log in or register to remove this ad

 

Undead Origins

Voadam

Hero
Unknown Gods
0e
Undead Lizardman: ?
Zombie: Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost.
Ghoul: ?
Skeleton: Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost.
Ghost: Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost.
Undead Warg: ?
Undead Merman: ?
Sogg, Undead Warrior: ?
Berk, Undead Warrior: ?
Lich: Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost.
Barrow Wight: Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost.
Wisp: Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost.
Undead: Ihlwynd has some Necromantic Powers, being able to Raise Dead Creatures to fight for him, but their active Undead state will only last until the next Dawn.
Leurr, Undead Horse: ?
Vampire: ?
Dead King: ?
Spectre: ?
 

log in or register to remove this ad

Voadam

Hero
Witch's Court
0e
Bloody Horror: Great Curse spell.
Skeleton: ?
Vampire: ?

Witch Fifth Level Spells
Great Curse
RNG: 0
DUR: Until Destroyed
By means of this awful spell, a dying Witch may return from the dead to haunt any one creature within her sight at the time of her death (usually the one who struck the mortal blow). Even horribly mangled or burned, the Witch will, if she knows this spell, remain alive long enough to cast it; even if met with instant death she casts the spell, for it takes effect automatically upon her death if she knows it. Upon her death, the corpse rots in the course of a single minute into a mass of putrefaction (see the last sentence of the Strange Case of M. Valdemar by Edgar Alan Poe for an excellent description of this process). This slime is cohesive, however, and binds to the skeleton in the original, living form. 3D6 minutes after this sudden rotting, the corpse animates into a bloody horror: HIT: LVL of Witch at death; ARM 13; ATK: 2 x (1d12); MV 12”. The two Claw Attacks are special; if scoring 4 points above that necessary to score, or 18, 19, or 20 in any case, the Claw is fastened upon the victim's neck and attacks as a boa constrictor. Even if the body is destroyed, the Claw will continue to strangle and will require a Negate Magic to be stopped. The entity can only be hit by magical weapons; it can be held at bay by holy items; it automatically moves silently; automatically hides in any available shadow; and has a strength of 184. Anyone looking upon this utterly loathsome thing will be paralyzed by Fear for 1 - 2 minutes. Upon being destroyed, or upon the death of the creature that had been cursed by this spell, the putrefied horror falls to the ground and dissolves, leaving only the bones. Note that, if the Witch casts the spell while living, it instantly causes her death. The thing that she becomes is immune to Clerical attacks, but in all other ways is of the Undead class. It will relentlessly and unerringly track its prey, attacking the victim and anything that gets in its way.
 

Voadam

Hero
Fight On #2
0e
Howling Ghost: ?
Electric Death: ?

Ghoul: Unlike normal ghouls, these foul creatures are the result of a powerful curse placed upon a pirate crew whose ship ran aground along the nearby coast after a powerful storm. Those slain in the shipwreck rose as ghouls and now act as guardians for an immense diamond stolen from a prince in a faraway land and whose theft brought the curse upon them. Until the diamond is either destroyed or returned to its rightful owner, the ghouls cannot be permanently slain but will return to unlife 1D6 turns after being “slain,” when they will unerringly pursue anyone absconds with the diamond. Likewise, anyone who possesses the diamond will suffer the same fate as the pirates should they ever been killed. Remove curse can be cast upon the diamond to rid it of its evil, but doing so will also turn the diamond into worthless quartz.
Skeleton: Animating.
Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516).
Zombie: Animating.
Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516).
The Dust of Khalil Azim magic item.
Vampire: Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516).
Specter: Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516).
Ghost: ?

The Dust of Khalil Azim: A mixture ground from rare spices and the innards of unearthed mummies. It functions as an airborne poison. Beings slain by the dust return as zombies in 1d4 rounds, and may be given verbal commands as usual. 2d4 pinches are usually found.

Empire of the Petal Throne
Hra: ?
 

Voadam

Hero
Fight On! #5
0e
Zombie Leeches: ?
Lizardman Ghast: These creatures are the reanimated corpses of the warriors that dared to go beyond the portcullis. Overwhelmed by the Shambling Mound, they scrambled past the monster to this iron door, which jolted the remaining life out of them. The Magelocked security door has four negative energy Runes on both sides. Touching this barrier with bare skin or conductive metal will result in a single discharge that inflicts 4d4+2 damage (the Runes can't deliver a second shock for 3 days).
Draugr: ?
5th Level Mage-Wraith: ?

Undead: There are 2 negative energy Runes in this room, one on the ceiling and one beneath the water. Each Rune radiates magic and will inflict one point of damage per hour to a living creature within a 10 foot radius. After death, a creature will be "re-energized" by the Runes; its hit points as Undead going up by one per hour till its original total is matched. For example, a dead player with 24 HP will return as a Zombie after a full day of exposure. The effect can be temporarily disabled by Dispel Magic or a Protection from Undead scroll.
Lich: ?
Vampire: ?
Wight: ?
Zombie: ?
Skeleton: ?
 

Voadam

Hero
Fight On! #6
0e
Ghostly Mount: ?
Zombie-Like Mount: ?
Skeletal Mount: ?
Ghostly Wanton Handmaiden: ?
Lesser Undead Horseman: Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully.
Lesser Undead Coxswain: Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully.
Lesser Undead Family: Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully.
Warrior Undead: Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully.
Skíði, Wight: Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully.
Arnor, Wight: Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully.
Giervald-Kingard, Guardian Spirit: ?
Dread Lurker: These undead stalkers are the embodiment of evil Fae memories and violent bloodshed.
Ghostly Dog: ?
Sikke-Qwyngard, Guardian Spirit: ?

Skeleton: ?
Ghost: ?
Specter: ?
Zombie: ?
 

Voadam

Hero
Men and Magic Compilation
0e
Undead: ?
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: ?
Wight: ?
Wraith: ?
Mummy: ?
Spectre: ?
Vampire: ?

Magic-User 5th Level:
Animate Dead: Creates 1d6 per caster level above 8th animated skeletons or zombies from available corpses. Duration: Until dispelled or animated dead are destroyed.
 

