Undead Origins

Mazes & Perils Deluxe Edition

Mazes & Perils Deluxe Edition
Mazes & Perils
Ghoul: ?
Mummy: ?
Skeleton: These animated armatures obey only the orders of their creator.
Spectre: Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him. At the GM’s discretion, a spectre drains constitution instead of levels.
Vampire: Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons.
Anyone killed by a vampire becomes a lesser vampire under the control of their slayer.
Cain, Vampire: Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead.
Wight: Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer.
Wraith: ?
Zombie: Animated corpses created by an evil Cleric or Magic-User.
 
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Garret's Guide to the Undead

Garret's Guide to the Undead
Mazes & Perils
Ghost: Ghosts are the spirits of the wrongfully murdered.
Ghosts are spirits that have been wrongfully murdered.
Ghoul: ?
Mummy: Let's just say that the magical powers used to create them, whether arcane or divine, are more than a drop in the bucket. We're talking impressive rituals, components, and will as the major ingredients for creating them.
There is also some debate about the idea of victims of Mummy Rot turning into mummies themselves. We have reports of emaciated bodies attacking at known mummy locations but without the traditional trappings of such creatures. Such a transformation is possible, but not confirmed at this time.
Skeleton: We have seen talented mages and priests create skeletons from the smallest piles of bones.
Spectre: Spectres do both physical damage and drain life experience from their victims. If killed, these victims will become spectres themselves.
Let's get the ugly part out of the way. Why are these creatures so very dangerous? They can steal your life essence. Entire years of experience, gone without a trace. And if they take enough, to the point where you forget yourself entirely, you become one of them, a minion of the spectre who killed you.
Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse?
Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him.
Vampire: Each of these evil creatures is descended from Cain, cursed to forever walk the world thirsting for the blood of innocents.
Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons.
Anyone killed by a vampire becomes a lesser vampire under the control of their slayer.
Wight: Any victims drained to the point where they forget themselves entirely become wights themselves and under the control of their new master.
Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse?
Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer.
Wraith: With a touch, they will drain your life experience. If they drain enough, you will become a wraith under their command for all eternity.
Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse?
Zombie: They are most likely animated pawns of evil Clerics or Magic-Users typically set to guard a location.
Animated corpses created by an evil Cleric or Magic-User.
 
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OSRIC Pocket SRD

OSRIC Pocket SRD
OSRIC
Undead: A player character drained below level 1 is slain (and may rise as some kind of undead creature).
Banshee, Groaning Spirit: The legendary banshee is the ghost of an evil elven female.
Coffer Corpse: They are the bodies of the dead who are left behind, never given a proper burial, their souls never finding rest.
Ghast: Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls.
Ghost: Ghosts are the spiritual remains of extremely evil humans who have been denied the ordinarily inexorable movement of their souls to the outer planes of existence after discarding their mortal shell. This sundering of their metaphysical essence creates a foul thing, roaming dark and desolate places, existing in both the æthereal plane and the prime material, seeking to slake a thirst that can never be sated.
Ghoul: Ghouls are humans, who feasting on corpses and engaging in other vileness, have become undead, or in turn were killed by another ghoul without their corpses being sanctified by a cleric.
Ghoul, Lacedon: ?
Lich: Liches are the remains of powerful wizard-priests who, through fell magics and sinister grimoires, have cheated death and live on beyond the grave in a decaying shell that still revels in awesome magical energies. Unholy magics and an unwavering devotion are not the only things keeping them on the prime material plane. Their souls are already traded to dark gods, but a spark of their essence remains that must be encased in a talisman of sorts. This trinket is a requirement of their Unlife, but no scholar knows how or why this is.
Mummy: ?
Poltergeist: Poltergeists are non-corporeal and invisible spirits of humans who have died a tragic death or were murdered in cold blood. So far as is known, all poltergeists were formerly human or at least half-human.
Shadow: Shadows flitter about old ruins and dusty dungeons, seeking the living. Their ties to the negative material plane cause living things they hit in melee to lose a point of Str, Dex or Con. The attribute drained is random; but once determined further attacks by the same pack of shadows drain the same attribute until that statistic reaches zero—at which point the victim becomes a shadow under the control of the creature that drained the last point.
Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls.
Skeleton: These things are the result of an evil (or neutral at best) magic user or cleric wielding magics that animate the fleshless remains of humans, demi-humans, and various humanoids.
Some sages speak, though, of the mere proximity to great Evil can animate the dead, resulting in armies of these horrors springing to Unlife in forgotten catacombs and foul dungeons.
Animate Dead spell.
Spectre: Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead.
Vampire: Vampires create others of their kind by draining humans or humanoids of all life energy. The victim must be buried. After 1 day he or she will arise as a vampire. The victim will retain class abilities he or she had in life but will become a chaotic evil undead being. The new vampire is a slave to the vampire that created him or her, but becomes free willed if the master is killed.
Vampire Eastern: ?
Wight: A human killed by a wight becomes a wight under the control of its maker.
Wraith: Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead.
Zombie: Zombies are the risen corpses of the dead. In many cases they have been animated by a powerful spell caster, though sometimes zombies rise from other supernatural influences.
Animate Dead spell.
Zombie Monster: Monster zombies are the animated corpses of larger humanoid monsters such as bugbears, ettins or ogres.
Zombie Juju: Juju zombies are undead specially created by evil magic users practising a little-known and universally-banned magic known as necromancy. This unholy process involves draining all the life force from the unfortunate victim, who can be a human, demi-human, or humanoid.

Animate Dead
Clerical Necromancy
Level: Cleric 3
Range: 10 ft
Duration: Permanent
Area of Effect: See below
Components: V,S,M
Casting Time: 1 round
Saving Throw: None
By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator’s simple commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level.

