubstantial forms twisted by the agony and pain of their death. (Lands of Darkness 4 The Swamp of Timbermoor)
Twilight Knight: See Vampire, Twilight Knight, Vengeance.
Tyhthia: See Lich Human Wizard Lich, Tyhthia.
Tzevokalas: See Vampiric Dragon, Tzevokalas.
Tzertze: See Vsadni, Tzertze, The Upbeat Wardrummer.
Ugalga: See Demon Ugalga, King of Esharm.
Uggurath: ?
Ukulsid: See Dread Warrior, Ukulsid, Fang of Yeenoghu.
Ulferth: See Spawn of Kyuss Herald of Kyuss, Ulferth.
Ulgurstasta: Horrific undead maggot-like worms of immense size, ulgurstasta are terrifying monstrosities spawned by the vile demigod Kyuss in the time of his greatest strength. (Jester's 4e Monsters)
Ulgurstasta Thinker: ?
Ulgurstasta Rotting Ulgurstasta: ?
Ulgurstasta Priest: ?
Ulgurstasta Crawler: ?
Ulgurstasta Swarm: ?
Ulgurstasta Elder Ulgurstasta: ?
Undead Attacker: These are just corpses conjured by the Voice of Rot, without the actual souls of the deceased. (Zeitgeist 12 The Grinding Gears of Heaven)
These are just corpses conjured by the Voice of Rot, without the actual souls of the deceased. (Zeitgeist Act Three The Age of Reason)
Undead Aviary: Although some creatures of the undead aviary animate naturally, most are produced by necromancers. (Open Grave Secrets of the Undead)
Undead Aviary Accipitridae: Accipitridae are the corrupt product of vultures that feed on undead flesh. The undead flesh poisons and kills the vultures, and they reanimate as these cruel, avian monsters. (Open Grave Secrets of the Undead)
Undead Aviary Couatl Mockery: Couatl mockeries are masses of animated scales and feathers collected from slain couatls. (Open Grave Secrets of the Undead)
Abomination Discord Incarnate Create Couatl Mockery power. (Open Grave Secrets of the Undead)
Undead Aviary Fear Moth: A fear moth is composed of thousands of living and dead moths that all died simultaneously from some cataclysm. (Open Grave Secrets of the Undead)
Undead Aviary Paralyth: MADE SENTIENT THROUGH FOUL MAGIC, a paralyth is the animated spine and brain of a humanoid. (Open Grave Secrets of the Undead)
Paralyths are created when necromancers extract the brains and spines from recent victims. (Open Grave Secrets of the Undead)
Undead Aviary Skin Kite: Skin kites consist of skin flayed from torture victims that is spontaneously or intentionally animated. (Open Grave Secrets of the Undead)
Undead Beholder: See Beholder Undead.
Undead Carrion Beetle: After death, the carrion beetles' exoskeletons serve as both animated scouting devices for the ghoul imperium—ghouls hide within the shell to approach hostile territory—and as armored undead platforms for howdahs packed with archers or spellcasters. (Midgard Bestiary for 4th Edition D&D)
Undead Court Wizard, Catahoula: ?
Undead Demon: See Demon Undead.
Undead Deva Fallen Star: See Deva Undead Deva Fallen Star.
Undead Dragon: See Dragon Undead Dragon.
Undead Dragon Turtle: See Dragon Turtle Undead Dragon Turtle.
Undead Entity: See Naga, Undead Entity, Terpenzi.
Undead Fighter, Ogramar: ?
Undead Fish: ?
Undead Gibbering Abomination: See Gibbering Beast Undead Gibbering Abomination.
Undead Glabrezu: See Demon Undead Glabrezu.
Undead Goristro: See Demon Undead Goristro.
Undead Karrnathi: See Karrnathi Undead.
Undead Knight: ?
Undead Lamia: See Lamia Undead Lamia.
Undead Larva: See Larva Undead.
Undead Marilith: See Demon Undead Marilith.
Undead Ooze: See Ooze Undead.
Undead Ooze: See Ooze Undead Ooze.
Undead Paladin of Moradin: ?
Undead Priest, Rolan: ?
Undead Ranger, Talis: ?
Undead Red Dragon: See Dragon Undead Red Dragon.
Undead Rogue, Rendal: ?
Undead Silver Dragon: See Dragon Undead Silver Dragon.
Undead Soldier: Impetuous as a youth, Aelmedrion hunted down necromantic rituals in libraries throughout the Astral Sea. As the dragon and his followers enacted these rituals, the graves of Nerathi soldiers opened up, and their occupants walked the land. (Dungeon 173)
Undead Sorcerer, Zannara: ?
Undead Spirit Viper: ?
Undead Tree: Blackwood Treant's Rotted Sprout power. (Zeitgeist 9 The Last Starry Sky)
Undead Troll King: See Troll Undead Troll King.
Undead Turtle, Bhoior, The Walking Whisper: Long ago another, greater turtle bore several continents upon its back, and when it neared its proscribed death it traveled for the spawning ground of its mighty species where it could transfer the people who lived on its shell to another. Alas, the great turtle died before it could reach its destination, and so died an entire world. (Zeitgeist 12 The Grinding Gears of Heaven)
Centuries later a new turtle awoke from the huge dead body, and it could hear the mournful memories of those it never had a chance to save. (Zeitgeist 12 The Grinding Gears of Heaven)
A hollow world formed from the husk of a colossal petrified turtle, encircled by strong bands of wind. The turtle still moves, ever so slowly. (Zeitgeist 12 The Grinding Gears of Heaven)
Long ago another, greater turtle bore several continents upon its back, and when it neared its proscribed death it traveled for the spawning ground of its mighty species where it could transfer the people who lived on its shell to another. Alas, the great turtle died before it could reach its destination, and so died an entire world. (Zeitgeist Act Three The Age of Reason)
Centuries later a new turtle awoke from the huge dead body, and it could hear the mournful memories of those it never had a chance to save. (Zeitgeist Act Three The Age of Reason)
A hollow world formed from the husk of a colossal petrified turtle, encircled by strong bands of wind. The turtle still moves, ever so slowly. (Zeitgeist Act Three The Age of Reason)
Undead Vecna Cultist: Cultists of Vecna often undergo profane rites that transform them into undead. These cultists are the most dedicated followers of Vecna. (Open Grave Secrets of the Undead)
Undol Half-Ogre: See Wight, Undol Half-Ogre.
Undying: Elves of Chirak suffer from a curse at death. As their spiritual heaven of the fey realms was destroyed, their souls have no heaven to return to. These spirits wander the ethereal plane in a sort of perpetual purgatory. Some, those which are restless, return from the dead as Undying, a unique sort of elvish undead.
The undying are formed from elves who were either evil in nature or suffered from horrible trauma.
Undying are haunted elves, who could not find peace in the afterlife, or who did not know that they had died, for the old ways and paths of the afterworld to their fey realm had been obliterated. (The Realms of Chirak)
Elves and fey subjected to any sort of undead creation spells have a 50% chance of become undying. Any fey creature has a 10% chance at death of automatically becoming an Undying. If the creature was an evil or chaotic being, it instead becomes a Corrupted Undying. If it died a terrible death, it must make a Will save (DC 15+ ½ the level of the dying creature) to avoid automatically returning as a Corrupted Undying. (The Realms of Chirak)
An elf who dies and returns as an undying will do so in 2d12 hours after dying. (The Realms of Chirak)
The undying are a special kind of undead, created from fallen elves and fey kin. Little else is known about them. Elves fear this prospect, and ask their allies to behead them if they perish in battle, to insure they do not also return. (The Realms of Chirak)
Most undying rise from death shortly after being slain. Elves are the most common sort of undying. It is said that most elves feel that this is their fate, since their restless souls cannot travel to the Fey Realm in death any longer. (The Realms of Chirak)
Undying, Lord Enerith Dartonith: ?
Undying Corrupted Undying: Elves and fey subjected to any sort of undead creation spells have a 50% chance of become undying. Any fey creature has a 10% chance at death of automatically becoming an Undying. If the creature was an evil or chaotic being, it instead becomes a Corrupted Undying. If it died a terrible death, it must make a Will save (DC 15+ ½ the level of the dying creature) to avoid automatically returning as a Corrupted Undying. (The Realms of Chirak)
Undying Court: Worthy elves gain immortality among the undying. Whether sage or soldier, benevolent undead aid and advise the living in the hope that such service will one day qualify them to join the powerful undead elves that make up the Undying Court. (Eberron Campaign Guide)
The death of thousands of elves in the war against the giants of Xen’drik led to an elven obsession with preserving the greatest among their people. The elves’ exploration of the mysticism of death created the religion of the Undying Court, which involves the veneration of ancestors and the pursuit of personal perfection. The reward for success on this mystical path is immortality in an undying body. (Eberron Campaign Guide)
Undying Damned: Hundreds died in just a few twilight hours of this undead dragon’s attacks, many of them rising up as the undying damned to plague any survivors. (Wraith Recon)
Undying Elder Undying: ?
Undying Half-Elf Ranger 14, Kaosark: Kaosark is the spirit of a devoted preservationist who died in battle a century earlier, and was brought back from the dead by the Phylos, the avatar of Pornyphiros in The West. (The Realms of Chirak)
Undying King: See Vecna, The Whispered One, Master of the Spider Throne, The Undying King, Lord of the Rotted Tower, The Maimed God, Lord of Secrets.
Undying Lesser Undying: ?
Undying Lord: ?
Undying Spawn: On occasion a number of elves will all be slain, and a necromancer or lesser undying may induce the lot of them to rise as undying spawn. (The Realms of Chirak)
Undying spawn are sometimes also the result of an undying going mad, when it cannot handle the transformation it has undergone. (The Realms of Chirak)
Undying Template: There will come a time when a player character suffers a demise as an elf, and by virtue of bad luck, DM fiat or storyline requirements he will return as an undying. (The Realms of Chirak)
DMs interested in some old school randomness may require a freshly deceased fey player character to make an “Undying check” at the terminus of their character’s life. This would require a charisma check against a DC 25 (heroic), DC 30 (paragon) or DC 35 (epic). If the check fails, or the player rolls a natural 1 on the roll, then the character returns as an undying. (The Realms of Chirak)
Requirements: Any fey type; must have been killed in some fashion that did not also lead to dismemberment or immolation. (The Realms of Chirak)
Unforgiven Dead: This abandoned stone chapel is still occupied by the unforgiven dead, those faithful that failed to protect the sacred vessels when the central crystal turned dark. (Lands of Darkness 1 The Barrow Grounds)
This room was carved out of the stone by the people who once lived in the wild hills as part of a defense system. Littered through the canyon are caves like this, stocked with food, water, and weapons, sealed with a large circular stone. Once the invaders left or starved, the people would emerge from these defensive caves. Unfortunately, the residence of this defensive cave never came out and in their despair embraced life in death. (Lands of Darkness 6 The Wild Hills)
Unhallowed: Sometimes, perhaps once in a hundred years, a child is born bearing signs that he or she is beloved of the gods. She may be stronger, smarter, swifter, or more beautiful than any other child. Above all, she is gifted with abundant blessings and is clearly destined for greatness in the fullness of time. These souls go on to become mighty warriors, legendary paramours, golden-hearted scoundrels, or righteous holy men, meant to share their talents with those in need. It is a fundamental truth of the universe that the gods expect much of those to whom they give the greatest gifts.
Sometimes that trust is betrayed. With a single act, a blessed individual turns her back on sacred pacts and heeds instead the call of self-interest. Usually, once this hero loses her way, using her mighty skills to indulge her dark desires, there is no turning back: Such a violation of sacred trust earns the eternal enmity of the gods. When such a fallen soul reaches the end of her life, nothing but an eternity of torment awaits her. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Unhallowed Champion: ?
Unhallowed Faithless Knight, Unhallowed Knight: The faithless knight was once a bold and noble warrior who, in a moment of rashness or passion, committed an act of terrible cowardice or dishonor so great that it violated the most essential tenets of his deity’s faith. Now the deathless blackguard travels the world spreading terror and pain, drowning innocent kingdoms in blood and leading young knights to their doom. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Unhallowed Forsaken Priest, Unhallowed Priest: There is no greater crime in the eyes of the gods than that committed when a servant of some holy sect forsakes her vows and uses her influence to lead innocent members of the faith down paths of corruption and iniquity. The forsaken priest is a creature who has betrayed the highest offices of her god and, since that time, has been a force for evil and temptation. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Unhallowed Knight: See Unhallowed Faithless Knight, Unhallowed Knight.
Unhallowed Priest: See Unhallowed Forsaken Priest, Unhallowed Priest.
Unhallowed Priest Cleric Template: ?
Unhallowed Thief Ranger Template: ?
Unhallowed Treacherous Thief, Unhallowed Thief: The treacherous thief was cursed by the gods for betraying those who trusted him, all for the sake of nothing more than petty greed: He used his skills to steal from those who had almost nothing to call their own, simply for the joy of taking what did not belong to him. He murdered people for nothing more than a handful of coins. And now, in death, there is no treasure in the world great enough to buy his way out of damnation. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Unhallowed Wight: See Wight Unhallowed Wight.
Unique Vampire: See Vampire Unique Vampire.
Unrisen: RITUALS GO AWRY, AND WHEN the ritual is Raise Dead or a similar form of magic, the results can be grim. The ritual might appear to be a complete failure, yet the residual energy can sometimes raise the creature days after the initial attempt. When this happens, the subject emerges with its soul fragmented and corrupted. A pet comes back from the dead, but it is no longer the adorable feline the family once knew. A child returns, but it is vile and depraved, caring nothing for the people it once loved. No matter what form the creature took in its past life, it returns as a vile, twisted thing—it returns as an unrisen. (Open Grave Secrets of the Undead)
An unrisen is the corrupt result of a failed attempt to resurrect a beast or a humanoid. After the failed ritual, a short time passes after the creature is buried before it rises up to take revenge on nearby living creatures, which it views as responsible for its death. (Open Grave Secrets of the Undead)
The most common types of unrisen are children, pets, mounts, and figures of prominence in a community, such as mayors or priests. These figures are sorely missed upon their deaths, so companions of the people or creatures often go to great lengths to attempt to resurrect them. (Open Grave Secrets of the Undead)
Unrisen Corrupted Offspring: ?
Unrisen Darkhoof: ?
Unrisen Tainted Priest: ?
Unrisen Vile Pet: ?
Upbeat Wardrummer: See Vsadni, Tzertze, The Upbeat Wardrummer.
Uppyr: See Vampire Dwarven Vampire, Uppyr.
Urzana Dolingen: See Vampire, Countess Lady Urzana Dolingen.
Uthelyn the Mad: See Barrowhaunt, Uthelyn the Mad.
Uthnis Maiali: See Lich Eladrin, Uthnis Maiali.
Vain Axeman: See Vsadni, Betel, The Vain Axeman.
Vaknid of Urim: ?
Vaknid Vortexweaver: ?
Vaknid Webmaster: ?
Valamus Winterhaven: See Vampire, Valamus Winterhaven.
Valindra Shadowmantle: See Lich Eladrin, Valindra Shadowmantle.
Vampire: SUSTAINED BY A TERRIBLE CURSE AND A THIRST FOR MORTAL BLOOD, vampires dream of a world in which they live in decadence and luxury, ruling over kingdoms of mortals who exist only to sate their darkest appetites. (Monster Manual)
Anyone who survives an attack from a vampire might fall prey to the vampire’s curse, entering into a deep, deathlike sleep. A person under this curse is often assumed dead and ushered through funeral rites. When that person awakes at the next sunset, he or she is a vampire. If confined within a coffin, this vampire might already be buried or could be awaiting burial in a temple or a family member’s home. Most vampires awaken as slavering spawn, but a few retain enough of themselves to emerge from death as true vampires. (Monster Vault)
And once a vampire has drained the life of a victim, it exhibits the most horrifying ability of all: The shell of its victim animates, turning into another of the walking dead. (Open Grave Secrets of the Undead)
Death knights, liches, mummies, and vampires are created by rituals or processes that tie the soul to an unliving form. Similar creatures could be created in different circumstances. Such diversity among undead reflects the fact that death touches every part of existence. (Open Grave Secrets of the Undead)
Orcus, Demon Prince of the Undead, made the first vampires in the image of blood fiends, who are themselves made in the image of Haemnathuun. (Open Grave Secrets of the Undead)
Vol’s methods created creatures such as vampires and liches that required life energy or blood from living creatures. (Eberron Campaign Guide)
One vampire is usually the spawn of another, but more than one vampire has awakened with no clue as to his or her origin. (Player's Option Heroes of Shadow)
You are a monster, fated and infected by a vile curse that transformed you into a creature of nightmare. (Player's Option Heroes of Shadow)
Most of those who become vampires are victims of monstrous attacks, created by a callous hunter who drained them dry of blood and life force, then cast them aside. Others seek out this path from their own fear of infirmity and death, discovering the arcane rites and alchemical formulas that promise dark power. In some cases, a character finds h is or her vampirism invoked by an ancient family curse, or that he or she is a member of an extended clan of vampires who pass their blood down to those they deem worthy- whether by choice or not. (Player's Option Heroes of Shadow)
Vrylokas take up the path of the vampire by undertaking a variant of the blood ritual given to their kind by the Red Witch long ago, modified with the help of Vistani mystics. (Player's Option Heroes of Shadow)
Death knights, liches, mummies, and vampires are all created by rituals that tie the soul to an unliving form. (Wizards Presents Worlds and Monsters)
Still undead after many centuries, the one-time vampire king of Westgate Orlak found a terrible treasure beneath the city: a clone of the infamous Manshoon. He turned the clone into a vampire, but the creature turned upon him and for a time assumed his mantle as Orlak II before changing his name to Orbakh. With the aid of the Night King’s regalia (a magic cup called the Argraal, an animated dagger called the Flying Fangs, and the Maguscepter of Myntharan), Orbakh seized control of the Night Masks, allied with the Fire Knives, ensorcelled or turned many nobles into vampires, and soon dominated most of Westgate from the shadows. (Dragon 428)
The nameless vampire crimelords who operate the Night Masks hide their identities behind eye masks, and their names are known to few other than their creator, Kirenkirsalai. (Dragon 428)
Some years ago, an heir of House Vhammos led a delving crew in search of access to a rival house’s vault and broke through into the forgotten House of Steel, a temple to the ravager god Garagos. The temple’s old defenses—animated swords and various undead guardians—slaughtered most of the heir’s party and left him dying. The Night King came upon him and turned him into a vampire to join the Night Masters. (Dragon 428)
Any humanoid Leo slays with his bite becomes a vampire or a vampire spawn. (Dungeon 207)
Harman has a great fear of undead and prefers to burn his victims entirely so that they cannot become mummies or vampires. (Kingdoms of Kalamar 4th Edition Campaign Setting)
When the first sentient creatures of Áereth felt the cold grip of death upon them, it was the goddess Lasheeva who offered the attractive, if macabre, alternative. Granting a blessed few her deathward kiss, it was she who personally introduced the curse of undeath to Áereth. From the mindless, animate corpses of zombies and skeletons to the ravenous, tomb-haunting ghouls; from dread wights and mummies that lurk in the deep subterrene to wraiths and vampires that prowl the night—all such creatures owe their existence, their powers, their misery, and their glory to the Great and Terrible Lasheeva. (Level Up 2)
Vampire, Count Gaston Dremaine: ?
Vampire, Count of Coins: ?
Vampire, Count Strahd von Zarovich: Filled with despair, jealousy, and a growing hatred for his younger brother Sergei, Strahd sought magical means to restore his youth in the hope of earning the love of Tatyana, his brother’s betrothed. In a moment of desperate frustration, he performed a powerful necromantic ritual that exchanged his mortality for enduring youth in a state of undeath: Strahd became a vampire. (Open Grave Secrets of the Undead)
“Now, young one, we must start with the so-called first vampire. You’re right to be skeptical of the title. He’s unlikely to have been the first vampire to walk the world. On the other hand, it’s said he’s the first to be created by death itself. He certainly was the first vampire in his now famously tormented land, Barovia.” (Dragon 416)
“Strahd would not surrender, not even to death. No, he used his arcane powers to make a pact with death instead. On Sergei’s wedding day, Strahd sealed the pact by murdering his own brother. (Dragon 416)
“Tatyana fled from Strahd, refusing to hear his attempts to explain himself. The castle guards shot the count during his pursuit. Consumed in grief and horror, Tatyana threw herself from the battlements of Castle Ravenloft. She disappeared into the mists a thousand feet below. (Dragon 416)
“The count should have died from his wounds, like any normal man. But the pact saved his life, in a way of speaking. He did not die because he could not. He became undead. He became a vampire, and his wrath fell upon the entire wedding party. (Dragon 416)
On the day of Sergei and Tatyana’s wedding, Strahd murdered his brother and pursued the grieving bride until she flung herself from the walls of Castle Ravenloft. Strahd was slain by the castle guards but rose as a vampire, cursed by the dark powers of Ravenloft for his hand in the deaths of Sergei and Tatyana. (Dungeon 207)
Vampire, Countess Lady Urzana Dolingen: ?