Voadam

Hero
AD&D "3RD EDITION" MONSTROUS MANUAL
AD&D “3rd Edition”
Lesser Undead: A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. These lesser undead are controlled by their slayer and have half the listed Hit Dice for a creature of their new undead type.
Lesser Vampire: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain.
Lesser Wight: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain.
Lesser Wraith: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain.
Vampire Thief 4: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. As such an 8th level thief, drained below 1st level by a vampire, returns as a 4th level vampire thief.
Banshee, Groaning Spirit: The banshee or groaning spirit, is the spirit of an evil female elf - a rare thing indeed.
Undead Beholder, Death Tyrant: Death tyrants occur spontaneously in very rare instances. In most cases, they are created through the magic of evil beings - from human mages to illithid villains. Some outcast, magic-using beholders have even been known to create death tyrants from their own unfortunate brethren.
Death tyrants are created from dying beholders. A spell, thought to have been developed by human mages in the remote past, forces a beholder from a living to an undead state, and imprints its brain with instructions.
Casharin: ?
Doomsphere: This ghost-like undead beholder is created by magical explosions.
Coffer Corpse: The coffer corpse is an undead creature seeking its final rest. It will always be encountered on a stranded funeral barge, unburnt pyre, or the scene of some other incomplete death ritual.
A coffer corpse has one overriding instinctive urge: as it was denied a complete death, so others shall be denied life. It is bitter over its incomplete death ritual and seeks to take the lives of others in revenge, particularly if it can deny its victims the release of a death ritual.
This bitterness can be used to some advantage, however, if the means to complete the coffer corpse's death journey can be determined. If the unfinished death ritual which binds the coffer corpse to undeath can be completed, the creature will be released and effectively destroyed. The DM must determine what constitutes a final death ritual.
Crawling Claw: The much feared crawling claw is frequently employed as a guardian by those magic-users and clerics who have learned the secret of its creation.
Crawling claws can be created by any magic-user or cleric who has knowledge of the techniques required to do so. To begin with, the creator must assemble the severed limbs that are to be animated. The maximum number of claws that can be created at any one time is equal to the level of the person enchanting them. The hands (or paws) can be either fresh, skeletal, or at any stage of decomposition in between.
Crypt Thing: ?
Crypt Thing Ancestral: There are two types of crypt things - ancestral and summoned. The former type is a “natural'' creature, while the other is called into existence by a magic-user or cleric of at least 13th level.
Ancestral crypt things are the raised spirits of the dead that have returned to guard the tombs of their descendants. This happens only in rare cases (determined by the DM).
Crypt Thing Summoned: There are two types of crypt things - ancestral and summoned. The former type is a “natural'' creature, while the other is called into existence by a magic-user or cleric of at least 13th level.
The most common crypt thing is the summoned variety. By use of a 7th level spell (see below), any caster capable of employing necromantic spells can create a crypt thing.
Create Crypt Thing spell.
Death Knight: A death knight is the horrifying corruption of a paladin or lawful good warrior cursed by the gods to its terrible form as punishment for betraying the code of honor it held in life.
Death knights are former good warriors who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason. (For instance, Krynn's Lord Soth, the most famous of all death knights, murdered his wife so that he could continue an affair with an elf maid.)
Death knights are cursed to remain in their former domains, usually castles or other strongholds. They are further condemned to remember their crime in song on any night when the moon is full; few sounds are as terrifying as a death knight's chilling melody echoing through the moonlit countryside.
Dracolich: The dracolich is an undead creature resulting from the unnatural transformation of an evil dragon. The mysterious Cult of the Dragon practices the powerful magic necessary for the creation of the dracolich, though other practitioners are also rumored to exist.
A dracolich can be created from any of the evil dragon subspecies.
The creation of a dracolich is a complex process involving the transformation of an evil dragon by arcane magical forces, the most notorious practitioners of which are members of the Cult of the Dragon. The process is usually a cooperative effort between the evil dragon and the wizards, but especially powerful wizards have been known to coerce an evil dragon to undergo the transformation against its will.
Any evil dragon is a possible candidate for transformation, although old dragons or older with spell-casting abilities are preferred. Once a candidate is secured, the wizards first prepare the dragon's host, an inanimate object that will hold the dragon's life force. The host must be a solid item of not less than 2,000 gp value resistant to decay (wood, for instance, is unsuitable). A gemstone is commonly used for a host, particularly ruby, pearl, carbuncle, and jet, and is often set in the hilt of a sword or other weapon. The host is prepared by casting Enchant an Item upon it and speaking the name of the evil dragon; the item may resist the spell with a successful Item Saving Throw. If the spell is resisted, another item must be used for the host. If the spell is not resisted, the item can then function as a host. If desired, Glassteel can be cast upon the host to protect it.
Next, a special potion is prepared for the evil dragon to consume. The exact composition of the potion varies according to the age and type of the dragon, but it must contain precisely seven ingredients, among them a potion of evil dragon control, a potion of invulnerability, and the blood of a vampire. When the evil dragon consumes the potion, the results are determined as follows (roll percentile dice):
Roll Result
01-10 No effect.
11-40 Potion does not work. The dragon suffers 2d12 points of necrotic damage and is helpless with convulsions for 1-2 rounds.
41-50 Potion does not work. The dragon dies. A Wish or similar spell is needed to restore the dragon to life; a Wish to transform the dragon into a dracolich results in another roll on this table.
51-00 Potion works.
If the potion works, the dragon's spirit transfers to the host, regardless of the distance between the dragon's body and the host. A dim light within the host indicates the presence of the spirit. While contained in the host, the spirit cannot take any actions; it cannot be contacted nor attacked by magic. The spirit can remain in the host indefinitely.
Once the spirit is contained in the host, the host must be brought within 90 feet of a reptilian corpse; under no circumstances can the spirit possess a living body. The spirit's original body is ideal, but the corpse of any reptilian creature that died or was killed within the previous 30 days is suitable.
The wizard who originally prepared the host must touch the host, cast a Magic Jar spell while speaking the name of the dragon, then touch the corpse. The corpse must fail its CHA Saving Throw against the Magic Jar spell for the spirit to successfully possess it; if it saves, it will never accept the spirit. The following modifiers apply to the roll:
Modifier Condition
-10 The corpse is the spirit's own former body (which can be dead for any length of time).
-4 The corpse is of the same alignment as the dragon.
-4 The corpse is that of a true dragon (any type).
-3 The corpse is that of a firedrake, ice lizard, wyvern, or fire lizard.
-1 The corpse is that of a dracolisk, dragonne, dinosaur, snake, or another reptile.
If the corpse accepts the spirit, it becomes animated by the spirit. If the animated corpse is the spirit's former body, it immediately becomes a dracolich; however, it will not regain the use of its voice and breath weapon for another seven days (note that it will not be able to cast spells with verbal components during this time). At the end of seven days, the dracolich regains the use of its voice and breath weapon.
If the animated corpse is not the spirit's former body, it immediately becomes a proto-dracolich. A proto-dracolich has the mind and memories of its original form but has the hit points and immunities to spells and clerics’ turning abilities of a dracolich. A proto-dracolich can neither speak nor cast spells; further, it cannot cause chilling damage, use a breath weapon, or cause fear as a dracolich. Its strength, movement, and Armor Class are those of the possessed body.
To become a full dracolich, a proto-dracolich must devour at least 10% of its original body. Unless the body has been dispatched to another plane of existence, a proto-dracolich can always sense the presence of its original body, regardless of the distance. A proto-dracolich will tirelessly seek out its original body to the exclusion of all other activities. If its original body has been burned, dismembered, or otherwise destroyed, the proto-dracolich need only devour the ashes or pieces equal to or exceeding 10% of its original body mass (total destruction of the original body is possible only through use of a disintegrate or similar spell; the body could be reconstructed with a wish or similar spell, so long as the spell is cast in the same plane as the disintegration). If a proto-dracolich is unable to devour its original body, it is trapped in its current form until slain.
A proto-dracolich transforms into a full dracolich within seven days after it devours its original body. When the transformation is complete, the dracolich resembles its original body; it can now speak, cast spells, and employ the breath weapon of its original body, in addition to having all of the abilities of a dracolich.
Ghost: Ghosts are the spirits of humans who were either so greatly evil in life or whose deaths were so unusually emotional they have been cursed with the gift of undead status.
A ghost often has a specific purpose in its haunting, sometimes trying to “get even'' for something that happened during the ghost's life. Thus, a woman who was jilted by a lover, and then committed suicide, might become a ghost and haunt the couple's secret trysting place. Similarly, a man who failed at business might appear each night at his storefront or, perhaps, at that of a former competitor.
Another common reason for an individual to become a ghost is the denial of a proper burial. A ghost might inhabit the area near its body, waiting for a passerby to promise to bury the remains. The ghost, in its resentment toward all life, becomes an evil creature intent on destruction and suffering.
In rare circumstances, more than one ghost will haunt the same location. The classic example of this is the haunted ship, a vessel lost at sea, now ethereal and crewed entirely by ghosts. These ships are most often encountered in the presence of St. Elmo's fire, an electrical discharge that causes mysterious lights to appear in the rigging of a ship.
In many cases, a ghost can be overcome by those who might be no match for it in combat simply by setting right whatever events led to the attainment of the ghost's undead status. For example, a young woman who was betrayed and murdered by someone who pretended to love her might be freed from her curse if the cad were humiliated and ruined. In many cases, however, a ghost's revenge will be far more demanding, often ending in the death of the offender.
Ghoul: Any human or demihuman (except elves) killed by a ghoulish attack will become a ghoul unless blessed. Obviously, this is also avoided if the victim is devoured by the ghouls.
Lacedon: ?
Ghast: ?
Huge Undead Horse of Shifting Bone: ?
Huecuva: Legends tell that huecuva are the restless spirits of monastic clerics who were less than faithful to their holy vows. In punishment for their heresies, they are forced to roam the dark. Their spirits, appearance, and holy powers have become perverted mockeries of their old selves.
Huecuva are malignant spirits that seek to destroy those who still live. They are used as examples to remind clerics the fate that befalls those who stray from their devotion or use their religion as a mask to hide unpious deeds.
Lich: They were originally magic-users of at least 18th level.
