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Undead Origins

Voadam

Hero
Criaturas Lendárias: Mythical Creatures of Brazilian Folklore
Blueholme
Dry-Body, Corpo-Seco: Also known as Corpo-Seco, Dry-Body was a wicked man in life, a brute who even beat his own mother. When he died, the earth itself rejected his body, and he turned into an evil creature that lurks in the trunks of trees.
Grazing Boy: A slave boy who died a hideous death, whipped unconscious and thrown into an ants’ nest, as punishment for letting his owner’s horses escape. He returns to earth as a spirit and helps people who are looking for lost things.
 

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Voadam

Hero
Cult of Diana: The Amazon Witch for Basic Era Games
Blueholme
Skeleton Hero: ?
Ghost: Pass Through Fire spell.

Pass Through Fire
Level: Witch Ritual 5
Ritual Requirements: The witch, the person to be raised, see below
Range: One dead body
Duration: special
Witches are normally not allowed to bring anyone back from the dead. This is magic that is beyond them and violates their views of how the Life-Death-Rebirth cycle works. But occasionally there is a way to do it if the witch knows how.
By means of this ritual, the witch can bring someone back from the dead if acted on before sundown. The witch anoints the dead body with holy oils, herbs, and incense. She places her hands on the body’s chest above the heart and sends out a lament to the dead. The body will burst into flames (always causing 2d6 hp damage to the witch, no save) and from the flames the dead will rise, alive and whole. The ritual takes a full hour to cast, and the witch must not be interrupted.
However, if the sun sets on the body before this ritual is complete, then the soul is gone forever. Also if the person died while standing at any sort of crossroads, liminal or in-between place it is likely the soul will get lost on the return and instead of a raised friend the witch will have a dead body and a ghost to deal with.
Material Components: Holy oil, herbs, and incense valued at 1,000 gp.
 


Voadam

Hero
The Necropolis of Nuromen
Blueholme
Skeleton: All four skeletons will come to life – they have been turned into undead by the curse of Nuromen.
Zombie: ?
Ghost: There is also a ghost here, the phantom of a drunkard who resided with the necromancer in Law's End.
Skeletal Arm: ?
Nuromen, Wraith: When Nuromen himself died in the disaster that befell his demesne, his cleric laid him and his wife Zimena to rest in this sepulchre before taking his own life.
Nuromen did not pass into the world beyond but has remained as a wraith!
 

Voadam

Hero
The Return of the Blue Baron
Blueholme
Witches Switches: It is rumored to be the collective spirits of 13 religious women deprived of novices to discipline.
Mircalla, Vampire: ?
Zombie: Vampire slimes drain victims of blood and fluids, often flowing inside a dead victim to animate it as a zombie.
If the skull is moved in any way, a sparkling red cloud shoots from the nasal passage, and everyone in the room must save vs. poison or choke to death in 1d3 rounds - and then reanimate as zombies. This necromantic toxin is the Breath of Orcus, which reanimates any corpse as zombies or skeletons.
Vampire Slime: Vampire slimes are foul amorphic undead formed by an evil alchemical rite, involving a cultist who drinks a potion that violently liquidates their body, only to have their life force reanimate the miasmal puddled remains.
Skeleton: If the skull is moved in any way, a sparkling red cloud shoots from the nasal passage, and everyone in the room must save vs. poison or choke to death in 1d3 rounds - and then reanimate as zombies. This necromantic toxin is the Breath of Orcus, which reanimates any corpse as zombies or skeletons.
Greater Skeleton: ?
Bonkers the Undead Monkey: A trained mandrill turned into a hateful abomination with unnatural strength and regeneration. Bonkers waits in his concealed cage amongst tarpaulin-covered crates to grab for claw damage each round, removed with a strength check.
Elephant Mummy: ?
Animated Mosaic Lesser Skeleton: ?
Animated Mosaic Carnosaur Skeleton: ?
Mosaic Spectre: ?
Revenant: Revenant Charm magic item.

Revenant Charm
This stained bone fetish allows the wearer to reanimate and avenge his or her own death. Anyone can be sought or attacked so long as it involves getting to the killer or killers. Furthermore, the revenant gains a bonus equal to half its character levels (rounded down) for task checks and to resist turning attempts. Once the last killer is dead, the revenant drops as a disintegrating husk. The revenant gains the usual undead immunities and weaknesses, but it may otherwise be destroyed normally.
 

Voadam

Hero
Monsters and Treasures of Airhde 2nd Printing
Castles & Crusades
Undead Crow: ?
Forsaken: The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon their minds and bodies. His slave masters tortured them, his wizards experimented upon them and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and they fled the Pit when they could.
Mison Men: Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale.
The mison men’s origins lie in the early history of men. When men first wandered the high planes beyond the confines of the Dwarven Realms, they encountered creatures both amazing and terrifying, not least of which were the dragons. Many paid homage to these beasts and the monsters took them as servants. And though they still plundered the men of their wealth, or devoured them in flame and acid, the men paid them homage. These ancient tribes found their futures interwoven with that of the great beasts. In later days, Cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddess Inzae, and her disposition is a malicious one.
Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise.
Naerlulthut: A victim killed by the naerlulth is brought back to unlife, fated to suffer everlasting torment in the ashen wake of the creature’s passing.
Soul Thief, Rottenshuf: These creatures are of the order of the Val-Austlich, created in the Days before Days by Ornduhl. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.
Terralip Tree: In the old dead husk of many a tree lingers the echo of its spirit. The spirit burns with some malevolence that it bore in life or that was given to it by others or that it suffered in death. These are twisted spirts, born crooked and they die angry. They are forbidden to return to the earth and oblivion as is the want of all trees, so they remain in bark, bole and branches, there to poison the ground, the very air, that once gave it life.
The terralip is found where any deciduous forest once grew or grows. They can be of any breed of hardwood, from the hardbarked cherry tree to the tall, thin aspen. They can exist in any climate and as high as the tree line in the mountains. They are found in swamps and deserts, towns and valleys, wherever trees grow.
Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite.
Stronger Skeleton: At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4).
Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite.
Stronger Zombie: At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4).
Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite.
Malhavok, Wraith: In the Age of Heroes, Malhavok was reputed to be the greatest thief in the entire west. In his travels, he took up with the holy paladin Saint Luther who tolerated his malfeasance for he proved useful in his struggles with the evil that had arisen in the east. But eventually, Malhavok betrayed the paladin and when Luther discovered Malhavok’s misdeed, the paladin’s knight laid hands on the rogue and slew him; they gave his body no rest, but burned it to ash. But Malhavok’s spirit proved powerful and refused to enter the Shadow Realms and fled the Gates of Tiamat.
Naked, it returned to the world of the living as a houseless shadow, seeking it knew not what. At last it found a home in the very blade the rogue carried in life. This blade, born of the magic of Rhealth, one of the Og-Aust of old, consumed the fire of Malhavok so that the rogue became entwined with the blade and the blade became a cursed thing.
Ghost Jackal: ?

Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Wight: ?
Ghoul: ?
Skeleton: Knoglen Blade magic item.
Zombie: Knoglen Blade magic item.
Banshee: The sword Noxmorus has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elves or fey, the blade has a malevolent effect. On a roll of a natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee.
Noxmorus magic item
Ghost: ?

KNOGLEN BLADE: Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a +3 bonus to both attacks and damage. The blade is razor sharp, also crafted from living bone. On a result of 19 or 20 (before bonuses) flakes of the blade break off and enter the wound. Once in a wound the flakes begin to meld with the victim. In the round following a successful hit the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless.
If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bone flakes, as if they were a skeleton. They turn as a skeleton. If untreated the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die.
Unless buried in holy or consecrated ground, they reanimate as a zombie or skeleton in 1d8 days.

NOXMURUS, “NIGHT OF THE DEAD”: When Unklar came to the world of Aihrde, the greater host of the elves fled the world to the hidden realm of Seven-Rivers, Shindolay. Only a few possessed so great a love for the lands of the All Father that they remained. They hated Unklar and fought him at every turn. But defeat followed defeat and their powers proved too slight in the face of the Horned God. Their losses mounted, culminating in the battles for those lands that came to bear the name The Shelves of the Mist. With frustrated rage their thoughts turned ever to their kin who had fled, in their thoughts were visions of all the gathered strength of the elven hosts and the utter defeat of Unklar. Though they did not know it, even those hosts could not have stood against the Horned God in his prime; not even were all his minions stripped of him. But their thoughts did not know reason, only defeat and in time they turned on their kin, hating them, and cursing those who fled the fate of the world.
The Elf Prince Meltowg Lothian, brother to Daladon Half-Elven Lord of Darkenfold, was one of these elves. As is told in the Lay of the Lothian Princes, he forged the sword Noxmurus and bound within it the spirit of his rage and hate; this raging spirit took a name, Bodach, which in the elven tongue means “darkness.” Meltowg died in the Winter Dark Wars and his brother, Daladon Lothian, took up the blade for a space of years. Since those days Daladon has drifted from the halls of the Val-Tulmiph and the blade has been lost to history.
Noxmurus is a +5 two-handed claymore, whose deep green blade is unbreakable. Its grip is of black wire wrapped tightly around an iron base, the pommel a dark green opal, and the great cross-guard is speckled black, as if colored with coal dust. It is always sharp, immune to notches and scratches. Within the blade lurks the corporal manifestation of Meltowg’s madness, Bodach the imp. This imp is possessed of all the rage of its creator and bears a deep, abiding hatred for the High Elves of Aihrde. When held by a human, or any elf other than a high elf or half-elf with high elf ancestry, the sword becomes a living thing and will talk to its “master,” trying to influence the wielder. Bodach’s goals are always twofold, to kill servants of the enemy or the High Elves. It will attempt to drive its master to war on these creatures. Noxmurus is a sentient artifact and as such can control the will of its wielder. Noxmurus has a will of 21.
When unsheathed, the sword allows the wielder to move silently as a 5th level rogue, and if in a forest environment, the bearer can become invisible at will to all beings less than 15 hit dice and to all elves (as the spell invisibility). Also, elves and half-elves wielding the blade may summon and command Bodach the Imp upon command. Bodach acts as an imp familiar in all respects.
The blade imparts a resistance to poison (as the dwarf) as well as darkvision up to 120 feet. It can detect magic within a 20 foot radius. When borne by any elf other than a high elf or half-elf with high elf ancestry, the sword bestows a glamour upon the wielder, allowing the wielder to make himself seem greater than he is. The glamour acts similar to the Frightful Presence of Dragons. The glamour unsettles creatures within 120 feet if they have fewer than 12 HD. A potentially affected creature that succeeds at a wisdom save (CL 20) remains immune to the Glamour for one day. On a failure, creatures with 4 or fewer HD panic for 2d4 rounds, fleeing from the wielder and those with 5-12 HD become shaken for 4d4 rounds, suffering a -2 on all to hit rolls and attribute checks. The wielder can also detect any type of scrying.
The sword has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elf or fey, the blade has a malevolent effect. On a roll of a natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee.
 