Vampire, Countess of Storms: ?
Vampire, Ctenmiir: Ctenmiir was a paladin who chose to become a vampire in the pursuit of longevity. (Open Grave Secrets of the Undead)
Vampire, Duchess of Death: ?
Vampire, Duke of Shadows: ?
Vampire, Duke of Whispers: ?
Vampire, Eris the Red: ?
Vampire, Gwenth: ?
Vampire, Kesod: “But I’m getting ahead of myself. Not destroying the wand was just Kiaransalee’s first mistake. Her second and third were, arguably, allowing both of the dead mortals to be resurrected. She permitted the one named Erehe to be returned to his existence as a consort to a mortal priestess in the Vault of the Drow. The other one, Kestod, she reanimated as a vampire. (Dragon 417)
Vampire, King Kaius ir'Wynarn III: The moment of Kaius’s transformation came when the Blood of Vol demanded he pay the price for its assistance in the Last War. The priests approached the king in the darkest days of the war, when Aundair pressed into Karrnathi lands, when food shortages threatened to starve out his people, and when disease ran rampant across the countryside. Helpless to refuse, he agreed to their terms. The Blood of Vol unearthed and disseminated stores of food and reinforced his flagging armies with undead troops and cultists of the Order of the Emerald Claw. The price, though, was far steeper than Kaius would have imagined. The ancient lich who reigned over the Blood of Vol intended to make Kaius her puppet. When he came before her, she performed a ritual to rob him of his humanity and transform him into a vampire. (Eberron Campaign Guide)
Vampire, King Vykos Dhagaram: ?
Vampire, Kinita Araska: ?
Vampire, Krissa: Akartos had the girl kidnapped by his two henchmen (the same two who were hung later for her murder) and brought to an abandoned keep in the hills called Benediction Keep, which once belonged to an order of militant templars who were slaughtered by the vampires of Vanholm two centuries ago. There he set about in his mad scheme, first removing her child prematurely, after which he bit her, and converted her to a vampire. (The Realms of Chirak)
Vampire, Lady Lucille Bucenburg: ?
Vampire, Leo Dilysnia: Leo attempted to overthrow Strahd on the day of Sergei and Tatyana’s wedding, and his henchmen were responsible for many deaths that night. Leo fled and went into hiding for half a century, but Strahd eventually discovered his whereabouts and exacted his vengeance. He turned Leo into a vampire and had him buried inside a tomb, so he would starve for eternity. (Dungeon 207)
Years later, with the help of a loyal subject named Lorvinia Wachter, Strahd found Leo, overpowered him, turned him into a vampire, and had him sealed inside a mausoleum on the Wachter estate, to starve for eternity. (Dungeon 207)
Vampire, Orlak, The Night King, Vampire King of Westgate: ?
Vampire, Queen Yaneria Ro, Vampire Queen Yaneria, The Original Vampire, Murderer of Pelus Peacekeeper and Solis Ro: ?
Vampire, Rolain: ?
Vampire, Shiola: Blackbyrne is now a haven of vampires, under the control and direction of Shiola, a self-cursed vampire. Shiola, spurned by the man (vampire) she thought loved her, has cursed herself to a life of undeath beyond that of a mere vampire. Using a variation of the ritual to make oneself a lich, Shiola has embedded a locket (containing the pictures of her and her love) with the power to re-spawn her should she ever be defeated. (Within Death's Gaze)
Vampire, Sir Eldor Von Lippsor: ?
Vampire, Tloques-Popolocas: ?
Vampire, Torven “The Ageless” d'Medani: Undying in one of the only ways the cult offers immortality, this leader is a vampire. (Dungeon 173)
Vampire, Twilight Knight, Vengeance: ?
Vampire, Valamus Winterhaven: Turned into a vampire by Queen Yaneria.
Vampire, Zanifer Karisa: Zanifer Karissa served as a captain in the Last War, conducting reconnaissance behind enemy lines in Breland. Before the King’s Dark Lanterns could catch up to her, she returned to Karrnath with critical military intelligence and earned herself a medal and an audience with Regent Moranna ir’Wynarn. Suspecting that the Dark Lanterns might have coerced Zanifer, Moranna turned the captain into a vampire and used her hold over the new spawn to discover the truth: Zanifer was not a double agent after all, but always had been a loyal Karrnathi soldier. (Dungeon 206)
Vampire, Zirithian: Once a warrior-knight of Lolth in service to Matron Urlvrain, Zirithian made a pact with Orcus and turned against his mistress. He earned a great boon from Orcus, transforming into a vampire with a few of the lesser powers. (P2 Demon Queen's Enclave)
Vampire Asanbosam, Tree Vampire: ?
Vampire Blackbyrne Vampire Spawn: ?
Vampire Blackbyrne Vampire Thrall: ?
Vampire Blood Dwarf: See Vampire Yara-Ma-Yha-Who, Blood Dwarf.
Vampire Blood Knight: Blood Knight” is a template you can apply to any paragon level humanoid creature. (Night Reign Campaign Setting)
Vampire Blood Knight Human Blood Knight: ?
Vampire Blood Knight Mage: ?
Vampire Blood Knight Thrull Squire: ?
Vampire Boo-Hag: ?
Vampire Caliban Vampire, Alocka: The process of becoming a vampire makes a caliban even more disfigured and inhuman. (Jester's 4e Ravenloft Manual of Monsters)
Vampire Callophage Vampire: The “woman” is a callophage vampire created by a ritual known to her master, Kas the Betrayer. (Dungeon 170)
Vampire Cerebral Vampire Lord: ?
Vampire Cerebral Vampire Mindtaker: ?
Vampire Charnel Brother, Grigori: Taking up the corpse, Nikolai voyaged to the Shadowfell, where he ritually raised Grigori as a vampire. (The Shadowfell: Gloomwrought and Beyond)
Vampire Charnel Brother, Nikolai: Taking up the corpse, Nikolai voyaged to the Shadowfell, where he ritually raised Grigori as a vampire. The moment Grigori awoke, he tore his fangs into Nikolai’s throat, turning his younger brother into an undead creature like himself. (The Shadowfell: Gloomwrought and Beyond)
Vampire Chon-Chon, Vampire Sorcerer: Remnants of dead sorcerors and defeated witchdoctors, forever cursed by their rivals. While cannibals sometimes take the heads of worthy opponents as trophies, a necromancer or witchdoctor serves up an even more grisly fate for their greatest foes; stealing their soul for all eternity and using the head of the vanquished corpse as its undying slave. (Vampire Bestiary – Mountain of the Cannibal God)
The ritual for creating a chon-chon must be performed within one day of the subject’s death. Only spellcasters are suitable candidates for the procedure which culminates in the neck being ringed by an ointment after which the head falls off and the subject’s ears grow to accomodate flight. (Vampire Bestiary – Mountain of the Cannibal God)
Transformation ritual. (Vampire Bestiary – Mountain of the Cannibal God)
Vampire Chupacabra, Goat Sucker: These mangy mongrels are scavenger beasts who have fed on the flesh of vampiric beings. The animals grow sickly and die within a day or two but are reborn as undead predators. (Vampire Bestiary – Mountain of the Cannibal God)
Vampire Corpse Vampire: A living humanoid killed by the blood drain of a corpse vampire or a spirit vampire rises as a similar vampire at sunset on the following day. The new vampire has the level it had in life. Burning the slain creature’s body, decapitating that body, or reviving the slain creature can prevent this transformation. (Open Grave Secrets of the Undead)
A corpse vampire is the result when a humanoid cadaver is buried improperly, robbed of its burial possessions, or left in a place polluted by evil energy. (Open Grave Secrets of the Undead)
Vampire Disfigured Vampire: ?
Vampire Doll: See Vampire Jenglot, Vampire Doll.
Vampire Drow Vampire Spawn: ?
Vampire Dwarven Vampire, Uppyr: ?
Vampire Elder Vampire Spawn: Leo Dilysnia has turned a handful of White Sun monks into vampire spawn. (Dungeon 207)
The four chanting figures are vampire spawn created by Leo. (Dungeon 207)
Vampire Elven Vampire, Craenag-Follei: ?
Vampire Elven Vampire, Esmaran: ?
Vampire Feral Vampire: ?
Vampire Halfling Vampire, Daeyerg Due: ?
Vampire Human Rogue 14, Astur Jyp DiCarlo: ?
Vampire Jenglot, Vampire Doll: These dolls of death are created when a person possessing supernatural power, such as a witchdoctor, is close to natural death and leaves the tribe to find an isolated place to spend his or her final days in meditation to try and unlock the secrets of eternal life. How long they maintain this hermitage depends on how close to death they are but they are never heard from again. (Vampire Bestiary – Mountain of the Cannibal God)
Ilmu Bethara Karang, Path of Eternal Life ritual. (Vampire Bestiary – Mountain of the Cannibal God)
Vampire Kahlir Vampire: ?
Vampire King of Westgate: See Vampire, Orlak, The Night King, Vampire King of Westgate.
Vampire Lamia: ?
Vampire Lamia, Etana: ?
Vampire Lamia, Lady Madrasia: ?
Vampire Lamia, Lamashtu, Queen of the Seventh Night, Queen of Blight, Queen of the Unfeeling Darkness: ?
Vampire Lamia, Lord Kam Dasir: ?
Vampire Lamia Wolven Warlord, Bansihsar: ?
Vampire Lich, Magroth: ?
Vampire Loogaroo: ?
Vampire Lord: A vampire lord can make others of its kind by performing a dark ritual (see the Dark Gift of the Undying sidebar). Performing the ritual leaves the caster weakened, so a vampire lord does not perform the ritual often. (Monster Manual)
Vampire lord is a monster template that can be applied to nonplayer characters. (Monster Manual)
The vampire lord template is one example of an undead created by life drain. (Open Grave Secrets of the Undead)
Some are former spawn freed by their creators’ deaths, others mortals chosen to receive the “gift” of vampiric immortality. (Dungeon Master's Guide)
“Vampire lord” is a template you can apply to any humanoid creature of 11th level or higher. (Dungeon Master's Guide)
Prerequisites: Humanoid, level 11 (Dungeon Master's Guide)
Vampire Lord, Akartos Dinsur of Vanholm: ?
Vampire Lord, Cali: ?
Vampire Lord, Carthas: ?
Vampire Lord, Gulthias: ?
Vampire Lord, Kas the Betrayer: “Vecna used necromancy to extend Kas’s life, wishing to retain his trusted weapon as long as possible. When Kas’s mortal form had reached the point when even Vecna’s spells could sustain it no longer, the lich fashioned for him a fanged mask of silver, and channeled the energy of undeath into it. By wearing the silver mask and accepting its necromantic embrace, Kas willingly received the dark gift of vampirism.” (Dragon 402)
“You give me the evil eye? Perhaps you don’t believe me. Possibly you have heard that Kas became a vampire after his famous betrayal, as a result of being imprisoned in Vecna’s Citadel Cavitius, on an ash-covered world so cold that it freezes the very soul. That is what Vecna cultists quoting from the Scroll of Mauthereign would have you think, unwilling to admit that their lord so badly misplaced his trust twice. But is it so hard to believe that Vecna would choose to turn his most trusted warrior into a ‘lesser’ undead, in an attempt to satisfy Kas’s thirst for blood and ensure that he wouldn’t be tempted to steal the greater secrets of immortality? (Dragon 402)
Vampire Lord, Kirenkirsalai, Kire, Tebryn “Shadowstalker” Dhialael: The half-drow Tebryn “Shadowstalker” Dhialael was once a lowly member of the guild in the 1340s and 50s until a duel with a rival forced him to flee underground. He spent almost a decade as a slave in the drow city of Sschindylryn until he escaped and returned to his ancestral home, only to fall prey to Orbakh’s Flying Fangs. Now a vampire, Tebryn became one of Orbakh’s Night Court, where his extensive experience with the guild proved invaluable. (Dragon 428)
Vampire Lord, Lareen: ?
Vampire Lord, Mistress Ferranifer: ?
Vampire Lord, Nexull: ?
Vampire Lord, Rasmus: Centuries ago, a powerful cleric of the Raven Queen named Rasmus forsook the teachings of his god and began using the power she had granted him to unnaturally extend his own life. Eventually, magic alone was no longer enough to sustain Rasmus, so he undertook forbidden rites in which he drank offerings of blood made by his disciples to prolong his life indefinitely. The dark magic of the rites corrupted the cleric, transforming him into a vampire. (Dungeon 218)
Vampire Lord, Saed: ?
Vampire Lord Berserker: ?
Vampire Lord Dragonborn: ?
Vampire Lord Eladrin, Kannoth, Vampire Lord of Cendriane: ?
Vampire Lord High Preceptor: ?
Vampire Lord Human Fighter: ?
Vampire Lord Human Wizard, Manshoon, Orbakh The Night King, Orlak II, Clone of Manshoon, Lord of the Zhentarim: ?
Vampire Lord Monk, Ming Cha, The Fallen Lama: Fearing that their position would come under threat should the Lama die, his closest and most powerful followers sought a ritual that would enable the Lama’s spirit to transcend and become an immortal force. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
The conspirators sought far and wide for a source of immortality, but the only answers came from the dark arts of necromancy. However, one of the Lama’s followers believed he had found a way to control the dark magical forces without being corrupted by them. Fortified by this belief, they began their dark rituals while the Lama lay in his deathbed. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
Their plan might have worked. The ritual might have contained the corrupting influence. But necromancy is not an art to be trifled with, and it exacted a price. The ritual failed, and the dark energies fed off the magical forces designed to contain them. There was an explosion of blackness over the entire valley, and when the cloud settled, the followers realized what they had done, for now they were all cursed to the eternal torment of undeath. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
Ming Cha, the Fallen Lama of the shrine, has been transformed into a vampire lord by the corrupting influence of the dark anchor. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
Vampire Lord of Cendriane: See Vampire Lord, Kannoth, Vampire Lord of Cendriane.
Vampire Master Vampire: ?
Vampire Muse: ?
Vampire Necromancer, Dayan: ?
Vampire Necromancer, Talther Yorn: Hoping to erase an old injury, the necromancer became a vampire, and he has continued to conduct his evil experiments within his secure underground sanctuary to this day. (Dungeon 211)
The necromancer recently transformed himself into a vampire. (Dungeon 211)
Talther Yorn recently performed a necromantic ritual that transformed him into a vampire. (Dungeon 211)
Vampire Night Witch: When either foulspawn dies in Ghere Thau, a vampire night witch rises in the same square in the foulspawn’s next initiative point. (Dungeon 218)
Vampire Nosferatu Batcaller: ?
Vampire Nosferatu Mesmerist: ?
Vampire Obayifu: ?
Vampire Obayifu Alternate: ?
Vampire Ole-Higu: ?
Vampire Peuchen: Monsters similar in nature to the chupacabra but derived from animals other than canines and felines include the Peuchen; a snake-like version of the chupacabra. (Vampire Bestiary – Mountain of the Cannibal God)
Vampire Pey: ?
Vampire Pey Alternate: ?
Vampire Priest of Bane, Barthus: ?
Vampire Queen Yaneria: See Vampire, Queen Yaneria Ro, Vampire Queen Yaneria, The Original Vampire, Murderer of Pelus Peacekeeper and Solis Ro.
Vampire Shadow Stalker Vampire: ?
Vampire Sharn Vampire Spawn: Zanifer isn’t fond of her employer, but she remains a patriot. Her family died in the Last War, and all she has left is her loyalty to the Karrnathi crown. She obeys Torr’s orders without question, and she has turned some of Sharn’s dregs into vampire thralls under her command. (Dungeon 206)
Vampire Snaketongue Vampire: ?
Vampire Sorcerer: See Vampire Chon-Chon, Vampire Sorcerer.
Vampire Soucouyant, Soukounian: ?
Vampire Soukounian: See Vampire Soucouyant, Soukounian.
Vampire Soul Eater: Deadly shapeshifting cadavers, soul eaters are ghoulish undead soldiers created from the corpses of cannibalistic witches and witchdoctors. (Vampire Bestiary – Mountain of the Cannibal God)
Vampire Spawn: LIVING HUMANOIDS SLAIN BY A VAMPIRE LORD’S BLOOD DRAIN are condemned to rise again as vampire spawn—relatively weak vampires under the dominion of the vampire lord that created them. (Monster Manual)
A living humanoid slain by a vampire lord’s blood drain power rises as a vampire spawn of its level at sunset on the following day. This rise can be prevented by burning the body or severing its head. (Monster Manual)
A living humanoid reduced to 0 hit points or fewer—but not killed—by a vampire lord can’t be healed and remains in a deep, deathlike coma. He or she dies at sunset of the next day, rising as a vampire spawn. A Remove Affliction ritual cast before the afflicted creature dies prevents death and makes normal healing possible. (Monster Manual)
Any humanoid Leo slays with his bite becomes a vampire or a vampire spawn. (Dungeon 207)
Declaring his triumph over death, Rasmus offered the “gift” of immortality to his loyal disciples, slaying them and raising them as his spawn. (Dungeon 218)
Vampire Spawn Bloodhunter: ?
Vampire Spawn Bloodspiker: ?
Vampire Spawn Fleshripper: Barthus captured a group of ruffians in the ruins several years ago and transformed them into vampire spawn minions after feasting on them. (FR1 Scepter Tower of Spellgard)
Vampire Spawn Life-Thief: Torven also has personal servants to whom he has granted eternal life—vampire spawn life-thieves—but these can withstand far less punishment than their master. (Dungeon 173)
Vampire Spirit Vampire: A living humanoid killed by the blood drain of a corpse vampire or a spirit vampire rises as a similar vampire at sunset on the following day. The new vampire has the level it had in life. Burning the slain creature’s body, decapitating that body, or reviving the slain creature can prevent this transformation. (Open Grave Secrets of the Undead)
When a spirit vampire or a corpse vampire reduces a living humanoid to 0 hit points or fewer without killing it, the humanoid enters a deep coma. If treated with the Remove Affliction ritual, the humanoid can be healed normally. Otherwise, he or she dies at sunset the next day and becomes a spirit vampire. (Open Grave Secrets of the Undead)
Vampire Spirit Vampire, Torhana Inksoul: ?
Vampire Thraedarii: ?
Vampire Thraedarii, Pollidarchus: ?
Vampire Thrall: Vampire spawn are useful servants, but sometimes a vampire requires servants that are more hardy and subtle. By feeding on a subject’s blood over an extended period of time, a vampire can condition a creature to be a strong yet obedient servant. (Open Grave Secrets of the Undead)
As a reward for good service, the former owner of the Mask of Kas becomes a vampire lord when it moves on. If the Mask is displeased with its former owner, it instead tries to cause the owner’s death by attracting hordes of undead to his or her location. (Open Grave Secrets of the Undead)
“Vampire thrall” is a template you can apply to any living humanoid to represent that creature’s service to a vampire lord. (Open Grave Secrets of the Undead)
Prerequisites: Living humanoid (Open Grave Secrets of the Undead)
Vampire Tree Vampire: See Vampire Asanbosam, Tree Vampire.
Vampire Unique Vampire, Aurana Kiirodel: Aurana was a wizard in the Shahalesti army decades ago when Shaaladel first came to power. She served loyally and was eventually chosen as his vizier. A few years ago the elves became worried that Supreme Inquisitor Leska was advising the Ragesian emperor Coaltongue to attack Shahalesti, and Aurana tried to assassinate Leska. This attempt failed, and the Inquisitor retaliated by feeding her own immortal blood to Aurana, turning the elf woman into a unique type of vampire. (War of the Burning Sky 4e 7 Trial of Echoed Souls)
Vampire Vampiric Fire Giant, Vargenga: ?
Vampire Vistani Vampire, Mullo: ?
Vampire Warrior-Maiden, Drelnza: ?
Vampire Yara-Ma-Yha-Who, Blood Dwarf: These despicable dwarves are in truth pitiable creatures eternally cursed to this monstrous crimson form. Forever fated to pass on their horrid lineage, for each was once a mortal swallowed by such a monster. (Vampire Bestiary – Mountain of the Cannibal God)
It is unknown how the first yara-ma-yha-who was created though some scholars recount the tale of the vampire dwarf who dared to bite Orcus himself, only to be forever cursed for his affrontery. His teeth were ripped from his mouth, his flesh turned bright red and he was returned to the world a hideous freak. (Vampire Bestiary – Mountain of the Cannibal God)
Blood Curse curse. (Vampire Bestiary – Mountain of the Cannibal God)
Vampiric Dragon: The only way to create a vampiric dragon is through the same dark ritual that creates a vampire lord. (Draconomicon I Chromatic Dragons)
Vampiric Dragon, Doverspike: ?