In order to become a lich, the wizard must prepare its phylactery using the Enchant an Item, Magic Jar, Permanency and Reincarnation spells. The phylactery, which can be almost any manner of object, must be of the finest craftsmanship and materials with a value of not less than 1,500 gold pieces per level of the magic-user. Once this object is created, the would-be lich must craft a poison potion, which is then enchanted with the following spells: Wraithform, Permanency, Cone of Cold, Feign Death, and Animate Dead. When next the moon is full, the potion is imbibed. Rather than death, the potion causes the wizard to undergo a transformation into its new state. A DC 13 Constitution Saving Throw is required, with failure indicating an error in the creation of the potion which kills the wizard and renders him forever dead.
Demilich: The demilich is not, as the name implies, a weaker form of the lich. Rather, it is the stage into which a lich will eventually evolve as the power which has sustained its physical form gradually begins to fail.
In order to attain the status of a demilich, a lich must have replaced 5-8 (1d4+4) of its teeth with gems. Each of these gems now serves as a powerful magical device which can trap the soul of its adversaries.
Archlich: ?
Mummy: Mummies are corpses native to dry desert areas, where the dead are entombed by a process known as mummification. When their tombs are disturbed, the corpses become animated into a weird undead state, whose unholy hatred of life causes them to attack living things without mercy.
Mummies are the product of an embalming process used on wealthy and important personages. Most mummies are corpses without magical properties. On occasion, perhaps due to powerful evil magic or perhaps because the individual was so greedy in life that he refuses to give up his treasure, the spirit of the mummified person will not die, but taps into energy from the Positive Material plane and is transformed into an undead horror. Most mummies remain dormant until their treasure is taken, but then they become aroused and kill without mercy.
To create a mummy, a corpse should be soaked in a preserving solution (typically carbonate of soda) for several weeks and covered with spices and resins. Body organs, such as the heart, brain, and liver, are typically removed and sealed in jars. Sometimes gems are wrapped in the cloth (if the treasure listing for the mummy indicates it possesses gems, a few may be placed in the wrappings).
When a greater mummy wishes to create normal mummies as servants, it does so by mummifying persons infected with its rotting disease. This magical process requires 1 day and cannot be disturbed without ruining the enchantment. Persons to be mummified are normally Held or Charmed so that they cannot resist the mummification process. Once the process is completed, victims are helpless to escape the bandages that bind them. If nothing happens to free them, they will die of the mummy rot just as they would have elsewhere. Upon their death, however, a strange transformation takes place. Rather than crumbling away into dust, these poor souls rise again as normal mummies.
Greater Mummy: Greater mummies are a powerful form of undead created when a high-level lawful evil cleric of certain religions is mummified and charged with the guarding of a burial place.
Greater mummies are powerful undead creatures that are usually created from the mummified remains of powerful, evil clerics. This being the case, the greater mummy now draws its mystical abilities from evil powers and darkness. In rare cases, however, the mummified clerics served non-evil god in life and are still granted the powers they had in life from those gods.
The first of these creatures is known to have been produced by Anhktepot, the Lord of Har'akir, in the years before he became undead himself.
The process by which a greater mummy is created remains a mystery to all but Anhktepot. It is rumored that this process involves a great sacrifice to gain the favor of the gods and an oath of eternal loyalty to the Lord of Har'akir.
Greater Mummy Age 99 or Less: ?
Greater Mummy Age 100-199: ?
Greater Mummy Age 200-299: ?
Greater Mummy Age 300-399: ?
Greater Mummy Age 400-499: ?
Greater Mummy Age 500 or More: ?
Anhktepot: ?
Penanggalan: If a penanggalan kills a male victim, he does not return as undead and may be raised normally. A female victim will rise from the grave in three days as a penanggalan, as a free-willed undead. Should a female victim be raised within those three days, she will be unable to do anything other than rest for a week, after which all damage done by the penanggalan is healed.
Poltergeist: Poltergeists are the spirits of restless dead.
Some say that poltergeists are the spirits of those who committed heinous crimes that went unpunished in life.
Revenant: Revenants are vengeful spirits that have risen from the grave to destroy their killers.
Under exceptional circumstances, a character who has died a violent death may rise as a revenant from the grave to wreak vengeance on his killer(s). The chance of this occurring is 1% for every point in ability scores that are 13 or greater.
If the character died a particularly violent death, it may b unable to reoccupy its original body. In this case, the spirit occupies any available, freshly-dead corpse.
Shadow: If a human, humanoid, or demihuman opponent is reduced to zero Strength or zero hit points by a shadow, the shadow has drained the life force and the opponent becomes a shadow as well.
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, humanoids, and demihumans, so it would seem that it affects the soul or spirit. When victims no longer can 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 Material 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.
The original body of a victim is destroyed when changed to a shadow whether by the curse itself or by unprotected exposure to the Negative Material Plane.
Skeleton: All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics.
Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs.
Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants.
Animal Skeleton: All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics.
Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs.
Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants.
Monster Skeleton: All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics.
Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs.
Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants.
Giant Skeleton: Giant skeletons are similar to the more common undead skeleton, but they have been created with a combination of spells and are, thus, far more deadly than their lesser counterparts.
A small, magical fire burns in the chest of each giant skeleton, a byproduct of the magics that are used to make them.
The first giant skeletons to appear in Ravenloft were created by the undead priestess Radaga in her lair within the domain of Kartakass. Others have since mastered the spells and techniques required to create these monsters; thus, giant skeletons are gradually beginning to appear in other realms where the dead and undead lurk.
They are created from the bones of those who have died and are abominations in the eyes of all who belief in the sanctity of life and goodness.
The process by which giant skeletons are created is dark and evil.
Attempts to manufacture them outside of Ravenloft have failed, so it is clear that they are in some way linked to the Dark Powers themselves. In order to create a giant skeleton, a spellcaster must have the intact skeleton of a normal human or demihuman. On a night when the land is draped in fog, they must cast an Animate Dead, Produce Fire, Enlarge Person, and a Resist Fire spell over the bones. When the last spell is cast, the bones lengthen and thicken, and the creatures rises up.
Radaga: ?
Skeleton Warrior: Formerly powerful fighters, skeleton warriors are undead lords forced into their nightmarish states by powerful wizards or evil demigods who trapped their souls in golden circlets.
Son of Kyuss: Sons of Kyuss are horrible undead beings that convert living humans and demihumans into cursed undead like themselves.
In addition to flailing fists, one worm per round attempts to jump from a son’s head to a character the son is in melee with. The worm needs only to roll a successful attack roll (as a 4 Hit Die creature) to land on the victim. The worm burrows into the victim on the next round unless torn free (DC 12 Athletics skill check) or killed by the touch of cold iron, holy water, or a blessed object. A worm that is torn from a victim immediately attacks the creature that tore it free.
After penetrating the victim's skin, the worm burrows toward the victim’s brain, taking 1d4 rounds to reach it. During this time a Remove Curse or Cure Disease spell will kill the worm and Neutralize Poison or Dispel Evil will delay the worm for 1d6 x 10 minutes. If the worm reaches the brain, the victim dies immediately and becomes a son of Kyuss. Decay and putrification set in without further delay.
Kyuss was an evil high priest who created the first of these creatures, via a special curse, under instruction from an evil deity. Since then the number of sons has increased dramatically.
Spectre: Any being totally drained of life energy by a spectre becomes a full-strength spectre under the control of the spectre which drained him.
No one knows who the first spectre was or how it came to be.
Lemures are occasionally transformed into wraiths or spectres, as well.
Spectral Troll, Troll Wraith: ?
Vampire: Any human or humanoid creature slain by the life energy drain of a vampire is doomed to become a vampire himself.
The transformation takes place one day after the burial of the creature.
Those who are not actually buried, however, do not become undead and it is thus traditional that the bodies of a vampire's victims be burned or similarly destroyed.
Eastern Vampire: ?
Wight: Persons who are slain by the energy draining powers of a wight are doomed to rise again as wights under the direct control of their slayer.
A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight.
Wraith: The wraith is an evil undead spirit of a powerful human that seeks to absorb human life energy.
Persons who are slain by the energy draining powers of a wraith are doomed to rise again as wraiths under the direct control of their slayer.
A wraith is an undead spirit of a powerful, evil human. As such, it is usually found in tombs or places where such men and
women would have died. Since such men and women are frequently buried together, in the case of the wealthy, or with their families, wraiths are most commonly encountered in packs. Those that died or were buried alone might still be encountered in packs, because a human who dies from the touch of a wraith becomes a wraith under the sway of its slayer.
Lemures are occasionally transformed into wraiths or spectres, as well.
It is noted that a humanoid slain by a spectral troll becomes a wraith in three days, unless a proper burial ceremony is performed by a cleric of the victim's religion.
Zombie: A Cure Disease or Remove Curse spell will transform a son of Kyuss into a zombie, but both spells require that the cleric touch the son.
The odor of death surrounding the zombie lord is so potent it causes horrible effects in those who breathe it. On the first round a character comes within 60 feet, he must make a DC 13 CON save or be affected in some way. The following results are possible:
1d6 Roll Effect
1 Weakness (as the Symbol of Weakness spell).
2 Cause disease (as the spell).
3 -1d3 points of Constitution.
4 Contagion (as the spell).
5 Character unable to act for 1d4 rounds due to nausea.
6 Character dies in 1d4 rounds and becomes a zombie under control of the zombie lord.
Common Zombie: Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or clerics.
The dead body of any humanoid creature can be made into a zombie.
Monster Zombie: Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or clerics.
The dead body of any humanoid creature can be made into a zombie.
Ju-Ju Zombie: These creatures are made when a magic-user drains the life force from a Medium-sized humanoid creature with an Energy Drain spell.
Zombie Lord: They are formed on rare occasions as the result of a Raise Dead spell gone awry.
The zombie lord comes into being by chance, and only under certain conditions. First, an evil human must die at the hand of an undead creature. Second, an attempt to raise the character must be made. Third, the corpse must be on desecrated ground or in an area of great evil. Fourth and last, a deity of evil must show “favor” to the deceased and curse him or her with the “gift of eternal life.” Within one week of the raise attempt, the corpse awakens as a zombie lord.
Sea Zombie, Drowned One: Sea zombies (also known as drowned ones) are the animated corpses of humans who died at sea. Although similar to land-dwelling zombies, they are free-willed and are rumored to be animated by the will of the god Nerull the Reaper (or another similar evil deity).
Many of the humans who become drowned ones were clerics while alive, and they retain their powers as undead.
Vampire Cleric 7: ?
Vampire Cleric 8: ?
Vampire Cleric 9: ?
Vampire Cleric 10: ?
Vampire Mage 9: ?
Vampire Mage 10: ?
Vampire Mage 11: ?
Vampire Mage 12: ?