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Voadam

Hero
Monsters & Treasures of Airhde 3rd Printing
Castles & Crusades
Undead Crow: ?
Forsaken: The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon their minds and bodies. His slave masters tortured them, his wizards experimented upon them and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and they fled the Pit when they could.
Mison Men: Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale.
The mison men’s origins lie in the early history of men. When men first wandered the high planes beyond the confines of the Dwarven Realms, they encountered creatures both amazing and terrifying, not least of which were the dragons. Many paid homage to these beasts and the monsters took them as servants. And though they still plundered the men of their wealth, or devoured them in flame and acid, the men paid them homage. These ancient tribes found their futures interwoven with that of the great beasts. In later days, Cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddes Inzae, and her disposition is a malicious one.
Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise.
Naerlulthut: A victim killed by the naerlulth is brought back to unlife, fated to suffer everlasting torment in the ashen wake of the creature’s passing.
Soul Thief, Rottenshuf: These creatures are of the order of the Val-Austlich, created in the Days before Days by Ornduhl. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.
Terralip Tree: In the old dead husk of many a tree lingers the echo of its spirit. The spirit burns with some malevolence that it bore in life or that was given to it by others or that it suffered in death. These are twisted spirits, born crooked and they die angry. They are forbidden to return to the earth and oblivion as is the want of all trees, so they remain in bark, bole and branches, there to poison the ground, the very air, that once gave it life.
The terralip is found where any deciduous forest once grew or grows. They can be of any breed of hardwood, from the hard-barked cherry tree to the tall, thin aspen. They can exist in any climate and as high as the tree line in the mountains. They are found in swamps and deserts, towns and valleys, wherever trees grow.
Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite.
Stronger Skeleton: At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4).
Stronger Zombie: At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4).
Malhavok, Wraith: In the Age of Heroes, Malhavok was reputed to be the greatest thief in the entire west. In his travels, he took up with the holy paladin Saint Luther who tolerated his malfeasance for he proved useful in his struggles with the evil that had arisen in the east. But eventually, Malhavok betrayed the paladin and when Luther discovered Malhavok’s misdeed, the paladin’s knight laid hands on the rogue and slew him; they gave his body no rest, but burned it to ash. But Malhavok’s spirit proved powerful and refused to enter the Shadow Realms and fled the Gates of Tiamat.
Naked, it returned to the world of the living as a houseless shadow, seeking it knew not what. At last it found a home in the very blade the rogue carried in life.
Ghost Jackal: ?

Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Wight: ?
Ghoul: ?
Skeleton: Knoglen Blade magic item.
Zombie: Knoglen Blade magic item.
Banshee: The sword Noxmorus has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elves or fey, the blade has a malevolent effect. On a roll of a natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee.
Noxmorus magic item
Ghost: ?

KNOGLEN BLADE: Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a +3 bonus to both attacks and damage. The blade is razor sharp, also crafted from living bone. On a result of 19 or 20 (before bonuses) flakes of the blade break off and enter the wound. Once in a wound the flakes begin to meld with the victim. In the round following a successful hit the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless.
If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure diseas, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bone flakes, as if they were a skeleton. They turn as a skeleton. If untreated the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die.
Unless buried in holy or consecrated ground, they reanimate as a zombie or skeleton in 1d8 days.

NOXMURUS, “NIGHT OF THE DEAD”: When Unklar came to the world of Aihrde, the greater host of the elves fled the world to the hidden realm of Seven-Rivers, Shindolay. Only a few possessed so great a love for the lands of the All Father that they remained. They hated Unklar and fought him at every turn. But defeat followed defeat and their powers proved too slight in the face of the Horned God. Their losses mounted, culminating in the battles for those lands that came to bear the name The Shelves of the Mist. With frustrated rage their thoughts turned ever to their kin who had fled, in their thoughts were visions of all the gathered strength of the elven hosts and the utter defeat of Unklar. Though they did not know it, even those hosts could not have stood against the Horned God in his prime; not even were all his minions stripped of him. But their thoughts did not know reason, only defeat and in time they turned on their kin, hating them, and cursing those who fled the fate of the world.
The Elf Prince Meltowg Lothian, brother to Daladon Half-Elven Lord of Darkenfold, was one of these elves. As is told in the Lay of the Lothian Princes, he forged the sword Noxmurus and bound within it the spirit of his rage and hate; this raging spirit took a name, Bodach, which in the elven tongue means “darkness.” Meltowg died in the Winter Dark Wars and his brother, Daladon Lothian, took up the blade for a space of years. Since those days Daladon has drifted from the halls of the Val-Tulmiph and the blade has been lost to history.
Noxmurus is a +5 two-handed claymore, whose deep green blade is unbreakable. Its grip is of black wire wrapped tightly around an iron base, the pommel a dark green opal, and the great cross-guard is speckled black, as if colored with coal dust. It is always sharp, immune to notches and scratches. Within the blade lurks the corporal manifestation of Meltowg’s madness, Bodach the imp. This imp is possessed of all the rage of its creator and bears a deep, abiding hatred for the High Elves of Aihrde. When held by a human, or any elf other than a high elf or half-elf with high elf ancestry, the sword becomes a living thing and will talk to its “master,” trying to influence the wielder. Bodach’s goals are always twofold, to kill servants of the enemy or the High Elves. It will attempt to drive its master to war on these creatures. Noxmurus is a sentient artifact and as such can control the will of its wielder. Noxmurus has a will of 21.
When unsheathed, the sword allows the wielder to move silently as a 5th level rogue, and if in a forest environment, the bearer can become invisible at will to all beings less than 15 hit dice and to all elves (as the spell invisibility). Also, elves and half-elves wielding the blade may summon and command Bodach the Imp upon command. Bodach acts as an imp familiar in all respects.
The blade imparts a resistance to poison (as the dwarf) as well as darkvision up to 120 feet. It can detect magic within a 20 foot radius. When borne by any elf other than a high elf or half-elf with high elf ancestry, the sword bestows a glamour upon the wielder, allowing the wielder to make himself seem greater than he is. The glamour acts similar to the Frightful Presence of Dragons. The glamour unsettles creatures within 120 feet if they have fewer than 12 HD. A potentially affected creature that succeeds at a wisdom save (CL 20) remains immune to the Glamour for one day. On a failure, creatures with 4 or fewer HD panic for 2d4 rounds, fleeing from the wielder and those with 5-12 HD become shaken for 4d4 rounds, suffering a -2 on all to hit rolls and attribute checks. The wielder can also detect any type of scrying.
 