Vampiric Dragon, Tzevokalas: Who he was before becoming a vampire, or why he chose this region to hunt, nobody knows. (Draconomicon I Chromatic Dragons)
Vampiric Dragon Bloodwind: ?
Vampiric Dragon Thief of Life: ?
Vampiric Fire Giant: See Vampire Vampiric Fire Giant.
Vampiric Mist: These sanguine mists, the remains of a secret coven of vampires, prowl the Witchlight Fens in search of blood. (Monster Vault Threats to the Nentir Vale)
Long ago, a coven of vampires claimed the marshy expanse known as the Witchlight Fens as their secluded demesne, wherein was hidden the phylactery of their dark liege—a powerful lich whose name has been forgotten. If the old stories are true, the phylactery still lies somewhere in the swamp, well removed from more traveled areas of the region. The lich’s whereabouts are unknown, and its presence has not been felt for generations. As for the vampires in the lich’s employ, their corporeal bodies were consumed long ago, yet they linger still as deadly clouds of mist that turn crimson when flush with the blood of their victims. (Monster Vault Threats to the Nentir Vale)
One of the lich’s many enemies, a powerful hag, came to the Witchlight Fens in search of the phylactery and performed a ritual to destroy the vampire coven. The ritual did not yield the expected results. The vampires’ bodies were destroyed, but their evil essence lingered. The nine vampire lords who led the coven transformed into a single force of pure hatred and malice called a crimson deathmist. The lesser vampires of the coven were reduced to roaming clouds of mist having an insatiable hunger for life. (Monster Vault Threats to the Nentir Vale)
Any vampire that becomes trapped in gaseous form (usually as a result of losing its sacred resting place) can transform into a vampiric mist by sheer force of will. (Monster Vault Threats to the Nentir Vale)
Vampiric Mist Chillborn Vampiric Mist: ?
Vampiric Mist Corruptor: ?
Vampiric Mist Crimson Deathmist: One of the lich’s many enemies, a powerful hag, came to the Witchlight Fens in search of the phylactery and performed a ritual to destroy the vampire coven. The ritual did not yield the expected results. The vampires’ bodies were destroyed, but their evil essence lingered. The nine vampire lords who led the coven transformed into a single force of pure hatred and malice called a crimson deathmist. The lesser vampires of the coven were reduced to roaming clouds of mist having an insatiable hunger for life. (Monster Vault Threats to the Nentir Vale)
Vampiric Worg, Malhûn, The Blood Wolf: ?
Vandomar: See Arcanian Blue Arcanian, Vandomar.
Vard King of All Trolls: See Troll Undead Troll King, Vard King of All Trolls.
Vargenga: See Vampire Vampiric Fire Giant, Vargenga.
Vargarun: See Wight, Vargarun.
Vargo the Faceless: See Lich, Vargo the Faceless.
Vargouille: The head of a creature that dies of a vargouille's poison falls off after a few days, and slowly transforms into a new vargouille. (Jester's 4e Monsters)
Vargouille Lover: ?
Vargouille Swarm: ?
Vargoyle, Marsh Striker: ?
Vargoyle Wild Vargoyle: ?
Varno, The Ghoul: ?
Varquil: See Lich, Lord Varquil.
Vasabhakti: See Sceptenar Vasabhakti.
Vecna: See Lich, Vecna.
Vecna, The Whispered One, Master of the Spider Throne, The Undying King, Lord of the Rotted Tower, The Maimed God, Lord of Secrets: Vecna, the god of magic, necromancy, and secrets, pursued undeath as part of his rise to godhood. (Open Grave Secrets of the Undead)
Vecna Aspect of Vecna: CONJURED BY MEANS OF A RITUAL known only to devotees of Vecna, an aspect of Vecna heeds its summoner and resembles the Whispered One in cunning and intelligence. (Open Grave Secrets of the Undead)
Vecna Aspect of Vecna, Rithkerrar: ?
Vecna Cultist: See Undead Vecna Cultist.
Vengeance: See Vampire, Twilight Knight, Vengeance.
Venkio: See Skeleton Skeletal Dragon Tyrant, Venkio.
Venomtongue Mohrg: See Mohrg Venomtongue Mohrg.
Vessel of Death: ?
Vestige of Death: ?
Viceling: Vicelings are perverse shells of their former selves and serve the diaboli who created them until either their master is destroyed or they are freed. (Nevermore)
The type of viceling created by a diaboli is dependent upon the diaboli that created it. (Nevermore)
Viceling Avaricious Viceling: ?
Viceling Envious Viceling: ?
Viceling Gluttonous Viceling: ?
Viceling Lustful Viceling: ?
Viceling Prideful Viceling: ?
Viceling Slothful Viceling: ?
Viceling Wrathful Viceling: ?
Vicemi Terio: See Ghost Spectral Archmage, Vicemi Terio.
Vile Oak: ?
Vile Oak Greatroot Vile Oak: ?
Vile Pet: See Unrisen Vile Pet.
Visage: Tenebrous lacked the full power of a god and couldn’t resurrect his former servants, but he discovered that he could reanimate them. He created new undead horrors he called visages: demonic undead made of shadows and masks, able to control the perceptions of those around them and even to take on the forms and lives of their victims. (Dragon 417)
Visage: The head of a creature that dies of a vargouille's poison falls off after a few days, and slowly transforms into a new vargouille. (Jester's 4e Monsters)
Visage Flickering Visage: ?
Visage Demonic Visage: ?
Visage Spy: ?
Viscera Devourer: See Devourer Viscera Devourer.
Vistani Vampire: See Vampire Vistani Vampire, Mullo.
Vizier's Skeleton: See Skeleton Vizier's Skeleton.
Vlaakith CLVII: See Lich, Vlaakith CLVII, Lich-Queen.
Vlaakith, Spine of: See Lich Demilich, Spine of Vlaakith.
Vladistone, Salazar: See Ghost, Salazar Vladistone.
Voice of Rot: She made contact with the Voice of Rot, a primordial entity who exists to witness the world’s death. (Zeitgeist 11 Gorged on Ruins)
This world’s manifestation of the very concept of death, he is something like a god. (Zeitgeist 12 The Grinding Gears of Heaven)
A primordial manifestation of death. (Zeitgeist Act Three The Age of Reason)
She made contact with the Voice of Rot, a primordial entity who exists to witness the world’s death.
This world’s manifestation of the very concept of death, he is something like a god. (Zeitgeist Act Three The Age of Reason)
Void Lich: See Lich Void Lich.
Voidsoul Specter: See Specter Voidsoul Specter.
Vol: See Lich, Lady Vol.
Volnath: Scholars on the subject claim the Far Realm touches creation from the outside, like a foul skin of stuff older than all knowing. The unwise seek its encompassing madness and alien nature in the depths of the night sky, especially in the dark between the stars. The Shadowfell's nighttime firmament is, as a vast void with few dim or flickering lights, the perfect place to seek the realm also called the Outside. (Player's Option Heroes of Shadow)
Volnath, a wizard of old Nerath, sought such learning from Telkon, his observatory in the world. He discovered ancient texts on shadow and the Outside, and he invited dark beings into his ritual chambers to give him counsel. Living shadows whispered to him during his observations, speaking of the power of shadow magic and the nearness of the Far Realm in the Shadowfell's sky. (Player's Option Heroes of Shadow)
The wizard, his sanity on the brink, summoned a shadowfall to take Telkon and the nearby village of Hadder into the Shadowfell. There, from instructions on ancient tablets and through the toil of the enslaved folk of Hadder, he remade the village and Telkon into a monumental arcane focus. Yolnath slew any who intruded in the area of his great work. He sacrificed numerous innocents and ultimately his own life for undead immortality. (Player's Option Heroes of Shadow)
von Gillante, Byron: See Death Knight, Lord Byron von Gillante.
Von Lippsor, Eldor: See Vampire, Sir Eldor Von Lippsor.
Von Zarovich, Strahd: See Vampire, Count Strahd von Zarovich.
Voolad: See Ghost, Voolad.
Vortex Ghost Horde: See Ghost Vortex Ghost Horde.
Vortex Wraith: See Wraith Vortex Wraith.
Vortexweaver: See Vaknid Vortexweaver.
Vrikus: See Ghoul Boss, Vrikus.
Vrin, Jakro: See Ghost Sage Ghost, Jakro Vrin.
Vrin, Willum: See Ghost Sage Ghost, Willum Vrin.
Vsadni, Lost Rider: After vanishing into the far north thousands of years ago, the Lost Riders known locally as the Vsadni were given new titanic undead bodies by the magic of the Voice of Rot. The frozen corpses of the long-dead dwarven warlords are held in the ribcages of massive skeletons crafted of the bones and stones of dead worlds. (Zeitgeist 11 Gorged on Ruins)
After vanishing into the far north thousands of years ago, the Lost Riders known locally as the Vsadni were given new titanic undead bodies by the magic of the Voice of Rot. The frozen corpses of the long-dead dwarven warlords are held in the ribcages of massive skeletons crafted of the bones and stones of dead worlds. (Zeitgeist Act Three The Age of Reason)
Vsadni, Betel, The Vain Axeman: After vanishing into the far north thousands of years ago, the Lost Riders known locally as the Vsadni were given new titanic undead bodies by the magic of the Voice of Rot. The frozen corpses of the long-dead dwarven warlords are held in the ribcages of massive skeletons crafted of the bones and stones of dead worlds. (Zeitgeist 11 Gorged on Ruins)
Vsadni, Hamul, The Hateful Scum: After vanishing into the far north thousands of years ago, the Lost Riders known locally as the Vsadni were given new titanic undead bodies by the magic of the Voice of Rot. The frozen corpses of the long-dead dwarven warlords are held in the ribcages of massive skeletons crafted of the bones and stones of dead worlds. (Zeitgeist 11 Gorged on Ruins)
Vsadni, Nebo, The Leader: After vanishing into the far north thousands of years ago, the Lost Riders known locally as the Vsadni were given new titanic undead bodies by the magic of the Voice of Rot. The frozen corpses of the long-dead dwarven warlords are held in the ribcages of massive skeletons crafted of the bones and stones of dead worlds. (Zeitgeist 11 Gorged on Ruins)
Vsadni, Tzertze, The Upbeat Wardrummer: After vanishing into the far north thousands of years ago, the Lost Riders known locally as the Vsadni were given new titanic undead bodies by the magic of the Voice of Rot. The frozen corpses of the long-dead dwarven warlords are held in the ribcages of massive skeletons crafted of the bones and stones of dead worlds. (Zeitgeist 11 Gorged on Ruins)
Vsadni, Yarost, The Naive Axeman: After vanishing into the far north thousands of years ago, the Lost Riders known locally as the Vsadni were given new titanic undead bodies by the magic of the Voice of Rot. The frozen corpses of the long-dead dwarven warlords are held in the ribcages of massive skeletons crafted of the bones and stones of dead worlds. (Zeitgeist 11 Gorged on Ruins)
Vykos Dhagaram: See Vampire, King Vykos Dhagaram.
Wailing Ghost: See Ghost Wailing Ghost, Banshee.
Walking Whisper: See Undead Turtle, Bhoior, The Walking Whisper.
Warden of the Breathless God: ?
Warforged Banshee: See Ghost Wailing Ghost Warforged Banshee.
Warped Ghoul: See Ghoul Warped Ghoul.
Warped Grimlock Zombie: See Zombie Warped Grimlock Zombie.
Watchful Ghost: See Ghost Watchful Ghost.
Weak Kruthik Zombie: See Zombie Weak Kruthik Zombie.
Vampire Lord Weakened Vampire Lord, Iago the Black: ?
Weakened Vampire Lord: See Vampire Lord Weakened Vampire Lord.
Webmaster: See Vaknid Webmaster.
Weeping Wraith: See Wraith Weeping Wraith.
Wendigo, Elemental Vampire: Wendigo Psychosis disorder. (Vampire Bestiary – Mountain of the Cannibal God)
Wendigo Abomination: Forever driven to feed, no matter how much they consume they can never be sated as the more they eat the larger they become.
Wendigo Behemoth: Forever driven to feed, no matter how much they consume they can never be sated as the more they eat the larger they become.
Wendigo Chthon: Forever driven to feed, no matter how much they consume they can never be sated as the more they eat the larger they become.
Wendigo Deep Wendigo: ?
Wendigo Fire Wendigo: The initial transformation phase of the wendigo is not much bigger than the mortal it possessed. (Vampire Bestiary – Mountain of the Cannibal God)
Fire wendigo arise in places of volcanic activity, but lack of food sources can often cause them to migrate to other areas. (Vampire Bestiary – Mountain of the Cannibal God)
Wendigo Gargantua: Forever driven to feed, no matter how much they consume they can never be sated as the more they eat the larger they become.
Wendigo Leviathon: Forever driven to feed, no matter how much they consume they can never be sated as the more they eat the larger they become.
Wendigo Mountain Wendigo: ?
Wendigo Mountain Wendigo Abomination: ?
Wendigo Tundra Wendigo: ?
Wheep: A wheep is a horrific undead creature whose eyes have been torn out or nailed through. (Jester's 4e Monsters)
Wheep Servitor: ?
Wheep Ululator: ?
Whispered One: See Vecna, The Whispered One, Master of the Spider Throne, The Undying King, Lord of the Rotted Tower, The Maimed God, Lord of Secrets.
Whisperer: See Nighthaunt Whisperer.
White Court: The White Court—those nobles who chose spectral undeath rather than let death pull them from their positions of power.
White Court Rajput: ?
Wicht: The first wicht were a legion of notorious robbers and bandits who became undead together through the curse of a slain high priestess. The cleric witnessed the pillaging of her city, the raping of her church, and the defiling of her own body with stoic silence that made the raiders uneasy. Then, with her dying breath, she punished them and their descendents with a fate worse than death.
Wicht are able to breed with humans and some demihumans and humanoids, resulting in rare wicht being born rather than created. (Castoffs and Crossbreeds)
Widow of the Walk: See Ghost Widow of the Walk.
Wight: SOLDIERS SLAUGHTER AN ELF TRIBE after a messenger fails to bring warning. A poisoned blade cuts down a dwarf before he achieves his life’s goal. Both die, but their intense yearnings resurrect soulless bodies, driving the corpses to endlessly pursue what likely can never be accomplished. (Dark Sun Creature Catalog)
As a soul passes into the Gray, its deepest unmet desire can splinter off to animate the physical form that its soul abandoned. The splinter accesses the memories, needs, and desires of the body’s former occupant. Those passions are married to an overwhelming hunger for life force, and a wight is born. (Dark Sun Creature Catalog)
A wight has a body and a feral awareness granted by the animus, but no soul. (Open Grave Secrets of the Undead)
Mistwatch Blight disease. (Dungeon 186)
Those who have witnessed wights being “born” swear that the creatures don’t rise spontaneously from corpses. Rather, a force—an evil beyond mortal imagining—flows into the body. This is something sensed rather than seen; the force fills every fiber of the creature’s being, a black whisper fundamentally opposed to life and the living. (Dungeon 191)
Buried soldiers and mercenaries become wights more often than other kinds of corpses do. (Dungeon 191)
As they battle the mercenaries in Ghere Thau, the characters notice that some of the enemies immediately rise as undead (often wights) when they fall. (Dungeon 218)
Tethen also brought back a hacking cough that he attributes to dust from the ancient caves where he found his treasures. He is partially right. The dust did make him ill, but the illness has just begun. In a few months he will waste away and become a wight under the control of the undead emperor. (Kingdoms of Kalamar 4th Edition Campaign Setting)
Often found serving more powerful undead masters and mistresses, many varieties of wight exist, typically reflecting some evil aspect of their past lives or the environment in which they were murdered. (Vampire Bestiary – Mountain of the Cannibal God)
Zombies, ghouls, wights and skeletons stalk the eastern lands, making more of their kind with each unfortunate soul they fall upon. (Wraith Recon)
Dread Wight Draining Claws power. (Zeitgeist 9 The Last Starry Sky)
Wight: If the target dies while stunned from a dread wight's draining claws, it animates as a wight three rounds later. (Zeitgeist Act Two The Grand Design)
Wight, Ayocuan: ?
Wight, Tanahuatan: However, guilt-wracked, the restless soul of Tanahuatan could not pass onward into the realms of the dead. He rose up from death as a wight, seeking to slay all living things. (In Search of Adventure)
Wight, Undol Half-Ogre: ?
Wight, Vargarun: ?
Wight Ashgaunt: These foul creatures were created by a faction of Orcus worshipers called the Ashen Covenant, some of whom are focused on finding new ways to spread undeath. (Dragon Magazine Annual)
Wight Aswang: See Wight Bone Wight, Aswang.
Wight Battle Wight: A battle wight replaces the chained cambion when it falls in Ghere Thau. (Dungeon 218)
2 dragonborn mercenaries (which animate as battle wights when dropped to 0 hit points in Ghere Thau). (Dungeon 218)
When the cambion dies in Ghere Thau, it becomes a battle wight. (Dungeon 218)
1 cambion infernal scion (animates as a battle wight when dropped to 0 hit points in Ghere Thau).
When the infernal scion dies in Ghere Thau, she rises as a battle wight. (Dungeon 218)
Gryznath recently slew a group of knights from Elturgard and removed a silver gauntlet from the body of their leader. He then used black magic to animate the knights’ corpses into talking undead. (Garloz can describe the undead well enough that someone who succeeds on a DC 17 Religion check can guess the creatures are wights.) (Dungeon 221)
Wight Battle Wight, Sir Tavil Soarvaren: Tavil is now languishing in the service of Gryznath, who has reanimated the deceased paladin as a battle wight. (Dungeon 221)
Gryznath recently slew a group of knights from Elturgard and removed a silver gauntlet from the body of their leader. He then used black magic to animate the knights’ corpses into talking undead. (Garloz can describe the undead well enough that someone who succeeds on a DC 17 Religion check can guess the creatures are wights.) (Dungeon 221)
Wight Battle Wight Bodyguard: ?
Wight Battle Wight Commander: 1 cambion infernal scion (which animates as a battle wight commander when dropped to 0 hit points in Ghere Thau). (Dungeon 218)
If Trask isn’t able to kill himself by falling in Ghere Thau, he rises as a battle wight commander and fights until destroyed. (Dungeon 218)
Wight Battle Wight Commander, Gorgosol: ?
Wight Betrayer Wight: They’re evil guardians bound here against their will for crimes they committed in life. (Dungeon 159)
Undead that Arantor ritually created shortly after awaking in Monadhan. (Dungeon 170)
Wight Blightfire Wretch: ?
Wight Blind Wight: See Wight Wizard Wight, Mokoi, Blind Wight.
Wight Bone Wight, Aswang: Half-eaten undead horrors, bone wights are the wretched remains of unfinished meals given unlife through even fouler necromancy. These reanimated victims of circumstance are constantly hungry for flesh, even though they require no sustenance. (Vampire Bestiary – Mountain of the Cannibal God)
Bone wights are those poor souls slain by being either partially devoured or at least prepared for consumption. (Vampire Bestiary – Mountain of the Cannibal God)
Wight Chainfighter Wight: ?
Wight Champion Wight: ?
Wight Chibaiskweda: See Wight Marsh Wight, Chibaiskweda.
Wight Marsh Wight, Chibaiskweda: Marsh wights are created through the improper burial of a body by dumping it in a bog. (Vampire Bestiary – Mountain of the Cannibal God)
These creatures are found in Native American mythology (specifically the Abenaki tribe) and are thought to be corpses animated by marsh gas following an improper burial. (Vampire Bestiary – Mountain of the Cannibal God)
Wight Cleric, Malek: The bandits had a cleric among their numbers until a few days ago. Malek was a human cleric dedicated to Crypticus. An associate of Haledon, he joined the bandits in hopes of gaining coin and a few followers. Although the bandits ignore his preaching, he has gained quite a bit of wealth, and contemplated leaving to set up a small house of worship in Punjar. But a few days ago, quite by accident, he discovered the secret door in the south wall, and as he crept down the steps, the secret door sealed behind him. Yet he explored further, and was ambushed by the undead monstrosity that lairs in area 4–11. His lantern was snuffed during the initial attack, and thus he never had the chance to rebuke the horror. Malek is now undead, and waits to lure others to their doom in the chamber beyond. (Dungeon Crawl Classics 56 Scion of Punjar)
Wight Deathlock Wight: One of the arcanists interred in this chamber was a wizard making secret preparations for becoming a lich. Though he was slain in a spell duel before he could complete the process, he had already suffused his being with an unholy power that allowed him to rise as a deathlock wight. (FR1 Scepter Tower of Spellgard)
Hamona, a grim place that has already been terrorized by the Cult of Vecna. All the survivors in the village are missing their left hand and eye and are extremely distrustful of outsiders. The inhabitants of Hamona are also under a curse placed upon them by the cult in which they become undead creatures at nightfall. (Dungeon 158)
Wight Deathlock Wight, Garvus Harbane: After leading the cult for many years, Garvus sought to prolong his life through a dangerous necromantic ritual a few years ago. However, he foolishly used the necroshard as the ritual’s focus and unleashed a wave of raw energy that killed him and every living creature in the temple. Although a catastrophic and lethal failure for Garvus, his ritual increased the potential power of the necroshard tenfold. Each night since, the shard has slowly been growing in power. The necroshard’s power is at its strongest at night, when it saturates the surrounding area with the power of death. This necromantic energy has been slowly building, feeding on the many deaths in the Scar over the years. (Dungeon 176)
The trapdoor in the northern end of the temple interior leads to a small rectory that once served as the personal quarters of the temple’s high priests. It was here Garvus Harbane performed the ritual that claimed his life and the lives of his followers so many years ago. His corpse, withered and all but mummified, is still here, the necroshard hanging from its shriveled neck. (Dungeon 176)
Although the corpses in the forest will animate tonight for the first time, the corpse of Garvus Harbane, due to its close proximity to the necroshard, has been animating each night for the past few weeks as a deathlock wight. (Dungeon 176)
Wight Demented Wight: ?