Animate Dead
Arcane Necromancy
Level: Magic user 5
Range: 10 ft
Duration: Permanent
Area of Effect: See below
Components: V,S,M
Casting Time: 5 rounds
Saving Throw: None
Other than as noted above, this spell is identical to the clerical spell animate dead.
 
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OSRIC 0.02

OSRIC 0.02
OSRIC
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

Animate Dead
Clerical Necromancy
Level: Cleric 3
Range: 10 ft
Duration: Permanent
Area of Effect: See below
Components: V,S,M
Casting Time: 1 round
Saving Throw: None
By casting this spell, the cleric calls the dead bones or bodies of dead humans to rise and become lesser undead, skeletons or zombies. The undead will obey their creator’s commands, following him, guarding a location he designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment, and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level.

Animate Dead
Arcane Necromancy
Level: 5
Range: 10 ft
Duration: Permanent
Area of Effect: See below
Components: V,S,M
Casting Time: 5 rounds
Saving Throw: None
Other than as noted above, this spell is identical to the clerical spell animate dead.
 
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OSRIC 1.00

OSRIC 1.00
OSRIC
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

Animate Dead
Clerical Necromancy
Level: Cleric 3
Range: 10 ft
Duration: Permanent
Area of Effect: See below
Components: V,S,M
Casting Time: 1 round
Saving Throw: None
By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator's commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell's effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level.

Animate Dead
Arcane Necromancy
Level: Magic user 5
Range: 10 ft
Duration: Permanent
Area of Effect: See below
Components: V,S,M
Casting Time: 5 rounds
Saving Throw: None
Other than as noted above, this spell is identical to the clerical spell animate dead.
 
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Monsters of Myth

Monsters of Myth
OSRIC
Barrow Corpse: ?
Crawling Corpse: Crawling corpses are created (usually unintentionally) when animate dead is cast upon skeletons or corpses with damaged legs, or when normally created undead are damaged after being animated.
Deceived of Set: The Deceived of Set were once priests of Set. Greedy and sadistic, they were misled by their superiors into thinking that they would be granted great status in the afterlife by performing a series of hideous rituals upon themselves. However, these rituals instead cursed them, condemning them to an eternity of torment and madness.
Ghoul Monkey: Whatever foul magic is used to animate and control simian undead in this form is not widely known, but these loathsome creatures are found from time to time in the service of witch doctors or other evil spellcasters. More commonly, however, they are created without human agency, in places where there is a residue of great evil such as ancient sacrificial sites, forgotten temples, and similar locales. When monkeys die near such places, their corpses may rise as ghoul monkeys, filled with vile cunning and hungry for living flesh.
Ishabti: Ishabti are undead warriors embalmed and preserved with many of the same techniques used in mummification.
They are not ordinarily wrapped in grave bandages as mummies are, but do show the effects of magical embalming.
Rimmeserker: Rimmeserkers are the undead remnants of berserkers who died by freezing to death instead of falling in honorable battle. While alive, these battle-mad killers sought entry into a warrior’s heaven (Valhalla, for those following the Norse gods), but by failing to die in battle they have consigned themselves to a lesser status in the afterlife. It is said that their very rage keeps them tied to the material plane, refusing to move on to an afterlife they will not accept.
Shade Walker: On very rare occasions, the tortured soul of an evil person manages to escape somehow from the nether planes, fleeing into the prime material plane by unknown means. These escaped souls become shade walkers.
Skeleton Altered: An altered skeleton is the undead skeleton of a large animal, its bones rearranged to suit the purposes of the necromancer who animated it.
The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two.
Skeleton Altered Equine: The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two.
Skeleton Altered Tauran: The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two.
Skeleton Slime: Slime skeletons are odd undead creatures resulting from a skeleton’s long-term immersion in living slimes, jellies, or oozes. What process prevents the digestion of a victim’s bones is not known, but seems to be related to unholy influences in the area where the victim fell prey to the slime.
Eventually, the rubbery horror rises from its place of death and walks the earth again, dripping (harmless) drops of slime from its bones.
Sleeper: They are created when a powerful chaotic evil cleric, and his congregation (of at least 13), purposefully commit suicide in the hopes of returning as a single, undead entity. When successful (which is very rare), such an entity is composed of not only the souls of the cleric and his congregation, but also the souls of any who are killed by the evil entity.
Zuul-Koar, The Forgotten: ?
Ktthjj: Sages say they are “made of dreams, decay and old magic” and they are creatures of strong chaos.
These creatures appear in several of Steve Marsh’s various worlds. Some are associated with the Starstrands, some with the World Tree, and some are touched by the runes of Undeath and Dream. Some seem to breed with creatures called Stoorwyrms, or other greater chaos creatures to procreate; others are formed from men.
Shadow Vampire: ?
Fell Troll: ?

Wight: Any person drained of all life energy by a Zuul-Koar rises within 1d6 turns as a wight under the Zuul-Koar’s control.
 
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Advanced Adventures 2: The Red Mausoleum

Advanced Adventures 2: The Red Mausoleum
OSRIC
Harbinger: If a paladin dies in a state of disgrace without having atoned, there is a 1% chance the abyssal powers will claim his body as well as his soul. The re-animated body becomes a harbinger and serves at the direction of some powerful force for evil.
Tzen-Wahr, Apparition: Tzen-Wahr, the high priest of the Mausoleum’s temple, is interred here and he has become an Apparition.
Lich, Gaheris Lord of the Red Mausoleum: ?

Ghast: ?
Shadow: ?
Wraith: ?
Crypt Thing: ?
Crypt Thing Aberration: ?
Skeleton Warrior: ?
Ghost: ?
Banshee: ?
Zombie: ?
Skeleton: ?
Ghoul: ?
Wight: ?
Mummy: ?
 
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