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Voadam

Hero
Tome of the Unclean
Castles & Crusades
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
In the material planes the undead are creatures who have been trapped in their dead bodies through some device or the other.
Many fall in life and are never laid to rest. Whether in battle, or at home, those whose bodies are not buried in hallowed ground, or at least given the blessings of the gods, are untethered and unprotected. Even if they were good in life and their souls crossed to some heaven of their belief, their bodies are not safe. These the arch devil and demons can summon to the infernal planes.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Devil Discarnate Lesser: The discarnate are lost souls, shadows of their former selves.
The discarnate are the souls and spirits of those who died in Hell and were trapped there, their bodies left to rot, unburied.
Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate.
Note that the discarnate are also people that have fallen in Hell and have become undead creatures.
Abigor: ?
Ousmane: ?
Undead Crow: ?
Draugr: The draugr is a type of undead so malevolent in life that its evil ways still possess it in death.
Only humans can be reborn as draugr.
Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Ghoul: The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.
If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Haunt: The haunt is an undead tied to the spot of its death. It appears as a ghostly image, a floating, incorporeal form that vaguely resembles its form before death, be it man, dwarf, gnome or some other humanoid. In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, its spirit seeks to fulfill its final task.
A haunt can be of any alignment and its task can be anything from the mundane (“replace the stone in the wall thus covering the secret hiding place”) to the extraordinary (“travel to a distant land and deliver a message of peace”); from the safe (“to see my child who was born after I died”) to the perilous (“avenge my family by killing the ancient red dragon who murdered them all”).
Lich: A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: There are those who are brought to the planes, or captured there, and buried alive. Their living bodies are wrapped in coils of madness and imprisoned in tombs of stone. These mummies are every bit as dangerous in hell as they are in the material world. The torments of their binding and the nature of their burial drive them mad, with a need bent on destruction.
A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity. Any creature that defiles or loots the tomb of a mummy is doomed to face the mummy’s wrath. Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence.
The process required to create a mummy gives the creature powerful protections against physical damage.
Nekun: Nekun are the skeleton-like anonymous dead of those who have passed into Hades, Tartarus and other regions below the earth.
Revenant: Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim.
Shadow: They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
D20 MONSTER
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
Skeletal Warrior: The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. Their life essence still exists, and if they were ever to claim it, they would die, and their spirit will pass into the afterlife, tormented no more.
The essence is usually kept in a gem of some worth, usually in excess of 10,000gp. This gem may be set in a crown, circlet, necklace or various other types of jewelry, or can be loose.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery.
The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Son of Rhealth: The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead.
Those victims that have had a worm from a Son of Rhealth land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered. When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease.
This disease manifests within 2d12 hours. At first, the victim becomes nauseated, vomiting and unable to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (- number of hours infected on all dice rolls). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
D20 MONSTER
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Scepter of Orcus.
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.
Wraith: Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. A wraith is incorporeal, having shed all connections of the flesh.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
D20 MONSTER
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
D20 MONSTER
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.
Monster Zombie: As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its former self. Any creature from a goblin to a giant can be transformed into a zombie.
Ogre Zombie: ?
Denizen Genitch Beetle: They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn.
Vampire: ?
Banshee: But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Demi-Lich: ?

SCEPTER OF ORCUS’S: At times, when the whim takes him, Orcus will take up his scepter and attack. Those struck will suffer 2d4+6 damage and will lose three levels (constitution save to avoid level loss). Anyone reduced to 0 levels will fall dead, only to rise the next round as a wight under Orcus’s control.
 