Wight Dread Wight: When the first sentient creatures of Áereth felt the cold grip of death upon them, it was the goddess Lasheeva who offered the attractive, if macabre, alternative. Granting a blessed few her deathward kiss, it was she who personally introduced the curse of undeath to Áereth. From the mindless, animate corpses of zombies and skeletons to the ravenous, tomb-haunting ghouls; from dread wights and mummies that lurk in the deep subterrene to wraiths and vampires that prowl the night—all such creatures owe their existence, their powers, their misery, and their glory to the Great and Terrible Lasheeva. (Level Up 2)
Professor Jon Bugge, formerly a necromancy instructor at Pardwight University in Flint, has been working in a remote laboratory for the Obscurati for decades. Now the withered old man hobbles through battle, his thick brogue voice ordering about wights that were once his most promising students. (Zeitgeist 9 The Last Starry Sky)
Wight Drow Battle Wight: ?
Wight Drow Battle Wight Commander: ?
Wight Dwarven Wight: ?
Wight Dune Runner Wight: ?
Wight Elite Deathlock Wight, Malicia: Malicia gained favor with her demonic patron, but her bold, unspeakable actions led to her downfall, as cult members rose against her and slaughtered her on her own altar. Jezuel wanted her suffering to last an eternity, and thus granted her the gift of undeath, as a wight. (Dungeon Crawl Classics 56 Scion of Punjar)
Wight Hobgoblin Wight: ?
Wight Hobgoblin Wight, Ashurta: ?
Wight Icetomb Wight: ?
Wight Icewight: The combination of extreme cold, dark history, and proximity to the Shadowfell produces icewights. (Dungeon 163)
Icewights arise from the bodies of depraved folk who died in frigid places touched by shadow. (Dungeon 163)
If a creature dies while it has resistances from the Pool of the Frozen Spirits, it rises as an icewight 1 hour later.
Wight Icewight Castellan: ?
Wight Lesser Oath Wight, Darom Madar: Darom Madar did not escape the fate of the rest of his house. He was wounded in the battle with House Tsalaxa assassins but managed to seal himself in the treasure chamber before succumbing to his wounds. He also did not escape the fate of those who died within the vault and has become an undead horror fueled by rage and hatred. (Dungeon 181)
The monster Darom Madar has become is called an oath wight, a creature animated by a twisted sense of duty to a task left unfinished or interrupted. He has waited here in the dark and the dust for over a century and is quite eager to inflict his all-consuming rage and sense of loss on the living. (Dungeon 181)
Wight Life-Eater: ?
Wight Mage Wight: ?
Wight Miner Battle Wight: Killed by the bone nagas, the three were subsequently raised as horrid undead by the necromancer Eibon. (Dungeon 157)
Wight Mokoi: See Wight Wizard Wight, Mokoi, Blind Wight.
Wight Oath Wight: Ruins pock the wastelands of Athas. Devastating attacks leveled cities and buried inhabitants where they stood, heedless of whether the victims were scoundrels or scholars, wastrels or artisans. The slain seldom rest easy, especially those who were on the brink of success, a historic discovery, or birthing a child. Oath wights crawl from the rubble. The creatures vibrate with rage and disappointment, throbbing with the futility of their former souls’ pursuits and passions. (Dark Sun Creature Catalog)
The monster Darom Madar has become is called an oath wight, a creature animated by a twisted sense of duty to a task left unfinished or interrupted. (Dungeon 181)
Wight Shallowgrave Wight: ?
Wight Skullborn Deathlok Wight: ?
Wight Slaughter Wight: ?
Wight Slaughter Wight, Skahlton Gairg: Killed by the bone nagas, the three were subsequently raised as horrid undead by the necromancer Eibon. (Dungeon 157)
Wight Slaughter Wight Overlord: ?
Wight Thrall: A charismatic ruler or commander is brought down, and the servants and trusted advisors who perished at her side rise up as wight thralls. These creatures’ devotion spills over into death. (Dark Sun Creature Catalog)
Wight Unhallowed Wight: When the human thugs die in Ghere Thau, they become unhallowed wights. (Dungeon 218)
The human thugs, if killed in Ghere Thau, become much more deadly unhallowed wights. (Dungeon 218)
2 human thugs (which animate as unhallowed wights when dropped to 0 hit points in Ghere Thau)
Wight Winter Wight: Acererak created the first winter Wights. (Tomb of Horrors)
Wight Wizard Wight, Mokoi, Blind Wight: These undead assassins are created from the corpse of a spellcaster by a rival magician wherein the neck of the defeated is smothered in an ointment that causes the head to detach itself and fly up (see the Chon-chon). But the body does not go to waste, also taking on a life, or rather unlife of its own. (Vampire Bestiary – Mountain of the Cannibal God)
The former body of the chon-chon is not spared the attentions of necromantic revival. The headless corpse becomes a mokoi, also known as wizard wights, or sometimes blind wights. (Vampire Bestiary – Mountain of the Cannibal God)
Wightwarg: See Deathwarg Wightwarg.
Wild Darksidhe: See Darksidhe Wild Darksidhe.
Wild Doghoul: See Doghoul Wild Doghoul.
Wild Kytharion: See Kytharion Wild Kytharion.
Wild Vargoyle: See Vargoyle Wild Vargoyle.
Willum Vrin: See Ghost Sage Ghost, Willum Vrin.
Winged Putrescence: See Draconic Zombie Winged Putrescence.
Winter Shan'ree: See Shan'ree Winter Shan'ree.
Winter Wight: See Wight Winter Wight.
Winterhaven, Valamus: See Vampire, Valamus Winterhaven.
Wisp Wraith: See Wraith Wisp Wraith.
Witch-Ghoul Nursemaid: See Ghoul Witch-Ghoul Nursemaid.
Witchoil Horror: Whenever Borne strikes a ship, it leaves behind a witchoil residue that transforms into a witchoil horror at each location struck by the attack. If chop causes a wave to crash over the ship, that deposits a witchoil monstrosity. (Zeitgeist Act One The Investigation Begins)
transforms into a witchoil horror at each location struck by the attack. If chop causes a wave to crash over the ship, that deposits a witchoil monstrosity. (Zeitgeist Act One The Investigation Begins)
Witchoil Monstrosity: Whenever Borne strikes a ship, it leaves behind a witchoil residue that Withering One: See Zombie Withering One.
Witherling: WITHERLINGS ARE UNDEAD CREATURES Created by gnolls to serve as shock troops and raiders. Gnoll priests ofYeenoghu use a ritual to fuse the essence of a demon with the body of a foe slain in battle. The result is a shrunken, emaciated creature that has a ghoul's paralyzing touch and a demon's relentless frenzy. (Monster Manual 2)
A WlTHERLING IS THE ANIMATED CORPSE of a Small humanoid with the head of a hyena.
Yeenoghu recently imparted to the gnolls the knowledge of the blasphemous process used to create witherlings. A war between Yeenoghu and Orcus is brewing, and the witherlings are but one of several new weapons that the Prince of Gnolls has given to his children. (Monster Manual 2)
The bone pit is safe, at least until the fang of Yeenoghu in area 3 is killed. As soon as he dies, the bones come to life, spurred into action by Yeenoghu himself. (Dungeon 212)
Witherling Botched Witherling: ?
Witherling Death Shrieker: A DEATH SHRIEKER IS A LARGER, MORE FEROCIOUS form of witherling. (Monster Manual 2)
Witherling Horned Terror: A HORNED TERROR is AN UNDEAD abomination created from the specially preserved corpse of a minotaur. (Monster Manual 2)
Witherling Rabble: WHEN GNOLLS OR NECROMANCERS create witherlings, the process sometimes goes awry. The magic instead & creates witherling rabble, inferior forms of the creatures. (Monster Manual 2)
Witherling Mote: ?
Witness of the Breathless God: ?
Wizard of the White Tower: See Lich, Wizard of the White Tower.
Wizard Wight: See Wight Wizard Wight, Mokoi, Blind Wight.
Woodcutter's Ghost: See Ghost Woodcutter's Ghost.
Worg Packmate Ghost: See Ghost Worg Packmate.
Worm Bridge: The bridge is crafted from the corpse of a purple worm whose long body forms a tunnel through the water to reach the other side. (Underdark)
Worm of Ages: Below Death's Reach burrows a great worm, long dead but roused from eternal slumber by the soulfall. (E1 Death's Reach)
Wormspawn Praetorian: See Spawn of Kyuss Wormspawn Praetorian.
Wraith: THIS RESTLESS APPARITION LURKS IN THE SHADOWS, thirsting for souls. Those it slays become free-willed wraiths as hateful as their creator. (Monster Manual)
When a wraith slays a humanoid, that creature’s spirit rises as a free-willed wraith of the same kind. With the aid of magic or ritual, and with the proper components, a necromancer can summon or even create a wraith. Other wraiths are born on the Shadowfell, and many remain there or enter the natural world through planar rifts and gates. (Monster Manual)
Common wraiths can also evolve into larger, more malevolent wraiths over time. (Monster Manual)
Any humanoid killed by a wraith rises as a free-willed wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Monster Manual)
When a person dies and his or her spirit departs, the animus can remain, clinging to a vestige of life. The animus can become a wraith, an insubstantial creature that emerges amid the vanishing memories of a person’s life; it becomes trapped in an endless afterlife, tortured by remembered sensations and driven mad by a hunger to reclaim the life it once had. (Monster Vault)
Life consists of three parts: body, spirit, and will. Without will, the body ceases to function and the spirit leaves. Sages call the will the animus, and they regard it as the shadow of the soul. When a body dies or a spirit departs, sometimes the animus remains in the world. Without the spirit, though, the animus has no purpose, and it runs amok. Like many undead, a wraith is the result of an unfettered animus. (Monster Vault)
When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. (Monster Vault)
When a wraith slays a living humanoid, another wraith emerges from that person’s body within a few minutes, or within a few seconds in areas of intense necrotic energy. Even when powerful magic returns a person to life, his or her wraith remains. A restored cadaver regains its soul and heals fatal wounds, but rather than it regaining its former animus, a new one forms to close the gap between body and spirit. (Monster Vault)
When a mad wraith slays a living humanoid, another wraith emerges from that person’s body within a few minutes, or within a few seconds in areas of intense necrotic energy. Even when powerful magic returns a person to life, his or her wraith remains. A restored cadaver regains its soul and heals fatal wounds, but rather than it regaining its former animus, a new one forms to close the gap between body and spirit. (Monster Vault)
Even the dreaded wraith is simply a soulless animus, deeply corrupted and infused with strong necromantic energy. (Open Grave Secrets of the Undead)
Wraiths have a similar thirst for mortal souls, using the resulting energy to spawn their dreadful progeny. (Open Grave Secrets of the Undead)
Areas tainted by necromantic seepage in the Shadowfell spawn wraiths. (Open Grave Secrets of the Undead)
Any humanoid killed by a wraith rises as a free-willed wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Open Grave Secrets of the Undead)
Most wraiths spawn more of their kind when they murder a humanoid. (Open Grave Secrets of the Undead)
Rarely does a humanoid wraith kill a dragon, and a wyrm so slain normally cannot rise as a wraith. Humanoids slain by draconic wraiths can, however, rise as wraiths themselves. (Draconomicon I Chromatic Dragons)
Any humanoid creature killed by a wyrm-wisp rises as a free-willed wraith at the start of its creator’s next turn; a dragon instead rises as a wyrm-wisp. The new wraith appears in the space where it died or in the nearest unoccupied space. Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Draconomicon I Chromatic Dragons)
Any humanoid creature killed by a soulgrinder rises as a free-willed wraith at the start of its creator’s next turn; a dragon instead rises as a soulgrinder. The new wraith appears in the space where it died or in the nearest unoccupied space. Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Draconomicon I Chromatic Dragons)
Sometimes, though, the victims of a vampiric dragon rise as spiritual undead such as ghosts and wraiths. (Draconomicon I Chromatic Dragons)
A shadar-kai could live longer than any eladrin. Few do, however; the consequences of extreme living keep them from seeing old age. Some simply fade away, disappearing into shadow and death, perhaps leaving behind a wraith as the soul passes into the Raven Queen’s care. (Dragon Magazine Annual)
DEATH’S HUNGER (H3 Pyramid of Shadows)
The power of death is strong in this area. A bloodied creature anywhere in the area can score a critical hit on a natural die roll of 19 or 20. (H3 Pyramid of Shadows)
A character who falls to 0 hit points or fewer anywhere in within the area shown on the encounter map is immediately teleported into one of the empty coffins in the northeast room. The lid of the coffin slams shut and requires a DC 20 Strength check to open (from either side). Each time a character inside a coffin fails a death saving throw, each battle wight (if any remain) regains 24 hit points. A character who dies inside one of the coffins rises as a wraith at the start of the frightful wraith’s next turn, exactly as if the wraith had killed the creature. With phasing, the character can escape the coffin and rejoin the battle, now fighting on the side of the other undead. (H3 Pyramid of Shadows)
A zombie holds a struggling goblin in its hands and plunges the screaming goblin into the southeastern pool. Instantly, the goblin stops struggling and the pool turns red. A wraith emerges from the goblin's body. (Halls of Undermountain)
If a living creature enters or starts its turn in the pool, it must make a saving throw. If it fails the saving throw, the creature loses a healing surge. If a creature with no healing surges fails the saving throw while in the pool, the creature dies and is immediately turned into a wraith. (Halls of Undermountain)
If anyone disturbs the garter or the bones of Trestyna Ulthilor, the priestess's spirit rises as a wraith. (Halls of Undermountain)
The wraiths in this place were created by the chaos of the Deck of Many Thinas, though they lay quiescent for many years after the fall of the abbey. (Madness at Gardmore Abbey)
Others find the weight of their mortal deeds so heavy they cannot bear to move farther than the Shadowfell. In time, they are corrupted by the plane’s malaise, becoming specters, wraiths, and other insubstantial beings. (Manual of the Planes)
Any humanoid killed by a wraith rises as a free-willed wraith at the start of its creator's next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Seekers of the Ashen Crown)
A number of devils dwell on the Shores of Sorrow island, as do a small number of undead creatures such as wraiths, specters, and ghosts—folk wasted away by the pervasive despair. (The Plane Above: Secrets of the Astral Sea)
Even the most faithful divine servant who dies in one of these places dies unnoticed. The souls of the fallen linger forever in the godless realms, becoming ghosts, wraiths, or similar undead without ever traveling to the Shadowfell, where the Raven Queen would judge their final disposition. (Underdark)
Even the dreaded wraith is simply an animus, deeply corrupted and infused with strong necrotic energy. (Wizards Presents Worlds and Monsters)
Any humanoid killed by a wraith rises as a free-willed wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Dungeon 158)
Any humanoid killed by a wraith rises as a free-willed wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Dungeon 169)
Mistwatch Blight disease. (Dungeon 186)
When the oblivion wraith kills a humanoid, that humanoid becomes a wraith at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master’s control. (Dungeon 196)
Created from the spirits of the Shadowghasts. (Dungeon 197)
When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master’s control. (Dungeon 197)
When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. (Dungeon 211)
This chamber, once the entryway to the temple, became the place where Rasmus granted his “blessing” to his disciples, transforming them into vampire spawn. The spawn were slain centuries ago by Arne and her companions, but their restless spirits have been awakened by their master’s return to the temple. (Dungeon 218)
The family buried here suffered a curse, and so undead linger in the vault. (Dungeon 221)
Unquestionably the most frightening aspect of any wraith is its ability to create new wraiths from its slain victims. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
A tiny carrock overfull of elves heading toward the unknown continent to the east with their sole treasure foundered in a storm and sank. Thirteen wraiths haunt the boat’s wreck and keep both natural predators and treasure-seekers away. (Kingdoms of Kalamar 4th Edition Campaign Setting)
When the first sentient creatures of Áereth felt the cold grip of death upon them, it was the goddess Lasheeva who offered the attractive, if macabre, alternative. Granting a blessed few her deathward kiss, it was she who personally introduced the curse of undeath to Áereth. From the mindless, animate corpses of zombies and skeletons to the ravenous, tomb-haunting ghouls; from dread wights and mummies that lurk in the deep subterrene to wraiths and vampires that prowl the night—all such creatures owe their existence, their powers, their misery, and their glory to the Great and Terrible Lasheeva. (Level Up 2)
Any humanoid killed by a serpent wraith rises as a free-willed wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Master Dungeons M1: Dragora's Dungeon)
When fully connected to the Voice of Rot, the cyclopean revelation further causes any creature slain by it to rise as a wraith loyal to the wielder. (Zeitgeist Act Three The Age of Reason)
Wraith, Eata Sindalain: ?
Wraith, Kravenghast: ?
Wraith, Matharic: Matharic and his band laid claim to a large section of Underdark wilderness near Citadel Adbar. They slaughtered merchants who were bringing trade to the citadel, and ambushed dwarven strike teams sent to eliminate them. The dwarves discovered that Matharic's secret lair lay hidden beneath one of their outposts, from where the drow had spied on them and learned their plans. The dwarves led a large force against the drow. Dozens of dwarves died in the assault, as did Math-ark's entire band. Even though Matharic was slain in the battle, his evil spirit lingered on. Now his undead essence haunts the caverns of the area. (War of Everlasting Darkness)
Wraith Advanced Wraith: Any humanoid killed by an advanced wraith rises as a free-willed advanced wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
Wraith Archwraith, Moghadam: ?
Wraith Draconic: See Draconic Wraith.
Wraith Dread Wraith: When many people die abruptly, a dread wraith can coalesce from their collected spirits. (Monster Manual)
Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Monster Manual)
At the start of Orcus’s turn, any creature killed by the Wand of Orcus that is still dead rises as a dread wraith under Orcus’s command. (Monster Manual)
Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Open Grave Secrets of the Undead)
Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Dungeon Delve)
Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Dungeon Magazine Annual Vol. 1)
By the time the adventurers rush to the Raven Queen's aid, she is already staked to the floor of her throne room by the shard of evil. Although she is not yet destroyed. her power to judge souls and send them to their final destinations fails. (E3 Prince of Undeath)
The consequences of this have yet to propagate. Within Letherna, Raise Dead and similar rituals work normally however, each time a creature is raised to life, a dread wraith appears in a square adjacent to the raised creature. (E3 Prince of Undeath)
Any humanoid killed by a dread wraith assassin rises as a free-willed dread wraith at the start of its creator's next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (E3 Prince of Undeath)
Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (The Plane Above: Secrets of the Astral Sea)
Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Dungeon 160)
Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Dungeon 162)
Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Dungeon 171)
Any humanoid killed by a dread wraith assassin rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Dungeon 175)
The breath of the black phoenix is said to cause the dead to rise, randomly imbuing slain enemies with unholy might. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Any humanoid killed by the black phoenix rises as a free-willed dread wraith at the start of its creator's next turn, rising in the space where it died or in the nearest unoccupied space. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Wraith Dread Wraith Archmage, Gabal: Through a powerful ritual, Inquisitors called back Gabal’s soul and transformed it into a dread wraith. (War of the Burning Sky 4e 9 The Festival of Dreams)
Wraith Dread Wraith Assassin: ?
Wraith Elite Mad Wraith: ?