Create Crypt Thing (Reversible)
Necromantic
Level: Cleric 7, Magic-User 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: 1 corpse
Duration: Permanent
Saving Throw: None; Charisma negates for reverse of spell
Magic Resistance: None; Yes for the reverse of spell
This spell enables the caster to cause a single dead body to animate and assume the status of a crypt thing. This spell can be cast only in the tomb or grave area the crypt thing is to protect; the spell requires that the caster touch the skull of the subject body. Once animated, the crypt thing remains until destroyed. Only one crypt thing may guard a given tomb.
A successful Dispel Magic spell returns the crypt thing to its original unanimated state. Attempts to restore the crypt thing before this is done fail for any magic short of a Wish.
The reverse of this spell, Destroy Crypt Thing, utterly annihilates any one such being as soon as it is touched by the caster. The target is allowed a Charisma Saving Throw to avoid destruction.
 
Last edited:

Voadam

Hero
AD&D "3RD EDITION" Dungeon Master's Guide
AD&D “3rd Edition”
Ghoul: ?
Lich: ?
Vampire: ?
Wraith: ?
Wight: A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight.
Lesser Undead: A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. These lesser undead are controlled by their slayer and have half the listed Hit Dice for a creature of their new undead type.
Lesser Vampire: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain.
Lesser Wight: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain.
Lesser Wraith: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain.
Vampire Thief 4: Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. As such an 8th level thief, drained below 1st level by a vampire, returns as a 4th level vampire thief.
Undead: Necromancy spells manipulate the energies of life and death. Such spells can restore life force, drain the life energy from another creature, create the undead, or bring the dead back to life.
Ghast: ?
Ghost: ?
Shadow: ?
Skeleton: ?
Spectre: ?
Zombie: ?
Huecuva: ?
Zombie Juju: ?
Mummy: ?
Lacedon: ?
Demilich: ?
Vampire Cleric 7: ?
Vampire Cleric 8: ?
Vampire Cleric 9: ?
Vampire Cleric 10: ?
Vampire Mage 9: ?
Vampire Mage 10: ?
Vampire Mage 11: ?
Vampire Mage 12: ?
 

Voadam

Hero
AD&D "3RD EDITION" Player's Handbook
AD&D “3rd Edition”
Undead: Necromancy spells manipulate the energies of life and death. Such spells can restore life force, drain the life energy from another creature, create the undead, or bring the dead back to life.
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: ?
Lich: ?
Vampire: ?
Wraith: ?
Ju-Ju Zombie: Energy Drain spell.

Animate Dead
Necromancy
Level: Cleric 3, Magic-User 4
Components: V, S, M
Casting Time: 1 action
Range: Touch
Targets: 1 or more corpses
Duration: Instantaneous
Saving Throw: None
Magic Resistance: No
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than your caster level with a single casting of animate dead. (The Desecrate spell or a desecrated area doubles this limit).
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 2 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command undead do not count toward the limit.
• Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
• Zombies: A zombie can be created only from a mostly intact corpse.
Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells. Clerics must also have their holy symbol at hand when casting this spell.