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Voadam

Hero
Tome of the Unclean 2019 Preorder
Castles & Crusades
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Vorgalos house their lairs, the country around and the beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.
In the material planes the undead are creatures who have been trapped in their dead bodies through some device or the other.
It is not so simple in the infernal planes for here there are few living creatures that possess restless spirits.
Many fall in life and are never laid to rest. Whether in battle, or at home, those whose bodies are not buried in hallowed ground, or at least given the blessings of the gods, are untethered and unprotected. Even if were good in life and their souls crossed to some heaven of their belief, their bodies are not safe. These the arch devil and demons can summon to the infernal planes. When Orcus calls his armies to him, hosts of them rise from the earth around him, these are the untethered undead and they serve him for they know no other way.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Devil Discarnate: The discarnate are lost souls, shadows of their former selves.
The discarnate are the souls and spirits of those who died in Hell and were trapped there, their bodies left to rot, unburied.
Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate.
Note that the discarnate are also people that have fallen in Hell and have become undead creatures.
Abigor: ?
Ousmane: ?
Undead Crow: ?
Draugr: The draugr is a type of undead so malevolent in life that its evil ways still possess it in death.
Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Once set loose in Hell, a soul is difficult to find and if not devoured will appear as a ghost somewhere.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Haunt: In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, its spirit seeks to fulfill its final task.
Lich: A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony.
The process required to create a mummy gives the creature powerful protections against physical damage.
There are those who are brought to the planes, or captured there, and buried alive. Their living bodies are wrapped in coils of madness and imprisoned in tombs of stone. These mummies are every bit as dangerous in hell as they are in the material world. The torments of their binding and the nature of their burial drive them mad, with a need bent on destruction.
Nekun: Nekun are the skeleton-like anonymous dead of those who have passed into Hades, Tartarus and other regions below the earth.
Revenant: Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim.
Shadow: They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. A victim rising as a shadow is forever dead, and cannot be restored to life by any means short of a wish.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
Skeletal Warrior: The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. Their life essence still exists, and if they were ever to claim it, they would die, and their spirit will pass into the afterlife, tormented no more.
The essence is usually kept in a gem of some worth, usually in excess of 10,000gp. This gem may be set in a crown, circlet, necklace or various other types of jewelry, or can be loose.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery.
Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a razor-sharp blade that bestows a +3 bonus to both attack and damage. If the attack roll results in a natural 19 or 20, flakes of the blade break off and enter the wound, causing it to fester. In the round following a successful hit the victim feels a searing pain which lasts for 4 rounds at which point the limb becomes numb and useless. If untreated, the wound turns necrotic and within 1d4 days the flesh surrounding the wound rots away. There is no saving throw for this condition. Further neglect leads to the rot continuing to spread, dealing 1d10 points of damage each day until the victim dies. Unless the dead is buried in consecrated or holy grounds, they will rise as either a zombie or skeleton within 1d8 days.
Treatment for the rot includes remove curse, remove disease, heal, restoration spells, a paladin’s cure disease ability, or a cleric or paladin may attempt to turn the bone flakes, which turn as a 1 HD undead.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Son of Rhealth: The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead.
The disease from a son of Rhealth worm bursting inside a victim manifests within 2d12 hours. At first, the victim becomes nauseated, vomiting and unable to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (- number of hours infected on all dice rolls). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
At times, when the whim takes him, Orcus will take up his scepter and attack. Those struck will suffer 2d4+6 damage and will lose three levels (constitution save to avoid level loss). Anyone reduced to 0 levels will fall dead, only to rise the next round as a wight under Orcus’s control.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Wraith: Wraiths are powerful wights who have forged a more powerful bond with the negative material plane.
A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
As humans can be turned into undead, so can the plethora of monsters that litter the land.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a razor-sharp blade that bestows a +3 bonus to both attack and damage. If the attack roll results in a natural 19 or 20, flakes of the blade break off and enter the wound, causing it to fester. In the round following a successful hit the victim feels a searing pain which lasts for 4 rounds at which point the limb becomes numb and useless. If untreated, the wound turns necrotic and within 1d4 days the flesh surrounding the wound rots away. There is no saving throw for this condition. Further neglect leads to the rot continuing to spread, dealing 1d10 points of damage each day until the victim dies. Unless the dead is buried in consecrated or holy grounds, they will rise as either a zombie or skeleton within 1d8 days.
Treatment for the rot includes remove curse, remove disease, heal, restoration spells, a paladin’s cure disease ability, or a cleric or paladin may attempt to turn the bone flakes, which turn as a 1 HD undead.
Zombie Monster: As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its former self. Any creature from a goblin to a giant can be transformed into a zombie, and the CK must make adjustments to the statistics listed above.
Vampire: ?
Banshee: But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Lich: ?
Demi-Lich: ?
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic.
Denizen Genitch Beetle: They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn.
 
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Voadam

Hero
Player's Handbook 7th Printing
Castles & Crusades
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: Create Undead spell caster level 11.
Shadow: Create Undead spell caster level 12.
Ghast: Create Undead spell caster level 13.
Wight: Create Undead spell caster level 14.
Wraith: Create Undead spell caster level 18.
Mummy: Create Greater Undead spell caster level 13.
Spectre: Create Greater Undead spell caster level 15.
Vampire: Create Greater Undead spell caster level 17.
Ghost: Create Greater Undead spell caster level 19.

ANIMATE DEAD*, Level 3 cleric, 5 wizard
CT 1 R 50 ft. D Permanent
SV none SR none Comp V, S, M
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t create more HD of undead than the caster has levels in any single casting of the spell.
The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead, do not count toward the spell’s limits.
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. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasure; undead created with this spell do not retain any abilities the creature may have had while alive.
The material component for this spell is a bag of bones.
Preserve Dead: This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.

CREATE UNDEAD, Level 6 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp DF, V, S, M
This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: ghoul (11), shadow (12), ghast (13), wight (14), or wraith (18). The cleric may create a less powerful undead if desired. For example, a 14th level cleric could, instead of creating a wight, also create a ghast, shadow, or ghoul. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.
The material component for this spell is a corpse.

CREATE GREATER UNDEAD, Level 8 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp DF, V, S, M
This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17), or ghost (19). The cleric may create a less powerful undead if desired. For example, a 17th level cleric could, instead of creating a vampire, also create a spectre or mummy. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check.
This spell must be cast at night and the caster must spend 100gp per corpse.
The material component for this spell is a corpse.
 

Voadam

Hero
Death in the Treklant
Castles & Crusades
Huge Skeleton: In one of the beds is a skeleton. It is small, about dwarf-size, and curled up in a fetal position. This is the skeleton of an ogre child who starved to death after his parents died. His father is the skeleton found in 8A. If the child’s skeleton is disturbed, the ogre skeleton in 8A animates.
The souls of these skeletons are forever locked within Dzeebagd’s walls; the capricious hand of fate denied them entry into the other world. The father died trying to get to his son, and when his son’s skeleton is bothered, the father’s soul animates in the skeleton.
It happened one day that the staircase, weakened by a sagging foundation and misuse, collapsed upon several of the ogres, including their notorious leader, Garoonsh, killing them instantly. One survivor, with a terribly shattered leg, crawled down a hallway looking for his child, only to die a lonesome and painful death in the darkness beneath the earth, never seeing his son again.
 
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Voadam

Hero
Magnificent Miscellaneum Vol. 1
Castles & Crusades
Megtragyaz: Megtrágyáz are undead, born of those who drowned in the deep mud or muck.
If a megtrágyáz knocks a target unconscious, it tries to smother it to death with its own body; if it is successful, the megtrágyáz is finally put to rest, but the smothered victim rises as a megtrágyáz.

Vampire: ?
Lich: ?
 