Wraith Elite Sword Wraith: Any humanoid killed by a sword wraith rises as a free-willed sword wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
Wraith Fell Troll Wraith: When Snurre established his hall here, he slew the trolls already in residence. The festering evil of the Elder Elemental Eye prevented their foul spirits from resting easy. (Dungeon 200)
Wraith Figment: When the sovereign wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master’s control. (Monster Vault)
When the mad wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this mad wraith's next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master's control. (Madness at Gardmore Abbey)
When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master’s control. (Dungeon 192)
When the mad wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master’s control. (Dungeon 192)
When the reaper blossom cluster kills a living humanoid, that humanoid becomes a wraith figment at the start of the cluster’s next turn. (Dungeon 195)
A dim intelligence directs these malign flowers, reaper blossoms, whose toxic pollen can rapidly drain the life force from any living creature, spawning a terrible wraith in the process. (Dungeon 195)
Although they are found throughout the Shadowfell, reaper blossoms are not naturally occurring. Those knowledgeable on the subject suspect that the flowers are Orcus’s creations. The blossoms’ diet of souls and ability to spawn undead gives credence to this belief, which has motivated the Raven Queen’s followers to declare reaper blossoms an affront to her. (Dungeon 195)
When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. (Dungeon 210)
When the sovereign wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. (Dungeon 214)
When the sovereign wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. (Dungeon 215)
When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. (Dungeon 218)
When the mad wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. (Dungeon 218)
When the sovereign wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. (Dungeon 218)
When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. (Dungeon 218)
When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. (Dungeon 221)
Wraith Filching Wraith: ?
Wraith Fire Warped Wraith: ?
Wraith Forge Wisp Wraith: Forge wisp wraiths are individual spirits that failed to join together to form a forgewraith. (Dungeon Magazine Annual Vol. 1)
Forge wisp wraiths are individual spirits that failed to join together to form a forgewraith. (Dungeon 167)
Wraith Frightful Wraith: Any humanoid killed by a frightful wraith rises as a free-willed frightful wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (H3 Pyramid of Shadows)
Wraith Frost Giant Sword Wraith: ?
Wraith Gaballan Wraith: A creature that dies because of a Gaballan wraith's Touch of Death attack rises as a Gaballan wraith at the start of its next turn. (War of the Burning Sky 4e 9 The Festival of Dreams)
Creatures reduced to 0 hp on a round in which Gabal attacked them rise as a Gaballan Wraith at the start of their next turn. (War of the Burning Sky 4e 9 The Festival of Dreams)
Gabal has created dozens of additional wraiths as spawn. (War of the Burning Sky 4e 9 The Festival of Dreams)
Wraith Grief Wraith: During the attack on Fort Frostbite, Lady Ree and her lady-in-waiting — escorted by four knights — fled here to climb above the poison along with Her Ladyship’s newborn twins. Unfortunately, the gas broke the windows of this chamber, and they killed each other. (Dungeon Crawl Classics 61 Citadel of the Corruptor)
Sadly, their tale is not over. The two women have returned as grief wraiths, endlessly recounting their tragedy with their regretful whispers power. (Dungeon Crawl Classics 61 Citadel of the Corruptor)
Wraith Hag Wraith: ?
Wraith Lost Wraith: Any humanoid killed by a lost wraith rises as a free-willed lost wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Dungeon 155)
Wraith Mad Wraith: Any humanoid killed by a mad wraith rises as a free-willed mad wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Monster Manual)
Any humanoid killed by a mad wraith rises as a free-willed mad wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Open Grave Secrets of the Undead)
Four Gardmore paladins-Engram, Dorn, Silas, and Hromwere assigned to guard and transport the Brazier. When the abbey was attacked, Engram, Dorn, and Silas carried the relic to the rendezvous point in the garrison. (Madness at Gardmore Abbey)
The wizard Vandomar sealed the three knights inside to protect them while they waited for their companion. However, Hrom fell in battle before reaching the others. Without him, they were unable to open the chest holding the Brazier. Driven mad by the relentless whispers of the evil spirits that invaded the place, the knights killed each other. (Madness at Gardmore Abbey)
Vandomar was unable to save the paladins. To prevent the evil that had destroyed them from spreading, he reinforced the magical seal. So the garrison remains to this day, haunted by the mad spirits of the dead knights (Madness at Gardmore Abbey)
Any humanoid killed by a mad wraith rises as a free-willed mad wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Dungeon 156)
Any humanoid killed by a mad wraith rises as a free-willed mad wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Dungeon 158)
This chamber, once the entryway to the temple, became the place where Rasmus granted his “blessing” to his disciples, transforming them into vampire spawn. The spawn were slain centuries ago by Arne and her companions, but their restless spirits have been awakened by their master’s return to the temple. (Dungeon 218)
Any humanoid killed by a mad wraith rises as a free-willed mad wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Master Dungeons M1: Dragora's Dungeon)
Wraith Minion: ?
Wraith Mist Haunter: Any humanoid killed by a mist haunter rises as a free-willed mist haunter at the start of its creator's next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Wraith Mist Walker: Any humanoid killed by a mist walker rises as a free-willed mist walker at the start of its creator's next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Wraith Moon Wraith: Any humanoid killed by a moon wraith rises as a free-willed moon wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Open Grave Secrets of the Undead)
Moon wraiths are floating, crescent-shaped apparition that are created when a lycanthrope dies during its transformation. (Open Grave Secrets of the Undead)
Wraith Oblivion Wraith: Any humanoid killed by an oblivion wraith rises as a free-willed oblivion wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Open Grave Secrets of the Undead)
It is created when a person dies violently during an important life event, such as a wedding or a coronation. (Open Grave Secrets of the Undead)
Any humanoid killed by the oblivion wraith rises as a free-willed oblivion wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain humanoid (using the Raise Dead ritual) does not destroy the spawned wraith. (The Plane Below: Secrets of the Elemental Chaos)
When the wraith kills a humanoid that humanoid becomes a wraith at the start of this wraith's next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square and it rolls a new initiative check. The new wraith acts under the Dungeon Master's control. (The Shadowfell: Gloomwrought and Beyond)
Any humanoid killed by an oblivion wraith rises as a free-willed oblivion wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Dungeon 163)
Wraith Phane Wraith: ?
Wraith Pistol Wraith: A pistol wraith is the undead spirit of a gunman- either one so especially wicked that he rose after his death to haunt the land, or one slain by another pistol wraith. (Jester's 4e Monsters)
Wraith Ruin Wraith: ?
Wraith Seething Wraith: Any humanoid killed by a seething wraith rises as a free-willed seething wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Dungeon 158)
Wraith Servant: Bestowed upon those of advanced spiritual development to be more susceptible, this template represents those undead servants whose power is more metaphysical than physical. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
Wraith Serpent Wraith: ?
Wraith Servant Cleric, Mdus: ?
Wraith Servant Monk, The Grandmaster: ?
Wraith Servant Sorcerer, Ji Sung: ?
Wraith Shadow Wraith: ?
Wraith Shattered Wraith: ?
Wraith Sovereign Wraith: This chamber, once the entryway to the temple, became the place where Rasmus granted his “blessing” to his disciples, transforming them into vampire spawn. The spawn were slain centuries ago by Arne and her companions, but their restless spirits have been awakened by their master’s return to the temple. (Dungeon 218)
Wraith Sword Wraith: Any humanoid killed by a sword wraith rises as a free-willed sword wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Monster Manual)
Any humanoid killed by a sword wraith rises as a free-willed sword wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Open Grave Secrets of the Undead)
Any humanoid killed by Kravenghast rises as a free-willed sword wraith at the start of Kravenghast’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Open Grave Secrets of the Undead)
Any humanoid killed by a sword wraith rises as a free-willed sword wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (P2 Demon Queen's Enclave)
Any humanoid killed by a sword wraith rises as a free-willed sword wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (P3 Assault on Nightwyrm Fortress)
Any humanoid killed by a sword wraith rises as a free willed sword wraith at the start of its creator's next turn. Appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Revenge of the Giants)
Any humanoid killed by the sword wraith rises as a free-willed sword wraith at the start of its creator's next turn, appearing in the space where it died, or in the nearest unoccupied space if that space is occupied. Raising the slain creature (using a Raise Dead ritual) does not destroy the spawned wraith. (Tomb of Horrors)
Any humanoid killed by Moghadam rises as a free-willed sword wraith at the start of its creator's next turn, appearing in the space where it died, or in the nearest unoccupied space if that space is occupied. Raising the slain creature (using a Raise Dead ritual) does not destroy the spawned wraith. (Tomb of Horrors)
Any humanoid killed by a sword wraith rises as a free-willed sword wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raised Dead ritual) does not destroy the spawned wraith. (Dungeon 163)
Wraith Sword Wraith Attendant: ?
Wraith Time Wraith: ?
Wraith Troll Wraith: When Snurre established his hall here, he slew the trolls already in residence. The festering evil of the Elder Elemental Eye prevented their foul spirits from resting easy. (Dungeon 200)
Wraith Vortex Wraith: Any humanoid killed by a vortex wraith rises as a free-willed vortex wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Open Grave Secrets of the Undead)
A vortex wraith rises when a person dies in a tornado or storm and the victim’s body is never found. (Open Grave Secrets of the Undead)
The wraiths in this place were created by the chaos of the Deck of Many Thinas, though they lay quiescent for many years after the fall of the abbey. (Madness at Gardmore Abbey)
When the vortex wraith kills a humanoid, that humanoid becomes a vortex wraith the start of this wraith's next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master's control. (Madness at Gardmore Abbey)
Wraith Weeping Wraith, Dyneera Madar: This chamber was originally intended to house the remains of Darom Madar’s wife and two eldest sons, all slain by House Tsalaxa assassins. In the century that has passed since their deaths, the spirits of the three have become restless and have risen as ghostly abominations. (Dungeon 181)
Wraith Wisp Wraith: wisp wraith is the result of a wraith that failed to form correctly when another wraith used spawn wraith. (Open Grave Secrets of the Undead)
Defiling Sigil trap. (Marauders of the Dune Sea)
In addition to the ghostly undead, a more subtle danger awaits intruders. The obelisk in the center of the room is scribed with the names of each and every member of House Madar, stretching back to the founding of the house. It has become a kind of battery for the rage and sorrow of House Madar’s last days. The obelisk leeches negative emotions from living creatures to generate dangerous quasi-undead known as wisp wraiths. (Dungeon 181)
Wrath of Nature: MOST PEOPLE LIVING IN CITIES MEAN WELL, but a certain amount of pollution is inevitable. Livestock overgraze, communities log and burn forests, and cities dump waste and alchemical byproducts into the streams. The land is forgiving, but sometimes when an area is so wrought with pollution and death, nature’s rage gives rise to a wrath of nature, a mindless embodiment of death. (Open Grave Secrets of the Undead)
Wrath of Nature Calvary Creekrotter: Calvary creekrotters arise as a result of extreme pollution in a river, lake, or part of the ocean. When the land dies away, nature rebels, animating the dead animals and vegetation to visit wrath upon civilization. (Open Grave Secrets of the Undead)
Some evil creatures, including corrupt druids, purposefully defile bodies of water in an attempt to create these monstrosities. They dump vile substances and waste into streams and rivers, killing life and upsetting the natural order. (Open Grave Secrets of the Undead)
Wrath of Nature Cindergrove Spirit: Cindergrove spirits arise at the edge of communities in which the verdant landscape was burned to make way for civilization. (Open Grave Secrets of the Undead)
Some corrupt creatures purposefully burn natural environments rich with life and beauty in an attempt to create these monstrosities. (Open Grave Secrets of the Undead)
Wrath Spirit: See Ghost Wrath Spirit.
Wrathborn Zombie: See Zombie Wrathborn.
Wrathful Viceling: See Viceling Wrathful Viceling.
Wretch of Kyuss: See Spawn of Kyuss Wretch of Kyuss.
Wretched Stench Ghoul: See Ghoul Wretched Stench Ghoul.
Wynarn, Kaius: See Vampire, King Kaius ir'Wynarn III.
Wyrm-Wisp: See Draconic Wraith Wyrm-Wisp.
Wyvern Zombie: See Zombie Wyvern Zombie.
Xenro: See Dracolich Blackfire Dracolich, Xenro.
Xochatateo: Xochatateo are filthy undead humanoids, created from the sacrificial victims of particularly vile and bloodthirsty cults. Each bears a similar wound upon its chest, where its still beating heart was cut from its body just before the death of its corporal form. For some reason, the xochatateo lives on; a tormented creature cursed to exist between the realms of life and death, constantly seeking the hearts of the living to replace the one that once beat within its chest. (Blackdirge's Dungeon Denizens)
It is unclear as to exactly why the xochatateo are created. Some scholars argue that they are created when a sacrifice ritual is conducted incorrectly; others believe that they are created when the subject being sacrificed simply refuses to die. A few cynics even believe that xochatateo are nothing more than a cruel god’s joke. Regardless of the reasons why the undead creature is created, there is no disputing how they come into existence: During a sacrifice ritual, when the still-beating heart is ripped from a humanoid creature’s chest, for some reason that creature does not die. Instead, it is reborn as a cruel, savage creature with a taste for mortal flesh. (Blackdirge's Dungeon Denizens)
Xochatateo are filthy undead humanoids, created from the sacrificial victims of particularly vile and bloodthirsty cults. Each bears a similar wound upon its chest, where its still-beating heart was cut from its body just before the death of its corporal form. For some reason, the xochatateo lives on – a tormented creature cursed to exist between the realms of life and death, constantly seeking the hearts of the living to replace the one that once beat within its chest. (Dungeon Crawl Classics 58 The Forgotten Portal)
It is unclear as to exactly why the xochatateo are created. Some scholars argue that they are created when a sacrifice ritual is conducted incorrectly; others believe that they are created when the subject being sacrificed simply refuses to die. A few cynics even believe that xochatateo are nothing more than a cruel god’s joke. Regardless of the reasons behind their creation, there is no disputing how they come into existence: During a sacrificial ritual, when the still-beating heart is ripped from a humanoid creature’s chest, for some reason that creature does not die. Instead, it is reborn as a cruel, savage creature with a taste for mortal flesh. (Dungeon Crawl Classics 58 The Forgotten Portal)
When Tlacocelot began sacrificing victims, it took him many attempts to get the procedure right. The results of these failed attempts have generated the four undead creatures that lurk in the alcoves. The xochatateo are filthy ghoul-like undead creatures, forced to exist against their will. (Dungeon Crawl Classics 58 The Forgotten Portal)
Xochatateo Greater Xochatateo: ?
Xori Brute: ?
Xori Deadwomb: ?
Xori Deadwomb Necroling: Xori Deadwomb's Spawn power.
Xori Laborer: ?
Xori Reaper: ?
Xori Servitor: ?
Xori Spitter: ?
Xotxilaha Tiefling Mummy: See Mummy Xotxilaha Tiefling Mummy.
Xulmec Worker Zombie: See Zombie Xulmec Worker Zombie.
Yaneria Ro: See Vampire, Queen Yaneria Ro, Vampire Queen Yaneria, The Original Vampire, Murderer of Pelus Peacekeeper and Solis Ro.
Yannux: See Nightwalker, Yannux.
Yara-Ma-Yha-Who: See Vampire Yara-Ma-Yha-Who, Blood Dwarf.
Yarnath Mul: See Lich, Yarnath Mul.
Yarost: See Vsadni, Yarost, The Naive Axeman.
Yera: See Ghoul Ghast Halfling Ghast, Yera.
Yeraa: See Dreadclaw Darkliege, Yeraa.
Yisarn: See Skeletal Mage, Yisarn.
Yorantadrios: See Dracolich, Yorantadrios.
Yorn, Talther: See Vampire Necromancer, Talther Yorn.
Young Breath Dragon: See Breath Dragon Young Breath Dragon.
Ystis: See Lich Feline Lich, Ystis, The Maddening Cat.
Yusarak of the Seven Tribes: See The Thirteen, Yusarak of the Seven Tribes.
Zanderraum, Eldreth: See Flameskull, Eldreth Zanderraum.
Zanifer Karisa: See Vampire, Zanifer Karisa.
Zannara: See Undead Sorcerer, Zannara.
Zarovich, Strahd: See Vampire, Count Strahd von Zarovich.
Ziggurat Ghost: See Ghost Ziggurat Ghost.
Zirithian: See Vampire, Zirithian.
Zombie: A ZOMBIE IS THE ANIMATED CORPSE of a living creature. Imbued with the barest semblance of life, this shambling horror obeys the commands of its creator, heedless of its own well-being. (Monster Manual)
A typical zombie is made of the corpse of a Medium or Large creature. (Monster Manual)
Most zombies are created using a foul ritual. (Monster Manual)
Corpses left in places corrupted by supernatural energy from the Shadowfell sometimes rise as zombies on their own. (Monster Manual)
Fueled by dark magic, malevolent forces, dire curses, or angry spirits, zombies are animate corpses. Any corpse with flesh suffices to make a zombie. It might be a dead warrior from a battlefield, distended from days in the sun, guts trailing from a mortal wound. It might be a muddy cadaver of a woman recently buried and risen again, leaving maggots and worms in her wake. A zombie could wash ashore or rise from a marsh, swollen and reeking from weeks in the water. A zombie could instead appear alive, crafted from a recently deceased corpse. (Monster Vault)
A zombie need not be the size of a normal humanoid, or even humanoid in form. When a necromancer or a natural phenomenon causes a corpse to rise, the corpse could belong to the smallest beast or the largest giant. When a zombie plague infects a city, any size or kind of creature can be affected—horses, dogs, children, cats—anything that has a pulse. (Monster Vault)
For a zombie to be animated, a body’s soul must have departed. What remains in the corpse is an animus, a vital spark that drives the body without thought or conscience. Without a soul or memories, a zombie has no more humanity or intelligence than a simple animal. (Monster Vault)
In most cases, a zombie serves its creator or rises in response to the defilement of a sacred location. At rare times, zombies arise in the hundreds. These zombie plagues are provoked by cosmic, magical, or divine events. A zombie plague might be the result of an angry god, a magical experiment gone wrong, a powerful ritual, or a falling star. When the event occurs, the bodies of the dead claw out of their graves and attack the living. Anyone who dies as a result of such an assault soon becomes a zombie after acquiring the disease or curse that the zombies carry. These terrifying plagues can consume an entire civilization if left unchecked. (Monster Vault)
WHEREVER THE GRAY CARESSES THE NATURAL WORLD, an indelible stain spreads. Darkness bleeds into the land, the sun dims, and the dead rise. Much of Athas has shuddered now and again under the Gray’s touch, and the land sprouts a bountiful harvest of zombies. (Dark Sun Creature Catalog)
Defiling magic and the Gray are Athas’s primary zombie producers. Whether a templar is raising an undead army for personal gain or the Gray randomly spawns a new pack, the result is much the same. (Dark Sun Creature Catalog)
The carved skull buried in one of the old crypts has pulsed back to unlife. Its wakening will attract undead miles away from Col Fen. Unless the skull is destroyed, it will become a magnet for undead from distant places, while at the same time animating skeletons and zombies from the graveyard of Col Fen. (Open Grave Secrets of the Undead)
When a corpse vampire kills a living humanoid by a means other than blood drain, that humanoid rises as a zombie of its level at sunset the next day. (Open Grave Secrets of the Undead)
As his cult grew, the foul huecuva returned to the temple of Bahamut where he once served. There, in a bloodbath of mythic proportions, he not only massacred the entire priesthood but also raised them as shambling zombies, whom he then set loose upon the surrounding city. (Dragon Magazine Annual)
With the aid of the powers beyond the rift, Kalarel has animated several corpses from the interred dead and transformed this area into a guard room. (H1 Keep on the Shadowfell)
Cemetery Rot disease. (Open Grave Secrets of the Undead)
The Sea of Rot is so named because it is filled with a seemingly endless legion of zombies. Mortal creatures offered as sacrifices to Orcus have their spirits reborn here as conscripts in the Shambling Horde. (P2 Demon Queen's Enclave)
Justice is dire and unforgiving in Hordethrone. Intruders are placed in steel cages that hang above this plaza and left to starve to death. Later, they are raised to take their place in the Shambling Horde as new conscripts in Orcus’s undead army. (P2 Demon Queen's Enclave)
This cavern was the scene of a heated battle, and the remnants of that battle are strewn about the place. Over one hundred years ago, what remained of House Madar battled a group of House Tsalaxa assassins. The battle claimed the lives of everyone involved, and the intense hatred borne of the battle has reanimated the dead as zombies and skeletons. (Dungeon 181)
The leader of the House Tsalaxa assassins dabbled in defiler magic and was animated as a dread black reaver zombie. His lieutenant and minions followed their leader’s path to undeath and were animated as zombies in his service. (Dungeon 181)
Mistwatch Blight disease. (Dungeon 186)
Corpses are planted feet-down in the earth next to the corn, beans, and squash, and after the old priest conducts a dreadful ritual, they also “grow,” rising again as undead. (Dungeon Crawl Classics 55 Isle of the Sea Drake)
Each of the bodies buried in the field have pulverized onyx in their mouth, eyes, and ears, and over their heart. A DC 20 Religion check would recognize this as part of an unholy reanimation ritual. (Dungeon Crawl Classics 55 Isle of the Sea Drake)
Cauldron of Illserves magic item. (Dungeon Crawl Classics 56 Scion of Punjar)
These chambers were the living quarters for several under-priests loyal to Tlacocelot. When the high priest embraced the new regime offered by the evil couatl, his first action was to slay these priests. He used his magic mask to assume the form of a jaguar, then slaughtered them while they slept. Thus, all the zombies bear horrific slash and bite wounds. (A DC 10 Heal check reveals death was inflicted by a powerful animal’s talons and teeth.) However, he found a use for their broken bodies as undead thralls, and he raised them as zombies in order to terrorize the villagers and assist him with menial tasks. (Dungeon Crawl Classics 58 The Forgotten Portal)
Any humanoid slain by a flayed man rises as a zombie at the start of the flayed man’s next turn, appearing in the space where it died (or in the nearest unoccupied space). (Freeport Companion 4e)
A death-mother produces many full-fledged zombies every hour if given sufficient corpses on hand as food. (Horrors of the Shroud: The Death-Mother)
Death-mothers are products of the Shroud, twisted mockeries of motherhood that give birth to zombies of all sorts. (Horrors of the Shroud: The Death-Mother)
Death-Mother's Spawn Greater Horror power. (Horrors of the Shroud: The Death-Mother)
Death-Mother's Spawn Lesser Horror power. (Horrors of the Shroud: The Death-Mother)
This is Quellatis, the last Physician of Axaluatl. He has been experimenting for over 50 years with various bodies, both living and dead, in an attempt to create a stronger, smarter Child of Axaluatl. Through various experimentations with both mundane and magical processes, Quellatis is close to creating a potion that will greatly increase his people’s skills. However, the only things he has managed to create so far are zombies, and a number of his “creations” lurk in this room. (In Search of Adventure)
Tanahuatan’s closest servants were also entombed with their master, and they still serve him in undeath as zombies. (In Search of Adventure)
Rotting, animated corpses, zombies come in many varieties and are frequently customized or altered by necromancers. (Jester's 4e Ravenloft Manual of Monsters)
The Harvesters know that through their actions and devotion to the King of the Undead they will be rewarded at death by being granted undead status. The number and strength of the souls that a cleric takes directly reflect on his future undead status and dying while attempting to take a soul is said to grant automatic undeath. However, many clerics fear dying before harvesting enough souls and thus attaining only zombie status. (Kingdoms of Kalamar 4th Edition Campaign Setting)
The zombies are undead remains of the worshipers inside the temple at the time of the slaughter. (Kingdoms of Kalamar 4th Edition Campaign Setting)
When the first sentient creatures of Áereth felt the cold grip of death upon them, it was the goddess Lasheeva who offered the attractive, if macabre, alternative. Granting a blessed few her deathward kiss, it was she who personally introduced the curse of undeath to Áereth. From the mindless, animate corpses of zombies and skeletons to the ravenous, tomb-haunting ghouls; from dread wights and mummies that lurk in the deep subterrene to wraiths and vampires that prowl the night—all such creatures owe their existence, their powers, their misery, and their glory to the Great and Terrible Lasheeva. (Level Up 2)
Durnigari expected to be followed. She placed a Totem of Shaligon on board after slaughtering the crew. The totem has raised the ship’s crew as zombies. (The Realms of Chirak)
The rune totem of Shaligon is a magical device: a +1 Rune Totem with a Raise Zombie Ritual Spell. (The Realms of Chirak)
What does a raise zombie ritual spell do, you ask? The short answer is: anything the DM needs it to do… (The Realms of Chirak)
Typically, Jutras will terrorize a prisoner and then finish him off, dumping the body into the septic tunnel where it eventually becomes a zombie. (War of the Burning Sky 4e 4 The Mad King's Banquet)
Creatures killed by Jutras rise after 1d4 days as zombies under Jutras’s control. (War of the Burning Sky 4e 4 The Mad King's Banquet)
Zombies, ghouls, wights and skeletons stalk the eastern lands, making more of their kind with each unfortunate soul they fall upon. (Wraith Recon)
When Doverspike used an epic spell to slay the emperor and everyone in his bloodline, the effect cascaded through most of the population of the world. The dead animated as zombies and inexorably wiped out all the other survivors. (Zeitgeist 12 The Grinding Gears of Heaven)
When Doverspike used an epic spell to slay the emperor and everyone in his bloodline, the effect cascaded through most of the population of the world. The dead animated as zombies and inexorably wiped out all the other survivors. (Zeitgeist Act Three The Age of Reason)
Zombie, Tiberius Perseville: The corpse is that of Tiberius Perseville, the house’s new owner. Possessed by DeMay, Talia Perseville killed Tiberius with a magical weapon she found in the cellar. The dark energy of the house awoke Tiberius as a mindless zombie. (Good Little Children Never Grow Up)
Zombie Advanced Zombie: ?