Energy Drain
Necromancy
Level: Cleric 9, Magic-User 9
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 living or undead creature
Duration: Instantaneous; see text
Saving Throw: Constitution partial; see text
Magic Resistance: Yes
The creature touched by the caster loses 2d4 levels of experience. If reduced to less than 0 levels, the target is slain. A creature slain by this spell rises the next night as a juju zombie. Targets reduce to 0-level (or Hit Dice) creatures have 1d4 Hit Points and no Proficiency Bonus to ability checks or attack rolls.
There is no Saving Throw to avoid this level drain, but 24 hours later, the subject must make a Constitution Saving Throw for each level lost.
If the save succeeds, that lost level is regained. If it fails one of the subject’s character levels is permanently drained.
An undead creature affected by this spell gains 4 Hit Dice for the spell’s duration.
 

Voadam

Hero
ACKS and Crafts
Adventurer Conqueror King System
Undead: Finally, at eleventh level (Ritualist (11th)), a ritualist unlocks the secrets of great magical power. They are able to cast eldritch ritual spells of 7th, 8th, and 9th level, and are able to craft constructs and create cross-breeds as a mage of their level. If Chaotic, they may create or become undead.
Greater Spirit of the Unquiet Dead: ?
Unintelligent Undead: ?
Intelligent Undead: ?
Ghoul: ?
Mummy: ?
Skeleton: ?
Spectre: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?
Blood Hound: ?
Death Charger: ?
Desert Ghoul: ?
Draugr: ?
Flay Fiend: ?
Haugbui: ?
Hoarflesh: ?
Mummy Lord: ?
Nathagol: ?
Necropede: ?
Venous Sentinel: ?
 

Voadam

Hero
Book of Lairs Adventurer Conqueror King System
Adventurer Conqueror King System
Mummy: ?
Skeleton: ?
Wraith: The lodge was used by highborn smugglers to transport their contraband, but a vicious attack by the local militia soon put an end to them.
The lodge now lies in ruins, but the dead have not rested easy and the restless souls of the smugglers haunt the place.
Zombie: ?
 

Voadam

Hero
Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)
Astonishing Swordsmen & Sorcerers of Hyperborea
Undead: ENERGY DRAIN: Some creatures in Hyperborea (particularly the undead) are infused with negative energy said to originate from the hoary depths of the Black Gulf. When these creatures touch a living being, they can effect an energy drain, absorbing and/or destroying a portion of the victim’s life force. For player characters, energy drain is reflected in the loss of experience levels. The victim generally is allowed a death saving throw to resist; if this roll fails, he is drained to the halfway point of the resulting level (e.g., a 5th-level cleric drained to 4th level is at 12,000 XP).
When a character is drained of a level, the level gain checklist (see p. 267: Experience Points, gaining levels of experience) should be applied in reverse, deducting hit dice and abilities accordingly. A character drained below 1st level is killed (and oft arises as an undead himself ).
Animal Undead: These are the risen skeletons of animal carrion, raised to serve the vile purposes of some wicked necromancer.
Small Animal Undead: Animate Carrion spell.
Animate Carrion II spell.
Animate Carrion III spell.
Medium Animal Undead: Animate Carrion spell.
Animate Carrion II spell.
Large Animal Undead: Animate Carrion III spell.
Ghast: A ghast's slain victims later become ghouls, though with 2-in-6 chance to become ghasts.
Animate Dead II spell.
Ghost: Many forms of ghost exist, from benevolent to malign, with several degrees of nuisance and inconvenience betwixt and between. Harmful, malicious ghosts manifest as apparitions of dead men, haunting and nebulous images. Cursed with undeath, these hateful, restless beings despise living men and find perverse pleasure in draining their life essences to derive sustenance.
Ghost Banshee, Baobhan Sith: Two different types of banshee are known; both are hazy, ghostly manifestations of a female spirit.
Ghoul: This is a repugnant humanoid, once a man, now cursed with undeath.
A ghoul's slain victims later become ghouls.
A ghast's slain victims later become ghouls, though with 2-in-6 chance to become ghasts.
Animate Dead II spell.
Mask of the Plague Doctor magic item.
Lacedon, Aquatic Ghoul: A victim of a Class xiii lesser daemon's bite must make death (poison) save or die, rising three days later as an aquatic ghoul (lacedon).
Lich: A lich is the mummified body of a powerful sorcerer, knight, overlord, or king who chose a path to (or was made to suffer) unspeakable atrocities. Imbued with the power of damonkind, liches are gaunt, fleshless undead.
Mummy: A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul, oft requiring the use of sacred mystery tomes. Some mummies are born of pacts agreed upon by the imminent dead (whilst still mortal) and damons or other netherworldly agents. Rarest is the mummy able to retain its former will and intelligence; termed the sons of Nyarlathothep, these mummies crave power and domination.
Son of Nyarlathotep: A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul, oft requiring the use of sacred mystery tomes. Some mummies are born of pacts agreed upon by the imminent dead (whilst still mortal) and damons or other netherworldly agents. Rarest is the mummy able to retain its former will and intelligence; termed the sons of Nyarlathothep, these mummies crave power and domination.
Bog Mummy: Bog mummies are foul corpses that have been preserved by the foetid, acidic water of a peat bog. As sacrificial victims of unspeakable cruelty, they also suffer the dreaded curse of undeath, restless beings that despise humanity.
Foul corpse that has been preserved by the foetid, acidic water of a peat bog.
Ice Mummy: Ice mummies are corpses that were preserved in gruesome, withered forms by cold temperatures and which became inhabited by Evil spirits of the Hyperborean ice.
Ice Mummy Thrall: An ice mummy's victims are buried in snow and rise as ice mummy thralls a day later.
Ice Mummy Noble: ?
Skeletal Warhorse, Large Undead Animal: ?
Shadow: Any creature drained to 0 ST by a shadow becomes a shadow in thrall to the one that transformed him, and likewise does he become utterly hateful of all corporeal creatures.
Shadow Rattle magic weapon.
Skeleton: Animated and conjured to service by the baleful sorcery of magicians, clerics, and the like, these are the bones of men or humanoids, undead creatures typically found in crypts, dungeons, and other forsaken locales.
The bones of a man or other humanoid risen to undeath through foul necromancy.
Animate Dead spell.
Danse Macabre spell.
Large Skeleton: Large skeletons are the animate bones of albino apes, carnivorous apes, mountain apes, or minotaurs.
Animate Dead spell.
Giant Skeleton: Giant skeletons are the animate forms of fire giants, frost giants, or hill giants.
Animate Dead spell.
Spectre: These malevolent, incorporeal undead beings are empowered by the negative energy of the Black Gulf.
If a man is drained to 0th level by a spectre, one day later he will become a spectre serving the one who drained him.
Swinish Shade: It is well known amongst savants that orcs are the spawn of fleshly men and damons, given life by the fell bargains of desperate folk in ancient times. What is less known is that the damonic essence lingers even after the foul orcish flesh is buried, burnt, or (oftest) eaten by fellow orcs. In a place where many orcs died in a short time, such as a great battlefield or an orcish settlement whose inhabitants were massacred, these unseen swinish shades can be numerous enough to affect the world of the living.
In a haunted area (usually no more than one square mile), swinish shades will manifest during hours of darkness as a foul wind that plucks and tears at the bodies of the living and torments their souls.
Vampire: This notorious undead monster is a cursed man arisen from the grave to prey on the weak and drink their blood. Vampires take many forms, some being incorporeal manifestations that haunt locales of unfortunate occurrences. The most common vampires are those oft told of in folklore: malevolent corpses that dwell in cursed tombs, ruins, and other desolate places, where they slumber in coffins, sarcophagi, or like receptacles.
Wight: This dreadful creature is formed when a negative-energy spirit inhabits a cadaver.
Wraith: Wraiths are composed of negative energy of sepulchral stench.
A man slain by a wraith will become a wraith in 24 hours, serving the monster that slew him.
Zombie, Walking Dead: These undead humanoids, sometimes referred to as the “walking dead”, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse; in other cases the affliction of zombiism is akin to disease transmission.
A zombie's bite infects victim with the zombiism disease (no saving throw allowed). Infection manifests 1 turn after bite and begins with intense fever, followed by loss of consciousness 1d6+6 turns later. Within 1d10+2 hours the victim dies; 1d6 turns thereafter he rises as a zombie. Cure disease can disrupt and alleviate this process, if cast before victim’s death.
Animate Dead spell.
Danse Macabre spell.
Death Soldier's Muster magic weapon.
White-Speckled Blue Lotus lotus.
Intestine Zombie: Originally created by the Ixian necromancer Yileenda, intestine zombies present as common zombies.
Zuvembie: The zuvembie is the result of a woman imbibing a black brew.
Giant Skeletal Cobra, Large Undead: ?
Centurian, Skeleton: ?
Skeletal Hand: Skeletal Hands spell.
Skeletal Servant: Skeletal Servant spell.
Ghost Ship: ?
Skeletal Pirate: ?
King Yleil, Lich: ?