Voadam

Hero
Night of the Spirits
Castles & Crusades
Phantom Warrior: ?
Spirit of the Dead, Ghostly Spirit: ?
Wraig Wen, White Woman: ?
Gallytrot: These are decaying and baleful dead beings dressed in tattered and old clothing that seek the life essence of those they cause fear in, and they come from the underworld of Annwn at times when the presence of death is strong.
These Gallytrots were long dead Roman soldiers from ages past that have come from the underworld seeking revenge.
Gan Cean: ?
Angry Spirit: ?
 

Voadam

Hero
The Long Valley
Castles & Crusades
Bag O' Bones: The bag o’ bones is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation.
The creation of such a monster requires expensive ingredients (at least 10,000 gp), months of preparation equal to a stone golem, and requires the assistance of both a high level cleric and a master wizard coordinating their powers.
Zombie: A lamp set in the ceiling above the main crypt magically lights upon each full moon. As soon as the light touches the exposed corpse of the priest he animates. He then takes up a torch and passes around the room, the light having the same affect on his undead acolytes as it had on him. They each animate in turn.
Wight: The priest cast his own soul into a magic jar and the jar was set in a small shelf beneath his head in the bier of the barrow. His body was laid upon the bier and allowed to rise once a month, during the full moon, so that he might wander the valley and see the stars and moon from time to time.
A lamp set in the ceiling above the main crypt magically lights upon each full moon. As soon as the light touches the exposed corpse of the priest he animates.
Shadow: The priest cast his own soul into a magic jar and the jar was set in a small shelf beneath his head in the bier of the barrow.
Ealuta, Gaunt: In their midst was an old washer woman, Ealuta, who had not left Gaxmoor willingly that day, but rather been driven out by her family for she was a thief and threatened murder. She cursed her family, fled the town and laughed in scorn when the city disappeared. She gathered with the refugees near the Cuft Gorge and helped them build a home of loose rock. In time, however, she began to steal from them, and later, when winter struck and food ran short, she stole more. She was eventually found out and driven out of the makeshift town. They hounded her over the bridge and drove her into the snow to die.
But she did not die, for she was pickled with hate for all living things, and this hate kept her warm. She found shelter under the eastern side of the , and there carved out a hovel where she found some comfort.
When the first of the refugees died, she took note and watched as the others buried him. When they left the grave, she dug up the body and gnawed upon it, devouring the flesh raw. She tried to hide her crimes but was too weak. So, she took a rock and cut the remains into pieces and bore it back across the bridge to her lonely world. There, she buried the meat in the dirt.
The others soon discovered her crime but were too weak to pursue her, for the snows were deep and the food already gone. Three more died and were buried in shallow graves, only to suffer the indignity of becoming Ealuta’s meal, one after the other. What followed was a nightmare of death, murder and a witch’s haunt, until at last some few fled into the west to find succor and only one remained, a young girl, whose brother lay in the cold ground. She would not leave his side for him to become a meal for the witch.
So Ealuta found her, kneeling in the snow over her brother’s grave, and she sought to make a fresh kill and eat her there and then while the meat was still warm. Her clawed hand grasped the child’s throat to choke the life from it, but far faster and more agile, the child spun and struck Ealuta across the brow with a rock. The witch fell back into the snow, and the girl leapt upon her and stove her head in with the rock. With the last of her strength she took the witch by the hair and dragged her to her gorge and cast her mangled body to the floor far below. With that she left her brother and the valley to the east and came in time to the Massif and the people there where it is said she prospered, but would never speak of those dark days but to her own children.
The tale did not end there, however, for Ealuta rose from the gorge, a twisted creature of evil and spite. Wild and without purpose, she haunted the bridge slaying any and all who came to it. Driven by a hunger she could not satisfy, she dwelt there from that day to this.
Ghost: Before Gaxmoor was returned to Aihrde, the god Narrheit found a boy hunting in the valley, he learned of the city’s whereabouts from the boy. The boy treated him guardedly, but shared food and clean water with him. For whatever reason this pleased the god of chaos and evil and he took a liking to the boy. He knew that he was about to unleash Gaxmoor from its tether and set his minions upon it. He knew too that they would bring chaos to all who dwelt in the region; so to repay the boy’s kindness he set a guardian upon the Lost Valley. He slew the boy and set his ghost in the valley, tasking it with driving out all evil from the region.
Skeleton: ?
 

Voadam

Hero
Amazing Adventures 1st Printing
Castles & Crusades
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Mummy: A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity, which is most commonly the deserts of Egypt, though mummies have been encountered in Central and South America and in arctic, desert, and jungle climes the world over, where conditions are right for preservation of the body.
The process required to create a mummy gives the creature powerful protections against physical damage.
Create Greater Undead spell caster level 13.
Lesser Mummy: ?
Greater Mummy: Greater mummies are intelligent, often the remains of deceased priests or leaders.
Skeleton: Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery.
Animate Dead spell.
Vampire: Formerly human, these foul creatures have become completely corrupted, lurking in a state between life and death, and requiring warm, fresh blood for sustenance.
If a Vampire is killed, all of its spawn immediately become full vampires.
Create Greater Undead spell caster level 17.
Vampire Spawn: If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, but must be consciously used.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head).
Nobody else turns into a zombie, even if the zombies manage to kill any more bystanders. This should lead the PC’s to believe that it was, in fact, something on the needle that created the undead killing machines.
Animate Dead spell.
Undead Dragon: ?
Spectre: Create Greater Undead spell caster level 15.
Ghost: Create Greater Undead spell caster level 19.
Ghoul: Create Undead spell caster level 9.
Shadow: Create Undead spell caster level 10.
Ghast: Create Undead spell caster level 12.
Wight: Create Undead spell caster level 14.
Wraith: Create Undead spell caster level 18.