Zombie Adventurer: Doran Underhelm and his mercenary group Doran’s Daggers decided to spend the night in the temple rectory after a fruitless exploration of the temple. When night fell, the necroshard’s power was unleashed and Garvus’ animated corpse slew them all. (Dungeon 176)
Zombie Ash Zombie: ?
Zombie Beholder Zombie: The zombie beholder lacks eyes. As a reanimated former cultist of That Which Waits Beyond the Stars, all its eyes have been removed. (Dungeon 155)
Zombie Black Reaver Zombie: The leader of the House Tsalaxa assassins dabbled in defiler magic and was animated as a dread black reaver zombie. (Dungeon 181)
Zombie Bladebearer Zombie, Chib Naresaar: ?
Zombie Blood Zombie: Blood zombies are the undead remains of sailors who died on the Blood Sea. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Zombie Blood Sea Zombie: Blood sea zombies are believed to have been a creation of the demon prince, Demogorgon. (Open Grave Secrets of the Undead)
Zombie Boneless Zombie: Boneless zombies are simple creature made to save the skeleton for other purposes. (Jester's 4e Ravenloft Manual of Monsters)
Zombie Boneyard Zombie: ?
Zombie Breath Zombie: The undead by-product of the Breath. Those creatures unlucky enough to be caught in the maw of the Breath of Ilius are raised shortly after their death and empowered by the Breath. (Night Reign Campaign Setting)
Known as the destroyer of kings, the reaper plague is a plague magically created by the Heaven Knights to enforce the rule of the Ilium Empire. (Night Reign Campaign Setting)
The disease attacks the body, causing severe skin lesions and bleeding from the eyes and ears. After the initial infection, black veins appear along the skin which pulse slightly along with the victims heartbeat. (Night Reign Campaign Setting)
At the later stages, the veins cover the body completely before the body begins to decay before the victim’s eyes. As their body shuts down, the decay continues until the deceased rises as a breath zombie. (Night Reign Campaign Setting)
When the Breath of Ilius kills a creature, its evil and necrotic energy raises the creature as a powerful undead zombie. (Night Reign Campaign Setting)
Any creature who dies of damage from Jarish the Butcher raises as a Breath Zombie equal to their level on their next turn. (Night Reign Campaign Setting)
Reaper Plague disease. (Night Reign Campaign Setting)
Zombie Breath Zombie Reaper: ?
Zombie Burnt Zombie Cluster: ?
Zombie Cannibal Zombie: Cannibal zombies are an undead plague spread through bites. (Jester's 4e Ravenloft Manual of Monsters)
Zombie Carcass: Gathered and created from the fallen ranks of the Ghoul King's most stalwart enemies, these undead atrocities have been denied any hope of a dignified death, instead corrupted into some of the most grotesque of the Ghoul King’s slaves. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Bloated to an obscene size by the fell magics of the Ghoul King, carcasses are grossly obese. Jagged horizontal incisions, through which all their internal organs are removed, split their distended abdomens into gaping maws, leaving the creatures nothing more than gigantic rotting husks. Once the bodies are magically and surgically altered, they are then reanimated and sent out against the Ghoul King’s foes. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Zombie Carcass Eater: It is the result of a rodent that gorges on the rotting, necrotic flesh of a canine. (Open Grave Secrets of the Undead)
Zombie Carcass Spawn: ?
Zombie Chardun-Slain: The god Chardun, the Great General, awards distinguished soldiers and units the gift to carry on their wars after death; Chardun-slain normally rise one full year after their mortal deaths, though, apparently at the behest of the Great General, to resume whatever assignment cost them their lives, be it laying siege to a town, guarding a bridge, or winning a battle. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Zombie Chardun-Slain Captain: ?
Zombie Chardun-Slain Warrior: ?
Zombie Charnel Hound: ?
Zombie Charnel Zombie: THE SAME PROCESSES THAT GIVE RISE TO GREAT CITIES and monuments invariably also sire throngs of poor, hungry, and unwanted souls barely surviving from day to day. Uncared for in life, these unfortunates receive little better in death. Thrown into burial pits or stacked in mass graves, they are quickly disposed of and forgotten even faster. Not even this pitiful eternal rest is secure, for such a wealth of uncared for remains is a prime target for necromancers and their ilk. (Dragon 371)
Charnel zombies bear the marks of their former poverty even into undeath. Their bodies are thin and malnourished from constant near starvation. What clothing was not scavenged by other destitute homeless is tattered and worn beyond possible use. Broken and crushed body parts attest that these corpses were dumped into a packed mass grave with little thought given for propriety or the state of the bodies. Their bodies and spirits broken even before being animated as zombies, they seem especially pathetic and vacant. (Dragon 371)
Zombie Chillborn Zombie: The thousands of deaths that took place on the Downs transformed this battlefield into a place where the walls between the world and the Shadowfell are weak. People who die here reanimate as undead. This is what happened to Tirian Forkbeard. (Open Grave Secrets of the Undead)
Humanoid creatures in the Downs (the entire area shown on the full-page map) who are reduced to 5 or fewer hit points take on a pale, waxy complexion. Their veins darken and become visible through their increasingly translucent flesh. An opaque glaze dulls their eyes, and their eyes remain open even while they are unconscious. (Open Grave Secrets of the Undead)
Humanoid creatures who die transform into chillborn zombies. (Open Grave Secrets of the Undead)
If any PCs die here, you can delay their transformation until after surviving PCs have defeated their current enemies or fled the field if things are going poorly for them. Otherwise, a dead comrade rises 1 round after death. It turns on living PCs, acting last in initiative order. It has full hit points as a chillborn zombie. (Open Grave Secrets of the Undead)
Victims of zombie transformation can, after being reduced to 0 hit points, be restored to life by a Raise Dead ritual. A player whose character became a zombie can choose to roleplay the character as haunted by hazy memories of the undead state or to shrug off the incident entirely. (Open Grave Secrets of the Undead)
Creature powers that raise slain enemies as undead (such as spawn wraith) supersede the zombie breeding ground effect. (Open Grave Secrets of the Undead)
The chillborn zombie was once the mine-thane of Karak, killed with the rest of his people and raised to undeath by the lingering power of the elemental energy in this area. (Dungeon 159)
Zombie Cinder Zombie: Zombies stir in burned-out husks of torched settlements and along the cracked slopes of the volcanic Sea of Silt islands. The kiss of fire preserved these scorched bodies from the elements. (Dark Sun Creature Catalog)
Zombie Composter: ?
Zombie Corpse of Despair: DESPAIR CAN BE A POWERFUL EMOTION—one capable of overwhelming otherwise ordinary beings and driving them to normally unthinkable acts. Those who succumb to utter hopelessness and end their own lives at the bleakest point of their depression leave a powerful impression upon their physical remains that can be exploited by necromantic ritual to create a particular type of undead: a corpse of despair. (Dragon 371)
The body animated as a corpse of despair could have hailed from any walk of life, since loss, pain, and despair can darken even the most opulent and powerful lives. However, certain similarities are borne by all. Their faces are masks of anguish and froze at the moment they ended their own existence. Marks of this suicide are still visible upon the zombie; slit wrists, signs of poisoning, and broken necks still bearing nooses are all common. (Dragon 371)
Zombie Corpse Rat Swarm: A corpse rat swarm is created when vast quantities of rats die together and are then infused with necrotic energy. (Open Grave Secrets of the Undead)
Zombie Corruption Corpse: A living humanoid killed by a deathdog rises as a free-willed corruption corpse at the end of its creator’s next turn. (Open Grave Secrets of the Undead)
Deathdogs are creatures of the Shadowfell that transform their prey into corruption corpses. (Open Grave Secrets of the Undead)
Hamona, a grim place that has already been terrorized by the Cult of Vecna. All the survivors in the village are missing their left hand and eye and are extremely distrustful of outsiders. The inhabitants of Hamona are also under a curse placed upon them by the cult in which they become undead creatures at nightfall. (Dungeon 158)
Zombie Cyclops Rambler Zombie: The necromancer gestures at the cyclops’s corpse and says, “In the name of Orcus, return to fight again!” The corpse lurches back to its feet. (Dungeon 160)
Drow Necromancer Zombify power. (Dungeon 160)
Zombie Death Mold Zombie: A Small or Medium target dropped below 1 hit point by a death mold's attack dies and immediately becomes a death mold zombie. (The Book of Vile Darkness)
A Small or Medium target reduced to 0 hit points or fewer from a death mold attack dies and immediately becomes a death mold zombie. (Dungeon 209)
Zombie Decrepit Swamp Zombie: In the course of his ritual sacrifices, Arkos sinks the corpses into the swamp. Some of the corpses, animated by the unholy power of the Kingspire, have awakened from the dead. (Master Dungeons M2: Curse of the Kingspire)
Zombie Desert Zombie: ?
Zombie Draconic: See Draconic Zombie.
Zombie Dread Zombie: Dread zombies are created by powerful necromancers for war. (Open Grave Secrets of the Undead)
Zombie Dread Demon Zombie, Skeletal Minion: These pits are where the demon lord created his first skeletal minions — the dread demon zombies that would spread their undead infection to corpses across Iparsia. The pits are filled with thousands of seething grubs atop rolling beds of bones. The worms give off a faint green luminescence, but taken together, the pulsing green light is sufficient to light the entire cavern. (Death Dealer Shadows of Mirahan)
However, woe to PC that should tumble into the pits: the larva swarm up around the hero, drawing him under the tide of devouring worms. Any creature that perishes in the pit emerges 5 rounds later, an undead, skeletal foot soldier, utterly subservient to Mirahan. (Death Dealer Shadows of Mirahan)
Zombie Dread Zombie Knight: ?
Zombie Dread Zombie Myrmidon: ?
Zombie Dread Zombie Slayer: ?
Zombie Drowned One: Drowned ones are zombies that have been underwater for some time; their bloated and discolored flesh drips with foul water. Drowned ones are usually the animated corpses of humanoids who died at sea. (Open Grave Secrets of the Undead)
Zombie Feasting Zombie: Among cannibalistic halflings, inhabitants who fall ill with wasting diseases are not eaten. Instead, the people open the earth and place sick clan members inside. The diseased are covered with sod and left to die respectably—in the embrace of nature, the giver of life that offers succor in death. But even the far reaches of Athas are not spared from the undead plague. On certain nights, undead halflings walk again in the Forest Ridge. (Dark Sun Creature Catalog)
Zombie Flameborn Zombie: ?
Zombie Flayed Crawler: CREATED TO BE VICIOUS TRACKERS AND ASSASSINS for their necromantic overlords, flayed crawlers are abhorrent abominations animated from the remains of victims sadistically tortured to death. The terrors inflicted upon the poor souls are so extreme that it leaves even their animated corpses unhinged and prone to violent, psychotic outbursts. (Dragon 371)
Zombie Flesh-Crazed Zombie: The twig blights and zombies gain their dark vitality from Vontarin’s ghost. (Dungeon 219)
Zombie Frozen Zombie Horde: ?
Zombie Goblin Zombie: The book on the lectern contains Talther Yorn’s meticulous notes (written in Common) about his various alchemical experiments, most of which focus on the reanimation of dead tissue and the creation of zombies by alchemical means. The pages to which the book lies open list the ingredients and instructions for creating a necromantic fluid that Yorn unimaginatively refers to as bone juice. According to the book, this substance can turn a living creature into an obedient zombie without the need for an animation ritual. A quick read of Yorn’s tome provides the following information:
F Creating or using bone juice is an inherently evil act. (Dungeon 211)
F When bone juice is injected into a living subject, death comes quickly. Within an hour, the corpse reanimates as a weak-willed zombie under its creator’s control. (Dungeon 211)
F The bone juice admixture must be perfect. Many of Talther Yorn’s early bone juice concoctions killed his subjects without reanimating them. (Dungeon 211)
F The key ingredient in bone juice is powdered bone. Talther recently discovered that the more diseased the bone, the greater the chance that the “end result” (in other words, the zombie) will go berserk. Thus, the bones of the elderly are less desirable than the bones of the young. (Dungeon 211)
F Talther’s last entry reveals that he recently injected bone juice made from the remains of a child named Fin into a “willing” goblin subject, and the experiment was successful. The goblin is unnamed, but Talther remarks in passing that the creature has only one eye. (Dungeon 211)
If the characters goad him into talking about what he did with Fin’s bones, he gloats that he ground the bones to powder, mixed the powder with some other ingredients, and injected the concoction into a goblin to turn it into a zombie. (Dungeon 211)
Small creature killed by bone juice injection. (Dungeon 211)
The necromancer ground the young boy’s bones into powder and used the powder as an ingredient in the bone juice that transformed a helpless one-eyed goblin into a goblin zombie. (Dungeon 211)
The necromancer lured a gang of goblins to his stronghold and has been using them as test subjects. He has turned several of them into zombies and tricked the others into thinking this transformation makes them more powerful. (Dungeon 211)
Black skull spiders are infused with negative energy, and may animate and control a limited amount of undead (in this case four goblin zombies). (Blessed by Poison)
Zombie Goblin Zombie Archer: ?
Zombie Goblin Zombie Bugsack: ?
Zombie Grapesorter: ?
Zombie Grapestomper: She employs a few slaves, but at present most of the labor is performed by animated zombies she calls “grapestompers.” (Dungeon Crawl Classics 63 Warbringer's Son)
Zombie Grasping Zombie: The undead are animated by the Weeping Aspect of Avandra’s wrathful emotions, doomed to repeat an eternal danse macabre of the temple’s last days in the natural world while orc and goblin defilers were looting it. (Dungeon 194)
In the long-forgotten calamity that befell this mine, the passages to this section collapsed. Many miners were trapped here and live on in undead misery. (Dungeon 208)
Zombie Grave Digger: Often made from the remains of failed, living grave robbers, zombie grave diggers are dressed in dark-colored work attire, complete with a myriad of hammers, spades, pries, and other accoutrements of their profession. (Dragon 371)
Zombie Grave Drake: ?
Zombie Grave Hunger Zombie: ?
Zombie Gravehound: Once the Darano kennel master, Kalmo was searching the Spellgard ruins with his wolves when a magic trap slew the animals and animated them as zombies. (FR1 Scepter Tower of Spellgard)
Ninaran followed Kalarel’s instructions in creating this magic circle to raise the dead. (H1 Keep on the Shadowfell)
After leading the cult for many years, Garvus sought to prolong his life through a dangerous necromantic ritual a few years ago. However, he foolishly used the necroshard as the ritual’s focus and unleashed a wave of raw energy that killed him and every living creature in the temple. Although a catastrophic and lethal failure for Garvus, his ritual increased the potential power of the necroshard tenfold. Each night since, the shard has slowly been growing in power. The necroshard’s power is at its strongest at night, when it saturates the surrounding area with the power of death. This necromantic energy has been slowly building, feeding on the many deaths in the Scar over the years. Tonight, the corpses of the Scar will rise as an army of zombies. (Dungeon 176)
Zombie Hobgoblin Soldier Zombie: ?
Zombie Hobgoblin Zombie: ?
Zombie Horde: Additionally, two hordes of simple zombies—animated eladrin dead bodies that were drawn into the realm of the dead—stands among them, ready to swarm the party. (Zeitgeist Act Two The Grand Design)
Zombie Horde Archer: ?
Zombie Horde Foot Soldier: Exhumed from ancient battlefields and war-torn lands by foul magic, these skeletons wear rotting, makeshift armor collected from their foes and fallen comrades, and fight with crude spears. (Death Dealer Shadows of Mirahan)
Zombie Horde Heavy Infantry: In life, they were mercenary captains, knights, and valiant swordsmen. (Death Dealer Shadows of Mirahan)
Zombie Horde Warrior: If a natural humanoid is slain by a demon larva swarm's consume the living attack it rises as a horde warrior at the beginning of the larva swarm’s next turn.
Zombie Horde Zombie: ?
Zombie Hulk: ?
Zombie Hulk of Orcus: ?
Zombie Hulking Zombie: ?
Zombie Infected Zombie: When a virulent plague rips though the land, sometimes the plague’s victims rise up from death. These creatures become agents of the plague, spreading infection through their diseased bite. (Open Grave Secrets of the Undead)
“Infected zombie” is a template you can apply to any zombie. The template represents a specialized kind of zombie that spreads sickness and disease. (Open Grave Secrets of the Undead)
Prerequisites: Zombie (Open Grave Secrets of the Undead)
A few particularly abhorrent undead carry a powerful contagion that, when transferred to mortals, causes them to weaken and die at an alarming rate, rising as undead in a matter of hours unless a cure is rapidly administered. Once a creature is infected in this manner, little can be done to save him or her from becoming undead. The infected zombie template can be used to create undead that spread such contagion. (Open Grave Secrets of the Undead)
Zombie Karrnathi: See Karrnathi Zombie.