Animate Carrion
Level: nec 1 | Range: 10 feet | Duration: permanent
Raised are the bones or carrion of Small animals: amphibians, birds, mammals, and reptiles of natural sort. The undead animals will obey the simple instructions of the caster (essentially one-word commands) and follow him unless either slain or turned (see Vol. III, p. 252: Combat Actions, magic); the dispel magic spell (q.v.) also will nullify the connexion betwixt the sorcerer and the undead animal. The caster can animate and maintain no more than 1 HD of undead animals per CA level. Whether or not desiccated flesh remains on their bones, the undead animals have statistics as noted in Vol. IV. Animated carrion loses any special abilities possessed in life (e.g., flight, musk, venom).

Animate Carrion II
Level: nec 3 | Range: 10 feet | Duration: permanent
As animate carrion, but effecting undead animals of Small or Medium size. The caster can animate and maintain no more than 2 HD of undead animals per CA level.

Animate Carrion III
Level: nec 5 | Range: 10 feet | Duration: permanent
As animate carrion, but effecting undead animals of any size. The caster can animate and maintain no more than 3 HD of undead animals per CA level.

Animate Dead
Level: mag 5, nec 4, wch 5; clr 3 | Range: 10 feet |
Duration: permanent
From the bones or cadavers of dead men or humanoids are the undead created: skeletons or zombies. The undead will obey without question the commands of the caster, following, attacking, or standing guard as directed. They will continue to serve until either slain or turned (see Vol. III, p. 252: Combat Actions, magic); the dispel magic spell (q.v.) also will nullify the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control 1 skeleton or zombie per CA level. If suitable remains are at hand, the sorcerer can opt to raise 1 large skeleton per 3 CA levels, or 1 giant skeleton per 6 CA levels, though zombies may only be created from the whole corpses of men (or cave-men).

Animate Dead II
Level: nec 6 | Range: 10 feet | Duration: permanent
From the fresh graves of men are raised ghouls by means of unspeakable rites and forbidden incantations. The selected graves must be no older than one week and dug properly. The ghouls will claw out from the earth to obey without question the commands of the sorcerer, following, attacking, or standing guard as directed. They will continue to serve until either slain or turned (see Vol. III, p. 252: Combat Actions, magic); the dispel magic spell (q.v.) also will nullify the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control 1 ghoul for every 2 CA levels. If a 12th-level sorcerer raises 5 ghouls and has them in his keeping whilst animating another, the 6th may emerge as a ghast on a 2-in-6 chance.

Danse Macabre
Level: nec 2 | Range: 180 feet |
Duration: 1 turn per CA level
The corpse of a man or humanoid is animated to undeath and thenceforth controlled like a marionette, the necromancer waving his fingers and dictating the movements of the creature. The danse macabre subject is either a skeleton or a zombie. It can be directed to move, pick up objects, or even attack, but requires the constant chanting and gesticulating of the caster. Once the caster ceases to direct, or when the spell’s duration elapses in any event, the creature will crumple to the ground. Either form can be turned as Undead Type 1 (see Vol. III, p. 252: Combat Actions, magic).

Skeletal Hands
Level: nec 2 | Range: 30 feet | Duration: 1 turn
A pair of bony members materializes, floating before the sorcerer and aglow with crimson lambency. The sorcerer manipulates the skeletal hands by gesturing with his own. Always the hands must be kept together, and if the caster ceases to concentrate and gesticulate, the hands will disappear.
The hands can perform simple tasks such as lifting things, opening doors, and retrieving items. Each hand can hold five pounds of weight individually, or 15 pounds when working together. Skeletal hands can also be used to attack with the following statistics: MV 20; DX (as caster); AC 5; HD 1 (hp 2 [1 hp each]); #A 2/1 (claw/claw); D 1d4/1d4; SV (as caster). The hands can also be terminated via dispel magic or turn undead (Undead Type 0; see Vol. III, p. 252: Combat Actions, magic).

Skeletal Servant
Level: nec 1 | Range: 240 feet | Duration: 6 turns (1 hour)
This ritual requires 1 turn to cast, using the complete skeleton of a man or humanoid. The skeleton is animated to an undead creature of limited means. This skeletal servant will attend the caster; it can clean, fetch / carry a 10-pound item (or drag a 20-pound item), tie a simple knot, mend a torn cloth or sack, open an unlocked door, or perform other menial tasks throughout the duration of the spell, so long as it remains within 240 feet of the sorcerer. The creature cannot fight. Its relevant statistics are: AL CE; SZ M; MV 30; AC 7; HD .; #A 0; D —; SV 17. Special: Immune to sleep, charm, and cold magic. Edged and piercing weapons inflict 1/2 damage. Turned as Undead Type 0.

Black Brew: This gruesome swill typically is concocted by a witch or shaman. It consists of tannin-rich bog water that contains ground rattlesnake bones, bat’s blood, dew from a nighthawk’s wings, black lotus pollen, and mushrooms grown from the corpse of a sorcerer. These ingredients must be stirred together in a copper vessel whilst a forbidden incantation (passed down orally) is sung aloud.
Any male who dares drink this potion must make a death (poison) saving throw or die instantly, his jellied brain melting out his ears, nose, and mouth. A female who drinks the brew becomes a bizarre form of free-willed zombie known as a zuvembie. If a black brew is administered to a woman who is unwilling to become a zuvembie, she must make a transformation save to resist conversion; otherwise, the change occurs over the next 1d6 turns (death followed by undeath).

Mask of the Plague Doctor: This peaked hat with beaked mask marks the uniform of those charlatans who peddled fraudulent cures as the Green Death ravaged Hyperborea. For some of these dealers in false hope, the gods took notice, and Mordezzan claimed them as his own. Their masks grew to be part of them, and no matter the desperate, disease-riddled settlement in which they tarried, the plague doctors knew no sickness. Many were the last survivors in the towns of men, alone amongst the corpses until, from the dark and charnel abysses of the earth, the undead crept forth to sate their hunger.
The wearer of a mask of the plague doctor will find that he cannot remove it. Only remove curse and a successful transformation saving throw will allow the mask’s removal. The wearer, though, is completely immune to all disease (including zombiism) and receives a +2 bonus on all poison and radiation saving throws.
A charnel smell clings to the wearer, and ghouls view him with affinity. No ghoul or ghast ever will attack the wearer, though this protection does not extend to companions. Moreover, there is a 1-in-4 chance that any man killed by the wearer will rise a day later as a ghoul. Such casualties will be drawn to follow after the mask wearer, if able, attempting to hunt down his companions and free him from the stink of the living.