ANIMATE DEAD*, LEVEL 3 WIS, LEVEL 4 CHA, LEVEL 5 INT
CT 1 R 50 ft. D n/a
SV none SR none Comp V, S, M
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels.
The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead

CREATE GREATER UNDEAD, LEVEL 7 CHA, 8 WIS
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful Wisdom check with a CL equal to the hit dice of the monster. This spell must be cast at night and the caster must spend $100 per corpse.

CREATE UNDEAD, LEVEL 5 CHA, 6 WIS
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: ghouls (9), shadow (10), ghasts (12), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.
 

Voadam

Hero
Amazing Adventures 2nd Printing
Castles & Crusades
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Characters drained below 1st level become a 0-level character with no class or abilities. A character drained below 0-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 may at the GM’s option rise as another type of undead creature.
Mummy: A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity, which is most commonly the deserts of Egypt, though mummies have been encountered in Central and South America and in arctic, desert, and jungle climes the world over, where conditions are right for preservation of the body.
Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence. The process required to create a mummy gives the creature powerful protections against physical damage.
Create Greater Undead spell caster level 13.
Mummy Lesser: ?
Mummy Greater: Greater mummies are intelligent, often the remains of deceased priests or leaders.
Skeleton: Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery.
Animate Dead spell.
Vampire: Formerly human, these foul creatures have become completely corrupted, lurking in a state between life and death, and requiring warm, fresh blood for sustenance.
If a Vampire is killed, all of its spawn immediately become full vampires.
Create Greater Undead spell caster level 17.
Vampire Spawn: If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head).
Nobody else turns into a zombie, even if the zombies manage to kill any more bystanders. This should lead the PC’s to believe that it was, in fact, something on the needle that created the undead killing machines.
Animate Dead spell.
Undead Dragon: ?
Spectre: Create Greater Undead spell caster level 15.
Ghost: Create Greater Undead spell caster level 19.
Ghoul: Create Undead spell caster level 9.
Shadow: Create Undead spell caster level 10.
Ghast: Create Undead spell caster level 12.
Wight: Create Undead spell caster level 14.
Wraith: Create Undead spell caster level 18.

ANIMATE DEAD*, Level 3 Wis, Level 4 Cha, Level 5 Int
CT 1 R 50 ft. D n/a
SV none SR none Comp V, S, M
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels.
The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a arcanist, any undead the character might command by virtue of the caster’s power to command or rebuke undead do not count toward the spell’s limits.
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. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasures; undead created with this spell do not return any abilities the creature may have had while alive.
PRESERVE DEAD: This reverse version has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster.
Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.

CREATE GREATER UNDEAD, Level 7 Cha, 8 Wis
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful Wisdom check with a CL equal to the hit dice of the monster. This spell must be cast at night and the caster must spend $100 per corpse.

CREATE UNDEAD, Level 5 Cha, 6 Wis
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: ghouls (9), shadow (10), ghasts (12), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.
 

Voadam

Hero
Amazing Adventures Companion
Castles & Crusades
Handmaiden of Satan: The handmaidens are unique, Satanic, undead creatures created by the Cardinal’s vile sorcery.
Finally, the handmaiden's attacks (claw and bite) inject a venom that acts as a type 4 poison (see Amazing Adventures, p. 179). If a character dies from this poison, they rise within 48 hours as a new undead of the same type as the handmaidens, entirely under the thrall of the Cardinal and his schemes.
Cardinal Richelieu: An important reason why the Cardinal believes stories of werewolves and the like is simple: he is a vampire himself, having sold his soul to Satan for the glory of France, and for personal power and glory.
Comte de Rochefort, Vampire Spawn: ?
Musketeer Squire of Satan: ?
Queen Anne: And what about the queen? She spent several days being held captive and possibly tortured by minions of the devil—is she still the pure and good soul she appears to be, or is she now in league with the Cardinal as a witch or undead consort?
Johnny Ringo, Restless Dead: ?
Degenerate Pygmy: Mutated, vile cave pygmies that have been corrupted by the evil within.
Dracula: ?
Varney the Vampire: ?
Camilla: ?

Undead: Magic should be subtle and gradually erase the humanity from its user, turning him into something dark, amoral, and demonic. It eventually consumes its user, though it may grant him or her great power both spiritual and temporal before that happens—sometimes enough power to seek immortality as one of the undead.
Animate Dead Master spell.
Ghoul: Animate Dead Greater spell.
Shadow: Animate Dead Greater spell.
Wight: Animate Dead Greater spell.
Wraith: Animate Dead Greater spell.
Skeleton: ?
Mummy: Animate Dead Master spell.
Vampire: Animate Dead Master spell.
Lich: Awful Rite of Undeath spell.
Ghost: ?
Zombie: ?

ANIMATE DEAD, GREATER, Level 7 Wis
CT 1 R 50 ft. D n/a
SV none SR none Comp V, S, M
As animate dead, but the wizard can also create ghouls, shadows, wights, or wraiths—roll for the number of skeletons one would normally create; this determines the hit dice worth of undead the sorcerer can create. He may divide these hit dice amongst the type of undead created as he desires. Undead created in this manner are subservient to the sorcerer.

ANIMATE DEAD, MASTER, Level 9 Wis
CT 1 R 50 ft. D n/a
SV none SR none Comp V, S, M
As animate dead greater, but the sorcerer can now split hit dice amongst all types of undead, including mummies and vampires (but not liches). Any undead over 8 hit dice, however, get a saving throw against spells to retain their own will and not be subservient to the caster. Such canny undead may decide to work with the sorcerer on their own, until the time comes for their eventual betrayal. This spell cannot be prepared in advance; it requires a ritual lasting at least six hours to complete.