Zombie Kruthik Young Zombie: ?
Zombie Lasher Zombie: DESPITE THE PROGRESS AND EXPANSION OF CIVILIZATION, countless unfortunate souls continue to live with the cruel pangs of hunger. Poverty, famine, disaster, and war all contribute to the tally of lives stolen away by starvation. Its victims suffer horribly as they wither away to pitiful, skeletal caricatures of themselves before finally succumbing. The final, agonizing hunger these poor creatures experience can be imprinted on the corpse they leave behind—a terrible need that lacks only the dark energy of necromancy to rise and gorge itself on an endless feast of warm blood and quivering flesh. Twisted rituals animate and bind these travesties to the will of their creator, who employs them as disturbingly effective guardians or terror weapons. (Dragon 371)
Zombie Lord: Zombie lords are powerful masters of undeath, either augmented zombies or unique and accidental creations. (Jester's 4e Ravenloft Manual of Monsters)
Zombie Mangler: ?
Zombie Moilian Zombie: A character who dies anywhere in the city of Moil rises on his or her next turn as a Moilian zombie. Moilian zombies are all that remain of the common folk of Moil, because their souls were poisoned by the eternal darkness into which their city was cast. (Tomb of Horrors)
The three bodies are Moilian zombies, risen from shadar-kai slain by the original guardians here. (Tomb of Horrors)
Undead guarding this portal killed these shadar-kai, which then rose as Moilian zombies to attack their former allies. (Tomb of Horrors)
Zombie Olman Zombie: ?
Zombie Plague Fogger: MANY VIRULENT AND DESTRUCTIVE DISEASES trouble the world, but a dreadful few belong to a category all their own. These plagues can devastate a region, leaving bloated and twisted corpses littering the streets and fields of the blighted area. Such corpses are rife with lethal pestilence and can, through either spontaneous accumulation of fell energy or deliberate action, rise as undead capable of calling on that power. (Dragon 371)
Zombie Putrescent Zombie: Putrescent zombies are created when necrotic energy mixes with abandoned or lost corpses. Also, a necromancer can use a dedicated ritual to create putrescent zombies. (Open Grave Secrets of the Undead)
Zombie Ranger: ?
Zombie Ravenous Zombie: Most zombies are mindless creatures, little more than automatons to be directed by their creators. Rarely, though, an animated carcass retains faint memories of its former life and is consumed by an overpowering need to fill the emptiness of its existence by consuming the fresh brains of living creatures. (Freeport Companion 4e)
Zombie Rot Grub Zombie: Long after a victim has died from a rot grub infestation, the creatures continue to eat away at the rotting flesh. From time to time, the corpse reanimates into a dark parody of life, creating a zombie that acts as a carrier for a swarm of rot grubs. (Monster Manual 3)
A corpse reanimated into a dark parody of life… and acts as a carrier for the swarm of rot grubs it carries around inside it. (Dragon 387)
Zombie Rotspitter Corpse: ?
Zombie Rotter: Ashgaunt's Wake the Dead power. (Dragon Magazine Annual)
With the aid of the powers beyond the rift, Kalarel has animated several corpses from the interred dead and transformed this area into a guard room. (H1 Keep on the Shadowfell)
Ashgaunt's Wake the Dead power. (Dragon 364)
During the tragedy that saw Shadowfell Keep deserted, several soldiers hid the Keep’s noncombatants in a pair of rarely-used rooms. The men then walled themselves and their wards into the chambers for safety. With plenty of food, they thought themselves safe. The soldiers realized too late that they had sealed themselves into a tomb. Their disappearance was marked up to the mad paladin. (Dungeon 155)
Today, the dead innocents stir. The enchantment that roused the ghoul in Encounter 17 of Shadowfell Keep also made monsters of these ancient warriors and servants. (Dungeon 155)
Hamona, a grim place that has already been terrorized by the Cult of Vecna. All the survivors in the village are missing their left hand and eye and are extremely distrustful of outsiders. The inhabitants of Hamona are also under a curse placed upon them by the cult in which they become undead creatures at nightfall. (Dungeon 158)
Jeras Falck took his revenge by turning the dead guards into zombies that now wander the hill. (Dungeon 166)
After leading the cult for many years, Garvus sought to prolong his life through a dangerous necromantic ritual a few years ago. However, he foolishly used the necroshard as the ritual’s focus and unleashed a wave of raw energy that killed him and every living creature in the temple. Although a catastrophic and lethal failure for Garvus, his ritual increased the potential power of the necroshard tenfold. Each night since, the shard has slowly been growing in power. The necroshard’s power is at its strongest at night, when it saturates the surrounding area with the power of death. This necromantic energy has been slowly building, feeding on the many deaths in the Scar over the years. Tonight, the corpses of the Scar will rise as an army of zombies. (Dungeon 176)
Zombie Rotting Zombie: In the days of Kalak’s reign, the vast majority of these undead were mindless hordes of rotting zombies, the victims of Kalak’s tyranny who were carelessly tossed into these catacombs to dispose of them. (Dragon 416)
Zombie Rotwing Zombie: ?
Zombie Salt Troll Zombie: While passing through the Salt Marsh one night, she encountered a stupid salt troll. He was easily overcome with her spells, and carefully finished off with acid. Not wanting to waste such a resource, she animated the body as a guardian. (Dungeon Crawl Classics 56 Scion of Punjar)
Zombie Salt Zombie: When Yarnath is busy with other projects, however, the captives brought here perish from starvation or predation from the cell keeper ssurran dune mystic and its two belgoi hunter guards. For that reason, the barred portion of the level contains only rotting bodies and a couple of salt zombies that spontaneously formed from the dead captives in this chamber, thanks to Slither’s undead ambience. (Dungeon 183)
A few randomly animated salt zombies lie among the corpses near the bottom of the drop shaft. (Dungeon 183)
Zombie Shadow Knight of Mirahan: ?
Zombie Shadow Titan: Towering giants composed of dead corpses, blood meal, and rotting gore, shadow titans are fearsome foes, laying waste to enemies with a single swing of their great mauls. (Death Dealer Shadows of Mirahan)
Zombie Shadow Wolf: Dread hounds, composed of flayed flesh, rotting muscle, and bleached bones, shadow wolves travel on the heels of the Shadow Horde, picking off weakened survivors and wretches wounded in the conflict. (Death Dealer Shadows of Mirahan)
Zombie Shadowtouched Zombie: Shadowtouched zombies are formidable undead infused with the energies of the shadowfell. (Jester's 4e Ravenloft Manual of Monsters)
Zombie Shambler: Non-small creature killed by bone juice injection. (Dungeon 211)
An additional threat, however, comes from the mummies throughout the tomb and any other dead bodies scattered about. When the trap of Nem activates, those bodies animate and wait to block the PCs’ escape. (Zeitgeist 3 Digging for Lies)
An additional threat, however, comes from the mummies throughout the tomb and any other dead bodies scattered about. When the trap of Nem activates, those bodies animate and wait to block the PCs’ escape. (Zeitgeist Act One The Investigation Begins)
Zombie Shambling Nexus: UNDEAD IN GENERAL ARE NOTORIOUSLY VULNERABLE to attacks that employ radiant energy, and zombies, although cheap and easy to animate, are often cumbersome and slow to react on the battlefield. Such problems have long been the bane of aspiring necromantic overlords and have spelled defeat for countless undead, both servant and master. Created to nullify these weaknesses, a shambling nexus is the product of unspeakable rituals that bind enormous quantities of raw, dark energy into a fleshy shell. (Dragon 371)
Zombie Shambling Zombie: As his cult grew, the foul huecuva returned to the temple of Bahamut where he once served. There, in a bloodbath of mythic proportions, he not only massacred the entire priesthood but also raised them as shambling zombies, whom he then set loose upon the surrounding city. (Dragon 364)
Zombie Shard Zombie: The zombie that ends up with the necroshard is instantly transformed into a shard zombie. (Dungeon 176)
Zombie Shuffling Zombie: ?
Zombie Skrum Zombie: ?
Zombie Skulk Zombie: They are rumored to be animated by the will of Vecna, which gives them an abiding hatred for the living. (Open Grave Secrets of the Undead)
Zombie Skullborn Rotwing Zombie: ?
Zombie Skullborn Zombie: ?
Zombie Skullborn Zombie Husk: ?
Zombie Slavering Maw: ONLY THE MOST POWER-HUNGRY, OVERLY CONFIDENT INSANE PERSON would construct an abomination known as a slavering maw. Dozens of corpses must be raised through necromantic rituals to serve as obscene construction material. The creature is then given form by stitching together the writhing and thrashing muscle, skin, sinew, and bone of its still animate donor zombies. Rusted iron and rotted wooden scraps are crudely nailed to its flesh and frame to help support its terrible mass. A final, unspeakable ritual fuses the disparate zombies into a single, horrific whole that is far more powerful than its component parts. (Dragon 371)
Zombie Sodden Corruption Corpse: ?
Zombie Soldier: During the tragedy that saw Shadowfell Keep deserted, several soldiers hid the Keep’s noncombatants in a pair of rarely-used rooms. The men then walled themselves and their wards into the chambers for safety. With plenty of food, they thought themselves safe. The soldiers realized too late that they had sealed themselves into a tomb. Their disappearance was marked up to the mad paladin. (Dungeon 155)
Today, the dead innocents stir. The enchantment that roused the ghoul in Encounter 17 of Shadowfell Keep also made monsters of these ancient warriors and servants. (Dungeon 155)
After leading the cult for many years, Garvus sought to prolong his life through a dangerous necromantic ritual a few years ago. However, he foolishly used the necroshard as the ritual’s focus and unleashed a wave of raw energy that killed him and every living creature in the temple. Although a catastrophic and lethal failure for Garvus, his ritual increased the potential power of the necroshard tenfold. Each night since, the shard has slowly been growing in power. The necroshard’s power is at its strongest at night, when it saturates the surrounding area with the power of death. This necromantic energy has been slowly building, feeding on the many deaths in the Scar over the years. Tonight, the corpses of the Scar will rise as an army of zombies. (Dungeon 176)
Zombie Strahd's Dread Zombie: ?
Zombie Strahd Zombie: ?
Zombie Strangler: ?
Zombie Strangler Hand: ?
Zombie Swamp Zombie: In the course of his ritual sacrifices, Arkos sinks the corpses into the swamp. Some of the corpses, animated by the unholy power of the Kingspire, have awakened from the dead. (Master Dungeons M2: Curse of the Kingspire)
Zombie Tainted Zombie: The creatures here are undead tainted by foul magic. (Dragon 382)
Zombie Tattooed Corpse: The sorceresses of Albadia are said to have perfected the arcane practice of tattoo magic. What is less known is the darker side of this skill, now widespread, in which tattoos are drawn by necromancers or tribal shamans to inscribe enchanted patterns upon reanimated corpses. These enhanced zombies are often sold to wealthy clients for use as guards. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Zombie Tattooed Corpse Mage: ?
Zombie Throng: The throng consists of the body parts and whole bodies of people killed en masse, often as a result of a disease outbreak. (Open Grave Secrets of the Undead)
Zombie Tombwalker: ?
Zombie Tough Zombie: ?
Zombie Trapped Zombie Foreman: In the long-forgotten calamity that befell this mine, the passages to this section collapsed. Many miners were trapped here and live on in undead misery. (Dungeon 208)
Zombie Warped Grimlock Zombie: ?
Zombie Weak Kruthik Zombie: ?
Zombie Withering One: Of the undead that shamble through the undercity of Tyr, perhaps the most bizarre are the zombies that some have come to call the withering ones. (Dragon 416)
They were born (if such a term is appropriate) at the time when the city of Tyr was dying. (Dragon 416)
Back when Kalak was still alive and was preparing for his draconic apotheosis, the city of Tyr was awash in defiling magic. Whether the people knew it or not, their sorcerer-king was burning the life force out of the entire city. The living citizens above the ground in Tyr weren’t the only ones who suffered under the sorcerer-king’s greed. In the undercity, the still-rotting flesh of the undead creatures that roamed those catacombs was being affected as well. (Dragon 416)
Many of the zombies were ultimately destroyed by this prolonged exposure to Kalak’s defiling magic. A special few, however, reacted to the magic by seemingly absorbing it. Those that continued to shamble on after the sorcerer-king’s death had been transformed into zombies that now had defiling magic built into the very fabric of their being. (Dragon 416)
The withering ones are zombies that have been suffused with defiling magic. (Dragon 416)
Zombie Wrathborn: A wrathborn is a decaying and ravaged victim of homicide. Wrathborn are undead avengers, returned from the grave to track down and kill their murderers. (Open Grave Secrets of the Undead)
Zombie Wyvern Zombie: The wyvern zombies in this area are what remain of Skelya’s mighty wyvern legions. Even in death, some of the white dragon’s faithful servants continued to serve and fight for their mistress. (Dungeon Crawl Classics 57 Wyvern Mountain)
Zombie Xulmec Worker Zombie: However, knowing that a few things still needed to be completed well after his death – and the deaths of the remaining Xulmec workers who built the crypt – Tanahuatan turned a few of the dead workers into zombies, so that a few mundane tasks could be completed after the tombs of the tiefling kings were sealed away from the rest of the Known World. (In Search of Adventure)

4e WotC
WotC Books
Monster Manual
Undead: ?
Atropal: Atropals are unfinished godlings that had enough of a divine spark to rise as undead.
Bodak: When a nightwalker slays a humanoid, that nightwalker can ritually transform the slain creature’s body and spirit into a bodak.
A nightwalker can turn a humanoid it has killed into a bodak using an arcane ritual that only works when cast in the Shadowfell, and only when cast by a nightwalker. Nightwalkers alone can warp the void energies of the Shadowfell to create such horrors.
Bodak Skulk: ?
Bodak Reaver: ?
Boneclaw: BONECLAWS ARE MAGICALLY CONSTRUCTED UNDEAD built to hunt and slay the living.
One creates a boneclaw by means of a dark ritual that binds a powerful evil soul to a specially prepared amalgamation of undead flesh and bone. The exact ritual is a closely guarded secret known only to a handful of liches and necromancers. Cabals that wish to possess the knowledge of boneclaw creation have resorted to diplomacy, theft, and clandestine warfare to acquire the ritual.
Although rumor holds that the first boneclaws were created by a powerful lich in the service of Vecna, the truth is that a coven of hags led by a powerful night hag named Grigwartha created the first boneclaw over a century ago. They invented a ritual that combines the flesh and bones from ogres along with the trapped soul of an oni. Although the materials can vary, the ritual is the same among those who know it.
Death Knight: DEATH KNIGHTS WERE POWERFUL WARRIORS who accepted eternal undeath rather than face the end of their mortal existence. With their souls bound to the weapons they wield, death knights command necrotic power in addition to their undiminished martial prowess.
“Death knight” is a monster template that can be applied to nonplayer characters.
The ritual to become a death knight is said to have originated with Orcus, Demon Prince of the Undead. Many death knights gained access to the ritual by contacting Orcus or his servants directly, but some discovered the ritual through other means.
The ritual of becoming a death knight requires its caster to bind his immortal essence into the weapon used in the ritual.
Death Knight Human Fighter: ?
Death Knight Dragonborn Paladin: ?
Demon Immolith: THE SPIRITS OF DECEASED DEMONS sometimes fuse together as they fall back into the Abyss that spawned them. The event is unpredictable, and the result is a horrid demonic entity called an immolith.
Devourer: WHEN A RAVING MURDERER DIES, his soul passes into the Shadowfell. There it might gather flesh again to continue its lethal ways, becoming a devourer.
Devourers are created from the souls of murderers lost in the Shadowfell.
Devourer Spirit Devourer: ?
Devourer Viscera Devourer: ?
Devourer Soulspike Devourer: ?
Dracolich: WHEN A POWERFUL DRAGON FORSAKES LIFE and undergoes an evil ritual to become undead, the result is a dracolich.
Dracolichs are unnatural creatures created by an evil ritual that requires a still-living dragon to serve as the ritual’s focus. When the ritual is complete, the dragon is transformed into a skeletal thing of pure malevolence. Some evil dragons willingly undergo this ritual.
A handful of evil cults possess a ritual for turning a dragon into a dracolich against its will. These cults do what they must to keep knowledge of that ritual from others. When a dragon is transformed into a dracolich with such a ritual, a linkage between the cult and the dragon is formed, and the cult gains influence over the dragon’s behavior.
Dracolich Blackfire Dracolich: ?
Dracolich Runescribed Dracolich: ?
Dracolich Winterdeath Dracolich: ?
Flameskull: CREATED FROM THE SKULLS OF WIZARDS and other spellcasters, flameskulls serve as intelligent undead guardians.
Rituals for creating flameskulls are ancient, so flameskulls exist in places lost to history.
Flameskull Great Flameskull: ?
Ghost: GHOSTS HAUNT FORLORN PLACES, bound to their fate until they are finally put to rest. Sometimes they exist for a purpose, and other times they defy death through sheer will.
A ghost is the spirit of a dead creature, often a Medium humanoid killed in some traumatic fashion.
Ghost Phantom Warrior: ?
Ghost Trap Haunt: ?
Ghost Wailing Ghost, Banshee: ?
Ghost Tormenting Ghost: ?
Ghoul: Humanoids that indulge in or resort to cannibalism become ghouls when they die. Ghouls are also created through rituals.
Humanoids that indulge in or resort to cannibalism become ghouls when they die. Ghouls are also created through rituals.
Ghoul Horde Ghoul: ?
Ghoul Abyssal Ghoul: Sometimes ghouls are graced by Doresain with power greater than their fellows. These so-called abyssal ghouls are the Ghoul King’s favorites and make up a goodly portion of the king’s Court of Teeth.
Ghoul Abyssal Ghoul Hungerer: ?
Ghoul Abyssal Ghoul Myrmidon: ?
Larva Mage: WHEN A POWERFUL EVIL SPELLCASTER DIES, his spirit sometimes takes control of the wriggling mass of worms and maggots devouring his corpse. This mass of vermin rises as a larva mage to continue the spellcaster’s dark schemes or to seek revenge against those who slew him.
Only the most evil spellcasters return to unlife as larva mages.
An elder evil being called Kyuss created the first larva mages to guard vaults of forbidden lore.
Lich: A LICH IS AN UNDEAD SPELLCASTER created by means of an ancient ritual. Wizards and other arcane spellcasters who choose this path to immortality escape death by becoming undead, but prolonged existence in this state often drives them mad.
“Lich” is a monster template that can be applied to nonplayer characters.
A mortal becomes a lich by performing a dark and terrible ritual. In this ritual the mortal dies, but rises again as an undead creature. Most liches are wizards or warlocks, but a few multiclassed clerics follow this dark path.
A lich’s life force is bound up in a magic phylactery, which typically takes the form of a fist-sized metal box containing strips of parchment on which magical phrases have been written.
Lich Human Wizard: ?
Lich Eladrin Wizard: ?
Lich Vestige: A LICH VESTIGE IS THE ARCANE REMNANT OF A DESTROYED LICH.
Mummy: Soulless beings animated by necromantic magic.
Mummy Guardian: Mummy guardians are created to protect important tombs against robbers.
Mummy Lord: “Mummy lord” is a monster template that can be applied to nonplayer characters.
A mummy lord is usually created from the remains of an important evil cleric or priest. A mummy lord might guard an important tomb or lead a cult. Yuan-ti often create mummy lords to guard temples of Zehir.
Mummy Lord Human Cleric: ?
Mummy Giant Mummy: ?
Naga Bone Naga: ?
Nightwalker: Nightwalkers are the shades of extremely strong-willed and evil mortals who died and refused to pass from the Shadowfell to their eternal reward. Only the ancient, unyielding will and malice of the long-dead spirit holds a nightwalker in its corporeal shape.
Doresain Exarch of Orcus, Doresain the Ghoul King: ?
Rot Harbinger: Long ago, the gods tried to slay the demon lord Orcus while he was traveling outside of the Abyss. They sent a host of angels to slay the demon lord, but Orcus ultimately prevailed, killing every last one of them. When he returned to the Abyss, the demon lord of undeath created the first rot harbingers and rot slingers as mockeries of those he’d slain and sent them to the natural world to wreak havoc on the gods’ creation.
Rot Harbinger Rot Slinger: Long ago, the gods tried to slay the demon lord Orcus while he was traveling outside of the Abyss. They sent a host of angels to slay the demon lord, but Orcus ultimately prevailed, killing every last one of them. When he returned to the Abyss, the demon lord of undeath created the first rot harbingers and rot slingers as mockeries of those he’d slain and sent them to the natural world to wreak havoc on the gods’ creation.
Skeleton: ANIMATED BY DARK MAGIC and composed entirely of bones, a skeleton is emotionless and soulless, desiring nothing but to serve its creator.