Club, War +1, Shadow Rattle: Each of these fearsome totems comprises a blackened skull mounted upon a stout shaft of oak. The skull’s eyes are stopped with obsidian and lead, and a horn of unknown provenance is mounted in its centre. Inside the empty brain case, bits of bone and stranger substances rattle to ancient inhuman rhythms that chill the blood and threaten to strip away the thin veneer of human meaning that covers a more ancient, uncaring world.
The shadow rattle functions as a +1 war club for most wielders; it is a +2 war club for any shaman. Once per day any wielder can shake the rattle to cast darkness with a 60-foot range (120 feet if used by a shaman). Once per day a shaman can use the shadow rattle to summon 1d6 shadows that take the shape of his or her totem animal. They will serve for the duration of one combat, but if they do not completely drain one human of strength and take the new shadow back to their realm, then the shaman must sacrifice 1,000 XP instead. If the shaman does not have enough XP, he will become a shadow and be taken back to the darkness.

Sword +1, Death Soldier’s Muster: This razor-sharp falcata has a bone hilt, and from its lower grip a talon projects from a thumb-like extension. The blade of this weapon is grooved with deep fullers that never are completely free of dried blood. The death soldier’s muster is a +1 weapon, but when wielded by a death soldier (a necromantic warlock), its full power is released: It performs as a +2 weapon and also adds 3 to the death soldier’s dexterity for determining who strikes first when initiative is tied. Any man killed with this blade by a death soldier will rise in 1 turn as a zombie to serve him for one day.

White-speckled Blue Lotus: These lotuses grow on the cadavers of men and beasts. They resemble a crop of poppies, with lilac-blue blossoms dappled white. They grow in tight profusion, mantling the body in which they take root. When a lotus-covered body is approached within five feet, a cloud of blue pollen releases. At once the victim will fall to a fit of coughing and sternutation, identical to the effect produced by dust of sneezing and choking (see Vol. V, p. 474: Magical Treasure, miscellaneous magic items); death is inevitable.
White-speckled blue lotus blossoms must be gathered when the flower closes, from an hour after sunset to an hour before sunrise. (This condition of course implies certain periods when the flowers never close and are thus practically impossible to collect.) Gathered blossoms must be sun-dried and ground to produce dust of sneezing and choking. Rumours persist that a man killed by the white-speckled blue lotus becomes host to an alien intelligence that can animate his corpse (viz. a zombie) and ambulate to a new locale; this effect is not known to manifest in victims of dust of sneezing and choking.
 
Last edited:

Voadam

Hero
Beneath the Comet
Astonishing Swordsmen & Sorcerers of Hyperborea
Ka-Ven, Lich: ?
Ta-Nee, Ghost: I am Ta-Nee, who in life was queen of Hyperborea. But my king would not accept death and trapped my soul, along with so many others, in his sorcerous tomb.
Ghost Child: ?

Skeleton: ?
Mummy: ?
Ghost Banshee: ?
Ghost: ?
Spectre: The spectre's touch drains 1d2 levels unless death save made; if drained to 0th level, one day later become spectre.
 


Voadam

Hero
The Anthropophagi of Xambaala
Astonishing Swordsmen & Sorcerers of Hyperborea
Gloom-Eater Zombie: These undead humanoids, oft referred to as “gloom-eaters”, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse.
A gloom-eater zombie's bite drains victim’s strength by 1d4 points (no saving throw allowed). A victim reduced to 0 ST has been tainted by the gloom and will become a gloom-eater zombie in 1d4 turns unless cure disease is cast.
A gloom-eater zombie's bite drains victim’s ST by 1d4 points; a victim reduced to 0 ST will become a gloom-eater zombie in 1d4 turns, unless cure disease is cast.

Shadow: Any creature drained to 0 ST by a shadow becomes a shadow.
 

Voadam

Hero
Knockspell Magazine #1
OSRIC
Undead Animal: Necromancer Animate Dead Animals power.
Limb: Necromancer Animate Limb power.
Servant: Necromancer Construct Servant power.
Skull Guardian: Necromancer Create Skull Guardian power.
Animated Undead: Necromancer Superior Animate Dead power.
Lich-Lords of Kuush: ?

Undead: Necromancer Manufacture (Undead Type) power.
Coffer Corpse: Level 1 necromancer's undeath power.
Ghoul: Level 2-3 necromancer's undeath power.
Ghast: Level 4 necromancer's undeath power.
Wight: Level 5 necromancer's undeath power.
Wraith: Level 6 necromancer's undeath power.
Mummy: Level 7-8 necromancer's undeath power.
Vampire: Level 9-14 necromancer's undeath power.
Lich: Level 15 necromancer's undeath power.
Necromancer Create Lich power.
Skeleton: Necromancer Animate Dead power.
Zombie: Necromancer Animate Dead power.
Necromancer Army of the Dead power.
Juju Zombie: Necromancer Improved Animate Dead power.
Shadow: ?

Undeath: Unless a necromancer is buried in specially consecrated ground or is utterly destroyed, he will return as undead, as noted on the Level Advancement table. They will not retain any of their necromantic powers unless they return as a vampire or lich. In any case they will not earn any more experience points as an undead.

Animate Dead: Similar to the 3rd-level Cleric spell of the same name. A necromancer may animate 1-6 zombies in this manner. If no flesh remains, the corpses are animated as skeletons instead. A necromancer may only control a number of these skeletons/zombies equal to 6 times their level at any one time.

Animate Dead Animals: Similar to the necromantic power of Animate Dead, except only animals may be animated this way. Consider undead animals to have ½ the HD of a living specimen for purposes of Turning. Necromancers may only control a number of these animated animals equal to 6 times their level at any one time. Animate Dead is a prerequisite for this power.

Animate Limb: A necromancer may use this ability to re-animate up to 4 severed human limbs (but not a head). Limbs have limited movement – hands or arms could crawl (up to 5’ round), but a leg or foot would simply flop around. A limb is not intelligent, but is under the control of the necromancer, who may order it about as a skeleton or zombie. A limb has ½ HD (1-4hp) and can be turned as a zombie. Necromancers may only control a number of these limbs equal to 6 times their level at any one time.

Army of the Dead: The necromancer can animate and subsequently control up to 100 human-type corpses, which must be dead less than one week. The animation lasts for 24 hours. Animate Dead is a prerequisite for this power. Typically this power is used near a fresh battlefield or plague-ridden village where plenty of fresh corpses are readily available.

Create Lich: A necromancer may use this power to create a lich from a willing human victim. The victim must be at least a 14th level evil Cleric or Magic-User. The process culminates in the death of the victim and their resurrection as a lich. The process requires at least 2,000gp of materials per level of the victim and 2 weeks of preparation. The materials are consumed during the ceremony, which must be conducted at midnight on a grimly auspicious night (e.g. Halloween, Winter Solstice etc.) Upon completion of the rituals, the victim arises as a lich in all respects. This power is rarely used owing to the inherent distrust and enmity between evil spell-casters and necromancers.

Create Skull Guardian: A ritually sacrificed human or demi-human may be used to create a skull guardian. The process requires one week of work but no special materials. The result is a skull sporting a pair of membranous bony wings growing from its temples. A skull guardian is only semi-intelligent but follows the orders of the creating necromancer at all times. It may only move a maximum of 60’ away from the place of its creation. Skull Guardian: AC 2; MV 30’; HD 1; hp 1-8; THAC0 19; #AT 1; D 1-3; SA Generates Fear 5’ radius; SD normal undead immunities, turn as Spectre; MR Std; SZ S; Int Semi; AL N; XP 650+10/hp.