AWFUL RITE OF UNDEATH, Level 9 Wis
CT 12 hours R self D permanent
SV n/a SR n/a Comp V, S, M
This spell allows a sorcerer to live on beyond death as a creature called a lich, placing his or her soul (or what’s left of it by this time) into a separate vessel, always a fist-sized gem, which becomes a magical artifact. So long as this vessel is intact, the sorcerer will always live on, though their appearance will continue to degrade as they grow ever more ancient, appearing more and more gaunt, desiccated, dry, and mummified as the centuries pass by. Illusion magic is often used to cover this unfortunate side-effect.
To use this spell, the sorcerer must have a minimum of 15 points of corruption and a fist-sized gem in which to place his soul. Upon completion of the spell, the sorcerer collapses, dead to all appearances and examination. The vessel in which his soul is kept must then be placed upon his chest and the ritual completed, usually by a trusted assistant or acolyte, at which point the lich awakens. Once the lich awakens, the soul-vessel can be removed as far away from the lich as desired, and indeed few liches keep their soul-vessel with them, as anyone who gains access to the bauble can exercise control over the lich, who will be terrified of death at the hands of the one who holds its soul. The lich, however, will always plot to get its soul-vessel back, and should it do so woe betide the one who sought to control such an ancient evil.
A lich can only be destroyed by one who holds its soul-vessel. Any other attempts to destroy it will result only in temporary defeat; the lich will, if killed, rise again (even if it needs to re-form) within one week. If one who holds the gem kills the creature, however, it will remain dead unless a new resurrection ritual is performed using the soul-vessel as a focus.
Unfortunately, the soul-vessel itself cannot, by its very nature, be destroyed, so those who manage to kill a lich in this manner often end up guarding the gem for the rest of their natural lives, even passing it down to their children, that it may never be used to raise the creature. Some have attempted to rid the world of the soul-vessels by burying them deep in tombs, or throwing them into volcanoes or the ocean, but there is always the risk of the gem being found once more and raising the lich from the grave.
 

Voadam

Hero
Victorious the Role Playing Game
Castles & Crusades
Ghost: Ghosts are the undead spirits of evil men, women, or even animals. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Corpse Golem: The creation of the foulest rites of black magick, the Corpse Golem is a disgusting tatterdemalion of body parts harvested from dozens, sometimes hundreds, of dead bodies for assimilation into the creature’s nauseous flesh.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity. Any creature that defiles or loots the tomb of a mummy is doomed to face the mummy’s wrath. Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence.
The process required to create a mummy gives the creature powerful protections against physical damage.
Vampire: If the controlling vampire is destroyed, its spawn becomes a full vampire with the normal statistics.
Vampire Spawn: If a vampire chooses, it can drain the blood of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, and must be consciously used.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
Count Dracula, Count Vlad Tepesch, King of the Vampires: ?
Jolly Roger, Captain Roger Blackfriar: Captain Roger Blackfriar wasn’t the worst pirate in the Spanish Main, but not the best either. He’d spent half a lifetime in the shadow of better privateers and pirates, always trying for the big catch, the golden prize that would set him up for life and make his name revered with other legends such as Blackbeard and Kidd, Raleigh and Drake. While he caught enough Spanish merchantmen to keep his ship afloat and his crew paid, he could never catch the better prizes. His luck always seemed to fail him when it counted.
One night he got drunk and staggered to the hut of an old Houngan, who was notorious among the pirate community for having the touch of Satan about her. First he’d paid a few shillings for a telling of his fortune, and her words only seemed to promise more mediocrity, more failures. In a drunken frenzy he demanded she get hold of “Ol’ Nick’ hisself!” and he’d sell his soul to have a Spanish treasure ship in his grasp. The old woman smiled, and said the bargain was struck.
Within two weeks, Blackfriar’s ship entered a thick fogbank, quite unusual for the Caribbean. As he tried to regain his directions, his vessel nearly rammed a massive Spanish galleon. This ship, the yearly treasure craft bringing the gold and silver of the New World to His Spanish Majesty, had lost her escorts in the fog. She was alone, and bewildered as to her direction. Not missing a moment, Blackfriar gave a couple of broadsides into the Spanish ship before they could react. With a crash of timbers, his ship moved alongside the liner and his men charged over the gunnels to board their prey. Despite heavy fighting, it was the pirates who were victorious. At last, Captain Blackfriar had his gold, and his reputation would soar!
So it would, but not in the way Blackfriar believed. With an unearthly chill surrounding them, the great Spanish galleon Esmerelda sank into the murky depths of the ocean, with not a single survivor found in the waters. The few on board Blackfriar’s ship Cutlass looked for any of the boarders, but eventually sailed away to spread the tale of Blackfriar’s failed grasp of fortune and fame.
This wasn’t the last of the Blackfriar, however, Sailors started to speak in whispers of an unnatural fog bank that swept down on lone ships at night, and the bones of Captain Blackfriar and his dead crew would slash and kill, the apparition still searching for his fame and fortune aboard the seaweed-choked wreck of the Esmerelda. Is the undead captain searching for more gold? For fame? For an end to his torment? No one knows, but legend says he searches the Caribbean and the Atlantic, firing cannon broadsides into steamers and ironclad warships alike, leaving none to speak of his passing.
 

Voadam

Hero
Victorious: Evil in the White City Act 1 The Articulator
Castles & Crusades
Wulfric Knight, The Wolf at Midnight, Ghost: After some conversation and questions, Wulfric realized to his horror that the man calling himself Lord Mortis was in fact a necromancer; one of the few types of magicians that most practitioners could agree were evil and to be avoided at all costs! Knight drove the man from his home with a riding crop, and thought this would be the end of things. Not so, for not two weeks later Wulfric was killed in a carriage accident. Once he was safely out of the way, Lord Mortis began a ritual to bind Wulfric’s ghost to his eternal service. Not wishing to become an ectoplasmic reference work for such an evil man, Wulfric’s ghost fled first to the continent, then later to the New World.
 


Halloween Horror For 5E

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