Skeletons are created by means of necromantic rituals. Locations with strong ties to the Shadowfell can also cause skeletons to arise spontaneously.
Skeleton Decrepit Skeleton: ?
Skeleton Blazing Skeleton: ?
Skeleton Boneshard Skeleton: ?
Skeleton Skeletal Tomb Guardian: ?
Skull Lord: The first skull lords arose from the ashes of the Black Tower of Vumerion. None can say whether they were created intentionally by the legendary human necromancer Vumerion or came forth spontaneously from the foul energies of his fallen sanctum. The ritual for creating new skull lords also survived Vumerion’s fall, eventually finding its way into the hands of Vumerion’s rivals and various powerful undead creatures.
Specter: In life, specters were murderous and vile humanoids, although they remember nothing of their past.
Specter Voidsoul Specter: ?
Treant Blackroot Treant: ?
Vampire: SUSTAINED BY A TERRIBLE CURSE AND A THIRST FOR MORTAL BLOOD, vampires dream of a world in which they live in decadence and luxury, ruling over kingdoms of mortals who exist only to sate their darkest appetites.
Vampire Lord: A vampire lord can make others of its kind by performing a dark ritual (see the Dark Gift of the Undying sidebar). Performing the ritual leaves the caster weakened, so a vampire lord does not perform the ritual often.
Vampire lord is a monster template that can be applied to nonplayer characters.
Vampire Spawn: LIVING HUMANOIDS SLAIN BY A VAMPIRE LORD’S BLOOD DRAIN are condemned to rise again as vampire spawn—relatively weak vampires under the dominion of the vampire lord that created them.
A living humanoid slain by a vampire lord’s blood drain power rises as a vampire spawn of its level at sunset on the following day. This rise can be prevented by burning the body or severing its head.
A living humanoid reduced to 0 hit points or fewer—but not killed—by a vampire lord can’t be healed and remains in a deep, deathlike coma. He or she dies at sunset of the next day, rising as a vampire spawn. A Remove Affliction ritual cast before the afflicted creature dies prevents death and makes normal healing possible.
Vampire Spawn Bloodhunter: ?
Wight: ?
Wight Deathlock Wight: ?
Wight Battle Wight: ?
Wight Battle Wight Commander: ?
Wight Slaughter Wight: ?
Wraith: THIS RESTLESS APPARITION LURKS IN THE SHADOWS, thirsting for souls. Those it slays become free-willed wraiths as hateful as their creator.
When a wraith slays a humanoid, that creature’s spirit rises as a free-willed wraith of the same kind. With the aid of magic or ritual, and with the proper components, a necromancer can summon or even create a wraith. Other wraiths are born on the Shadowfell, and many remain there or enter the natural world through planar rifts and gates.
Common wraiths can also evolve into larger, more malevolent wraiths over time.
Any humanoid killed by a wraith rises as a free-willed wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Wraith Mad Wraith: Any humanoid killed by a mad wraith rises as a free-willed mad wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Wraith Sword Wraith: Any humanoid killed by a sword wraith rises as a free-willed sword wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Wraith Dread Wraith: When many people die abruptly, a dread wraith can coalesce from their collected spirits.
Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
At the start of Orcus’s turn, any creature killed by the Wand of Orcus that is still dead rises as a dread wraith under Orcus’s command.
Zombie: A ZOMBIE IS THE ANIMATED CORPSE of a living creature. Imbued with the barest semblance of life, this shambling horror obeys the commands of its creator, heedless of its own well-being.
A typical zombie is made of the corpse of a Medium or Large creature.
Most zombies are created using a foul ritual.
Corpses left in places corrupted by supernatural energy from the Shadowfell sometimes rise as zombies on their own.
Zombie Rotter: ?
Zombie Gravehound: ?
Zombie Corruption Corpse: ?
Zombie Rotwing Zombie: ?
Zombie Chillborn Zombie: ?
Zombie Hulk: ?

LICH TRANSFORMATION
You call upon Orcus, Demon Prince of the Undead, to transform your body into a skeletal thing, undead and immortal, and bind your life force within a specially prepared receptacle called a phylactery.
Level: 14 (caster must be humanoid)
Category: Creation
Time: 1 hour; see text
Duration: Permanent; see text
Component Cost: 100,000 gp
Market Price: 250,000 gp
Key Skill: Arcana or Religion
At the conclusion of this ritual, you die, transform into a lich, and gain the lich template.
An integral part of becoming a lich is creating a phylactery, a magical receptacle containing your life force.
When you are reduced to 0 hit points or fewer, you and your possessions crumble to dust. Unless your phylactery is located and destroyed, your reappear in a space adjacent to the phylactery after 1d10 days.
You must construct your phylactery before the ritual can be performed. The phylactery, which takes 10 days to create, usually takes the form of a sealed metal box containing strips of parchment on which magical phrases have been transcribed in your blood. The box measures 6 inches on a side and has 40 hit points and resist 20 to all damage. Other kinds of phylacteries include rings and amulets, which are just as durable.
If your phylactery is destroyed, you can build a new one; the process takes 10 days and costs 50,000 gp.

DARK GIFT OF THE UNDYING
In the unholy name of Orcus, the Blood Lord, you transform another being into a vampiric creature of the night.
Level: 11 (caster must be a vampire lord)
Category: Creation
Time: 6 hours; see text
Duration: Permanent
Component Cost: 5,000 gp per level of the subject
Market Price: 75,000 gp
Key Skill: Religion
This ritual can be performed only between sunset and sunrise. As part of the ritual, you and the ritual’s subject must drink a small amount of each other’s blood, after which the subject dies and is ritually buried in unhallowed ground. After the interment, you invoke a prayer to Orcus and ask him to bestow the Dark Gift upon the subject. At the conclusion of the ritual, the subject remains buried, rising up out of its shallow grave as a vampire lord at sunset on the following day. This ritual is ruined if a Raise Dead ritual is cast on the subject or if the subject is beheaded before rising as a vampire lord.
Performing the ritual leaves you weakened for 1d10 days (no save).

Monster Manual 2
Undead: ?
Demon Abyssal Rotfiend: Abyssal rotfiends are demonic undead contained by demon and devil flesh. The spirit within a rotfiend is often a demon soul, although it can come from any evil creature.
Deva Fallen Star, Undead: Deva Fallen Star Vile Rebirth power.
Vile Rebirth (when the deva fallen star is reduced to 0 hit points by non-necrotic damage) • Healing
The fallen star does not die and instead remains at 0 hit points until the start of its next turn, when it regains 25 hit points, loses resistance to radiant damage, and gains the undead key word. This power recharges, and the triggering damage type changes to nonradiant damage.
The life cycle of the deva parallels that of the rakshasa—a spirit constantly reincarnating to mortal form. When a deva gives in to iniquity to become a fallen star, its soul is corrupted. If it dies in that state, it returns to combat as an undead; if finally slain by radiant damage, it carries its wickedness into its next life and becomes a rakshasa-a fate that even evil devas revile.
Devil Infernal Armor Animus: THROUGH AN EVIL RITUAL, a devil can invest a suit of armor with a mortal soul.
Infernal armor animuses are mortal souls bound to suits of armor to serve as caches of life energy for devils.
Direguard: A direguard is a skeletal undead imbued with powerful magic. Foul rituals transform willing warriors into direguards, but at a price. If a direguard does not meet a specific quota of killing, it is destroyed by the dark pact that grants its power.
Liches and death knights perform the ritual that turns a living ally into a direguard tied to their wills.
Direguard Deathbringer: ?
Direguard Assassin: ?
Fey Lingerer: THE PASSIONS AND OBSESSIONS of some strong-willed eladrin can drive them even after death. When their physical forms are ruined, their spirits lash out at their slayers.
Fey lingerers are eladrin knights and wizards who refuse to die. They are not the gracious and mannered eladrin of the fey court, but are twisted and depraved, withdrawn from elven grace.
When they are destroyed, fey lingerers transform into vengeful incorporeal spirits.
Fey Lingerer Lingerer Knight: ?
Fey Lingerer Fey-Knight Vestige: Fey Lingerer Lingerer Knight Vestige Transformation power.
Fey Lingerer Lingerer Fell Incanter: ?
Fey Lingerer Fey-Encanter Vestige: Fey Lingerer Lingerer Fell Incanter Vestige Transformation power.
Fomorian Totemist: ?
Ghost Legionnaire: SLAIN IN LONG-AGO BATTLES, these soldiers' fight for forgotten causes, distant memories, or a fierce loyalty to each other. Although they appear as separate soldiers, their spirits have fused into a single entity that lives and dies as a single soul.
Skeleton: SKELETONS RARELY EXIST WITHOUT PURPOSE. Whether crafted through necromantic ritual or raised from a tomb, they relentlessly attack when compelled to kill.
Skeleton Bonecrusher Skeleton: Bonecrusher skeletons arise from the bones of ogres, minotaurs, oni, giants, and other large creatures.
Skeleton Skeletal Steed: Skeletal steeds rarely arise alone; they awaken from death with their riders or are created by rituals as mounts.
Mummy: THESE VORACIOUS KILLERS, tomb spiders, are true creatures of the Shadowfell insofar as they create undead as a part of their life cycle.
A tomb spider lays its eggs in a humanoid corpse, creating an animate mummy in which hundreds of tiny tomb spiders reside until the creature splits open.
Witherling: WlTHERLINGS ARE UNDEAD CREATURES Created by gnolls to serve as shock troops and raiders. Gnoll priests ofYeenoghu use a ritual to fuse the essence of a demon with the body of a foe slain in battle. The result is a shrunken, emaciated creature that has a ghoul's paralyzing touch and a demon's relentless frenzy.
A WlTHERLING IS THE ANIMATED CORPSE of a Small humanoid with the head of a hyena.
Yeenoghu recently imparted to the gnolls the knowledge of the blasphemous process used to create witherlings. A war between Yeenoghu and Orcus is brewing, and the witherlings are but one of several new weapons that the Prince of Gnolls has given to his children.
Witherling Death Shrieker: A DEATH SHRIEKER IS A LARGER, MORE FEROCIOUS form of witherling.
Witherling Horned Terror: A HORNED TERROR is AN UNDEAD abomination created from the specially preserved corpse of a minotaur.
Witherling Rabble: WHEN GNOLLS OR NECROMANCERS create witherlings, the process sometimes goes awry. The magic instead & creates witherling rabble, inferior forms of the creatures.

Vestige Transformation (when the lingerer knight drops to 0 hit points) The knight becomes a fey-knight vestige. All effects and conditions on the knight end. The vestige acts on the knight's initiative count.

Vestige Transformation (when the lingerer fell incanter drops to 0 hit points)
The fell incanter becomes a fey-incanter vestige. All effects and conditions on the fell incanter end. The vestige acts on the fell incanter's initiative count.

Monster Manual 3
Undead: ?
Arcanian: TO GAIN THEIR ARCANE POWERS, warlocks traffic with otherworldly entities, and sorcerers draw on the power of ancient bloodlines. Wizards, in contrast, must endure years of apprenticeship and toil, because their arcane knowledge is the reward of diligence. Yet not every inexperienced wizard is willing to wait.
Experiments that require arcane energy beyond a spellcaster’s ability typically end with an impotent sputter. At rare times, a spell surges with wild energy and obliterates its caster, leaving a messy warning to other wizards.
Once in a great while, though, something truly horrid comes to pass. In a vain attempt to master power beyond his or her control, a wizard absorbs too much raw energy, which warps the caster’s personality and memory and kills his or her body. A spark of life remains, though, and the spell, or at least its essence, animates the caster’s corpse and gives it new purpose as an arcanian.
When raw arcane energy kills a wizard, the power sometimes animates the corpse and gives birth to an arcanian. Empowered with a will and a vessel, an arcanian is driven along a path etched by the dying impulses of the wizard. Red arcanians entertain impassioned fiery desires, blue arcanians try to preserve life in frozen perfection, and green arcanians despise physical beauty. Other arcanians might also exist, the warped products of failed spells using lightning, thunder, or necrotic energy.
Arcanian Green Arcanian: ?
Arcanian Blue Arcanian: ?
Arcanian Red Arcanian: ?
Beholder Ghost Beholder: Death need not be an end to avarice and ambition. As living creatures, beholders must eventually fall from the air to rot on the hated earth. Yet some have the willpower and anger to float again, returning as ghost beholders.
Dread Warrior: UNHOLY RITUALS THAT CALL FORTH UNDEAD HULKS usually raise shambling, mindless creatures. Dread warriors, on the other hand, rise to unlife possessed of enough martial skill to serve as formidable guardians. Each dread warrior is created with an unbreakable connection to its master that makes it utterly loyal.
Legend holds that the priests of Bane were the first to craft these warriors, creating them from the corpses of potent enemies.
Dread Warrior Dread Protector: Stories tell of powerful necromancers creating a dozen dread protectors to scatter about their bedrooms and workstations.
Dread Warrior Dread Marauder: ?
Dread Warrior Dread Archer: A necromancer creates dread archers to shoot anyone who attempts to approach the spellcaster or his or her fortification.
Dread Warrior Dread Guardian: ?
Ghoul: As the progeny of cannibalism and other less than savory practices, ghouls are creatures of pure evil.
Ghoul Flesh Seeker: The sage had warned of these creatures—mortal followers of Orcus that had undergone a horrific, cannibalistic initiation into the demon lord’s cult.
Ghoul Adept of Orcus: In the dark shrine, they spoke in whispers of the fallen priest who had died with a prayer to Orcus on his lips. He might have remained dead, his soul to become a plaything of Orcus, except that he had killed and consumed a priest of Bahamut when he was alive. After his death, he underwent a horrid and unholy transformation.
Ghoul Ghast: The rogue thought herself clever when she opened the leaden doors to the lost tomb, saw a dozen slavering ghouls in the antechamber, and quickly sealed the sepulcher. Ten years later—long enough for the ghouls to starve to death, according to her research—she returned to the place. True, the ghouls had met their end. However, their transformation into ghasts was something she hadn’t accounted for.
When ghouls go too long without humanoid flesh, they rot away from the inside out. The insatiable hunger that accompanies this transformation grants ghasts a desperate strength and ferocity.
Gnoll Hyena Spirit: A hyena spirit is the undead vestige of a prized gnoll war beast. Bound to a tribe by dark magic, it continues to fight on after death.
Rot Grub Zombie: Long after a victim has died from a rot grub infestation, the creatures continue to eat away at the rotting flesh. From time to time, the corpse reanimates into a dark parody of life, creating a zombie that acts as a carrier for a swarm of rot grubs.
Slaad Putrid Slaad: Necromancers sometimes transform living slaads into undead slaads called putrid slaads. They preserve the slaads’ essential chaotic nature, making these creatures deadly but difficult to control. The slaad retains its hunger for wanton destruction, consuming life around it, which is then putrefied and later regurgitated upon foes.
Mages and necromancers create most putrid slaads, but some come into being on their own. Slaads destroyed in the Abyss can rise spontaneously. Such putrid slaads are often forced to submit to the wills of demon lords.
Elemental creatures are not immune to necromantic magic. Unlike other natives to the Elemental Chaos, slaads are formed from chaos, so when life flees one’s corpse, decay consumes the remains in a matter of hours. Thus, to create a putrid slaad, a necromancer must capture a slaad and infuse it with shadow magic while it’s still alive. The process is lethal, but the undead creature retains its shape and is as resilient as any other kind of slaad.
Spawn of Kyuss: LIKE A CANCER IN THE EARTH, spawn of Kyuss rise from the depths to spread suffering and anguish across the land. Driven by their maker’s obscene will, they infect the living and the dead with bright green worms that bend creatures to the will of Kyuss, the Worm that Walks. In frightened whispers, seers prophesize the presence of the spawn as heralding the Age of Worms, the world’s apocalyptic end.
Spawn of Kyuss come from the insane fools who heeded Kyuss’s diseased vision when he was mortal. After Kyuss slew them to fuel his apotheosis, the worms of his new body spread to their bloated corpses, awakening the creatures to undeath. These grim messengers then became carriers of Kyuss’s dark desires and added new victims to their numbers.
Spawn of Kyuss Son of Kyuss: Even when a host is destroyed, Kyuss’s worms tend to escape by burrowing into the earth or clinging to their enemies’ clothing. When the worms find a new carcass, they plunge into the corpse and infuse it with terrible power. After a few moments, a new son of Kyuss is born.
Touch of Kyuss disease.
Spawn of Kyuss Wretch of Kyuss: Legends persist of ancient kingdoms of the walking dead, where an outbreak of the touch of Kyuss spawned thousands upon thousands of these wretches.
Spawn of Kyuss Burrowing Worm power.
Spawn of Kyuss Herald of Kyuss Writhing Pronouncement power.
Spawn of Kyuss Herald of Kyuss: Kyuss created heralds from the legion angels dispatched by the gods to slay him. He infused each one with a profane worm plucked from his squirming body.

Touch of Kyuss Level 16 Disease Endurance improve DC 25, maintain DC 20, worsen DC 19 or lower
The target is cured.
! Initial Effect: The target regains only half the normal hit points when it spends a healing surge. If it dies, it rises immediately as a wretch of Kyuss.
!" The target loses two healing surges.
If it drops to 0 or fewer healing surges, it dies and rises immediately as a son of Kyuss.
" Final State: The target dies and immediately becomes a son of Kyuss.

Burrowing Worm (disease, necrotic) ✦ Recharge 􀀞 􀀟
Attack: Close burst 1 (one living enemy in burst); +16 vs. Fortitude
Hit: The target takes ongoing 10 necrotic damage (save ends). In addition, the target is exposed to touch of Kyuss.
First Failed Saving Throw: The ongoing damage increases to 15.
Second Failed Saving Throw: The target is stunned, and the ongoing damage increases to 20 (save ends both).
Special: The corpse of any humanoid killed by this attack becomes a wretch of Kyuss at the start of the son of Kyuss’s next turn. The wretch must be destroyed before the creature can be raised.

Writhing Pronouncement (disease, necrotic) ✦ At-Will
Attack: Ranged 20 (one creature); +21 vs. Fortitude
Hit: 2d6 + 10 necrotic damage, and ongoing 5 necrotic damage (save ends). In addition, the target is exposed to touch of Kyuss.
First Failed Saving Throw: The ongoing damage increases to 10, and the target is dazed (save ends both).
Second Failed Saving Throw: The ongoing damage increases to 15, and the target is stunned instead of dazed (save ends both).
Special: The corpse of any humanoid killed by this attack becomes a wretch of Kyuss at the start of the herald of Kyuss’s next turn. The wretch must be destroyed before the creature can be raised.

Monster Vault
Undead: ?
Death Knight: Among the most powerful of undead humanoids, death knights are warriors who chose to embrace undeath rather than pass on to the afterlife. They bind their souls into their weapons, fueling their necrotic powers as they marshal armies of undead.
Gifted with undeath as a result of a ritual, a death knight is like the martial equivalent of a lich.
A humanoid becomes a death knight through a profane ritual that strips away the emotional bond of one’s life, replacing them with cruelty and a perverse sense of honor. This ritual is often bestowed as a gift from high-ranking followers of Orcus, the Demon Prince of the Undead. When a warrior reaches a certain state of notoriety, Orcus’s adherents approach the individual and try to tempt him or her with the promise of immortality. A warrior who accepts the offer turns into a dark reflection in the shattered mirror of undeath. Its armor becomes blackened and scarred, and its flesh becomes as withered and twisted as the person’s corrupted soul.
The ritual that transforms a warrior into a death knight binds part of the subject’s soul to one of his or her weapons. This weapon is not only a symbol of an individual’s transformation, it is also the source of a death knight’s power.
Death Knight Blackguard: ?
Dragon Deathbringer Dracolich: ?
Ghoul: They were once cannibalistic humanoids, but their actions caused them to be cursed in death with ravenous appetites that cannot be sated.
When an intelligent humanoid resorts to cannibalism or lives a life of gluttony and greed, it can be cursed to transform into a ghoul upon its death. Unlike a zombie or a skeleton, a ghoul retains sentience and many of the memories of its life. The creature’s perspective is twisted by its death, though, and as a result, it recalls with torment a time when it was not driven by a gnawing hunger for living flesh.
Ghoul Ravenous Ghoul: ?
Ghoul Abyssal Ghoul: The so-called Ghoul King commands his servants to empower some ghouls with additional strength, speed, and durability. The ghouls that receive these abyssal blessings are more powerful and are beholden to Doresain and his demonic master.
Ghoul Abyssal Ghoul Devourer: The so-called Ghoul King commands his servants to empower some ghouls with additional strength, speed, and durability. The ghouls that receive these abyssal blessings are more powerful and are beholden to Doresain and his demonic master.
Ghoul Abyssal Ghoul Hungerer: The so-called Ghoul King commands his servants to empower some ghouls with additional strength, speed, and durability. The ghouls that recei