Improved Animate Dead: Similar to the prerequisite power Animate Dead, except that the necromancer may animate 1-6 ju-ju zombies. The corpses must be fresh (no more than a week dead) and relatively intact.

Manufacture (Undead Type): Creates an undead creature from a human corpse. This procedure takes one week of uninterrupted work, starting with sacrifice of the human victim. Once finished, the necromancer must attempt to establish control as normal; otherwise the creature will act independently. Note: Each manufacturing power is a prerequisite to the next higher version.

Superior Animate Dead: This power allows a necromancer to animate the corpse of a recently dead (up to 1 week) human or demi-human. The corpse must be unmutilated. The animated undead will possess the same level it had in life, and the same powers, including any non-clerical spellcasting abilities. The animation only lasts for 24 hours, after which the creature cannot be re-animated. Treat the creature as an undead of the same or fewer hit dice for the purposes of turning. After animation, a necromancer must attempt to establish control normally. If control is not established, the animated undead will attack the necromancer. Animate Dead is the prerequisite for this power.

Swords & Wizardry
Osori the Creeping One, Spectre: Nearby, in a corner, are discarded heavy and thick bones and an inhuman skull: these are the remains of a great ape still wearing iron cuff and the links of a chain on one hand. The ideogrammatic inscription on the well’s rim reads, “FARNESS”.
Imprisoned by the well’s magic is the spirit of Osori the Creeping One (the nearby bones were once his), half-human sorcerer.

Skeleton: ?
Shadow: ?

Astonishing Swordsmen of Hyperborea
Lich: Ivgah the Necromancer is a terrible sorcerer who yet survives in the Xavadar family vault. It is he who performed those gruesome rites almost a millennium ago when he orchestrated the mass suicide of the noble Xavadar family. Empowered by the ritual, from the Black Gulf of negative dimensions he summoned and bound to service the Sightless Serpent, a quasi-deital basilisk that cyclically weeps rills of gems. The gems are small, but precious, black and violet sapphires valued at some 100 gp each; but Ivgah cares not a shred for monetary riches. What he seeks (or, rather, sought) is the rare ebbed-white sapphire, a spell component integral to the baleful necromancy that would raise the noble family to an obsequious form of lichdom in his service.
Skeleton: This is where the 48 family servants were entombed, but Ivgah animated them each and all to serve his vile purposes.
Ghoul: ?
Zombie: ?

OSR
Undead: When all that is true and good has fled the mortal shell of what once was a man, sometimes something lingers behind. Born of hatred, fear and hunger, this grim spark of sentience animates what should be moldering quietly beneath the earth.
Many of the undead the party encounters have the ability to pass their doomed condition on to those who fall beneath their attacks.
Vampire: ?
Lich: ?
Death Knight: ?
Magic-Wielding Mummy Pharaoh: ?
 

Voadam

Hero
Knockspell Magazine #2
Swords & Wizardry
Auska, Vampire-Mummy: ?
Barzon III, Yellow-Mold Zombie: ?
Armul Urthag, Vampire Lord: ?
Hieroglypicroc: Raised by ancient methods long forgotten or suppressed, zombie crocodiles are actually more akin to mummies than to zombies, at least in terms of the preservation process.

Skeleton: ?
Zombie: It takes three rounds for a hierglyphicroc to completely swallow a victim, but the victim will turn into a zombie within 1d4+1 rounds after being swallowed.
Wight: ?

OSR
Wraith: ?
Ghoul: ?
 

Voadam

Hero
Knockspell #3
OSRIC
Death Knight: Upon their deaths, certain high-level anti-paladins may be transformed into a Death Knight (1% chance/level) – a particularly powerful form of undead, as a reward for their faithful service.

Undead: ?
Ghoul: ?

Swords & Wizardry
Neb'Enakhet: Neb’Enakhet are sacred, mummified cats placed in the tombs of merchants, bureaucrats, non-noble landowners and others who themselves may not be worthy of (or able to afford) mummification.
Swrod-Wraith: Sword-wraiths are spirits of powerful, evil fighting-men that cannot find rest after death. Because of their powerful will, after their deaths their spirits inhabit a magical weapon they died fighting with.

Zombie: ?
Monstrous Undead: ?
Apparition: ?
Poltergeist: ?
Undead: Whatever dies in these ruins rises back up as undead guardians. The ruins are populated with undead versions of the previous residents and local wandering monsters. The transformation might be instant, or maybe the next night or maybe once the corpse is fully decayed. Are these undead bound the ruins? Or can they follow the adventurers?
Ghost: ?
Wraith: An ancient shrine stands dedicated to beautiful woman, her lifelike statue sculpted with great talent. One touch by mortal hands and it crumbles. Her past lover (and murderer), now a cursed wraith, visits every midnight and wails in ghostly agony. What will he do tonight?
Ghoul: ?

Labyrinth Lord
Ghoul: ?
Wraith: ?

1e
Death Knight: ?
Lich: ?
Vampire: ?
 

Voadam

Hero
Mystery of the Cursed Monastery
Basic Fantasy
Ghoul: A long time ago, a monastery in the Gauntlet acquired a cursed sword when the adventurer who was trying to break the curse died in the monastery. While trying to break the curse themselves, the nuns fell prey to the curse and became obsessed with possessing and protecting the sword. Eventually, they killed each other over it. They became ghouls, haunting the convent and killing anyone who tried to retrieve the sword.
Mayumi, Ghoul: ?
Ghoul Twin: ?
Sefu, Ghoul: ?
Minh, Ghoul: ?
Obsessed Ghoul: ?
Larissa the Elder Nun, Ghoul: ?
 

Voadam

Hero
Odysseys & Overlords Game Master's Guide
Basic Fantasy
Daniela Moldoveanu, Vampire: ?

Ghost: Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. This circumstance has become far more common in the years since the destruction of Husque, the God of Death.
Ghoul: Humanoids bitten by ghouls may be infected with ghoul fever. Each time a humanoid is bitten, there is a 5% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way must make an Intelligence Ability Roll. Failure on this check means that the newly risen ghoul retains none of the knowledge or abilities they possessed in life. However, if the ghoul succeeds, they retain the majority of their knowledge and memories, becoming an intelligent ghoul.
Spectre: The same terrible conditions and negative consequences that have created an abundance of ghosts in the wake of the Schism have contributed to an uptick in the population of spectres.
Vampire: The vampire's bite inflicts 1d3 damage, then each round thereafter one energy level is drained from the victim. The vampire regenerates a 1d6 hit points (if needed) for each energy level drained. If the victim dies from the energy drain, he or she will arise as a vampire at the next sunset (but not less than 12 hours later).
Wight: Wights are mystically imbued corporeal undead who act as energy vampires, sucking the life force from their victims. It is said that the first wights were created by Husque to act as foot soldiers during the schism.
Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later).
Skeleton: Horn of Doom magic item.
Zombie: Horn of Doom magic item.
Wraith: ?
Mummy: ?

Horn of Doom: When blown, this horn will create animated skeletons or zombies as if by the spell animate dead. Up to 3d6 hit dice of undead monsters will be so created from remains within a 60’ radius of the character who blew the horn. If both skeletal and fleshy remains are available in the area of effect, skeletons will be animated in preference over zombies. If the user is a magic-user or cleric, the created undead may be controlled so long as that character retains the horn. If blown by a fighter or thief, the undead created will be uncontrolled. Uncontrolled undead monsters will attack any living creatures nearby. The horn may be used once per day, but no more than 18 hit dice of undead created by the horn may exist at any one time.
 

COMING SOON: 5 Plug-In Settlements for your 5E Game

Advertisement2

Advertisement4

Top