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Undead Origins

Voadam

Legend
Dungeon Crawl Classics #71: The 13th Skull
Dungeon Crawl Classics
Silver Skull-Possessed Zombie: The Silver Skull can take possession of bodies for a limited time, but doing so usually kills the host. This is a pile of recently possessed corpses. There is nothing of value on them. Note that the Silver Skull may choose to take possession of these corpses during combat.
Vampire: ?
 
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Voadam

Legend
Dungeon Crawl Classics #74: Blades Against Death
Dungeon Crawl Classics
Moira the Fishwife, Ghost Banshee: A scant twenty years of age, Moira was already a mother when Ratvik the Mad stole her away. When she refused to join his court, Ratvik had her burned alive. With smoke searing her lungs, Moira cursed Ratvik to eternal un-death before succumbing to the flames and becoming un-dead herself.
This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased.
Ratvik the Mad: A scant twenty years of age, Moira was already a mother when Ratvik the Mad stole her away. When she refused to join his court, Ratvik had her burned alive. With smoke searing her lungs, Moira cursed Ratvik to eternal un-death before succumbing to the flames and becoming un-dead herself.
This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased.
Ghost: This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased.
Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment).
Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead.
Phantom Skeletal Hand: ?
Phantom Scrivener, Ghostly Scrivener: This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased.
Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment).
Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead.
Ossuary Cloud: ?
Mnom-Mothot, Mummy: ?
Court Skeleton: ?
Skeletal Troubador: ?
Desiccated Lover: ?
The Jester: ?
Blue Phantom: This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased.
Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment).
Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead.
The Priest, Ghost: ?
The Nun, Ghost: ?
 
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Voadam

Legend
Dungeon Crawl Classics #75: The Sea Queen Escapes
Dungeon Crawl Classics
Aquatic Un-Dead: When Ru was an island, this region was home to a large, beautiful necropolis filled with ornate mausoleums and elegant marble tombs. Every Ruean was interred here upon his or her death, their mortal remains spending eternity with those of their ancestors. In the cataclysm that sank Ru, the necropolis was devastated by the disasters, its mausoleums and tombs shattered and the sleep of the dead disturbed.
 
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Voadam

Legend
Dungeon Crawl Classics #76: Colossus, Arise!
Dungeon Crawl Classics
Cadixtat, Un-Dead Chaos Titan: The faith of the Daughters did far more than animate the brain of Cadixtat. It also awakened the headless corpse of a chaos titan. Buried beneath the temple, the un-dead chaos titan arises even as its brain succumbs to the blows of the PCs.
Weeping Specter: ?
 
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Voadam

Legend
Dungeon Crawl Classics #77: The Croaking Fane
Dungeon Crawl Classics
Mummified Toad: Originally intended to house the elite faithful of the cult’s adherents, its limited numbers and their proclivity in slothfulness meant that only two were ever interred here. This is good news for the adventurers, as the unholy power of Schaphigroadaz has reanimated their remains in strange forms. Two rounds after the party enters this chamber, two of the niches’ doors crash to the floor and mummified toads spring out.
 
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Voadam

Legend
Dungeon Crawl Classics #80: Intrigue at the Court of Chaos
Dungeon Crawl Classics
Ento-Morlock, Insect-Ghoul Hybrid: At a moment when the party faces total destruction, Akhen-Am-Set draws the PCs’ souls/spirits/anima into a metaphysical limbo and there offers them undeath as an alternative to true death.
If the PCs agree to serve Akhen-Am-Set, she teleports them to an underground desert tomb where they find blood-red clay sarcophagi, one for each PC and molded in their likenesses. The sarcophagi are perforated with thousands of small holes. The PCs lie in the sarcophagi and Akhen-Am-Set levitates the heavy lids into place. The PCs are not completely entombed as the perforations allow in light and air. But these holes are designed to admit something else: insects. The living mass at Akhen-Am-Set’s feet swarms into the sarcophagi and envelops the PCs. Hundreds of venomous insects administer stings that numb the PCs’ bodies and perceptions. The PCs’ deaths follow quickly, but they experience no sensation of it …
Akhen-Am-Set raises the PCs as “ento-morlocks” – insect-ghoul hybrids – which gives them advantages in the arena.
 

Voadam

Legend
Dungeon Crawl Classics #81: The One Who Watches From Below
Dungeon Crawl Classics
Skeleton: Book of the Dead spell.
Ghost: Book of the Dead spell.
Ghoul: Book of the Dead spell.
Zombie: Book of the Dead spell.
Shadow: Book of the Dead spell.
Un-Dead: Book of the Dead spell.
Ogre Zombie: Book of the Dead spell.

Book of the Dead
Level: 3 (Shigazilnizthrub) Range: Varies Duration: 1 day Casting time: 1 action Save: None.
General The caster recites spells from a cursed tome written in blood that grants the power to control the un-dead. This spell requires at least 1 point of spellburn. The caster can only control 2x CL of un-dead creatures at a time.
A Book of the Dead must be acquired before the caster is able to cast this spell. The black tomes are exceedingly rare. The judge should invent a quest that must be performed to obtain the book or create a new one.
Manifestation The air fills with corpse flies and a rotting stench as the dead rise.
1 Lost, failure, and patron taint.
2-11 Lost, Failure.
12-15 Failure, but spell is not lost.
16-17 The caster creates a single skeleton by touching a corpse or pile of bones, or dominates one existing un-dead creature up to 1 HD within 10’.
18-21 The caster creates a single ghost or ghoul by touching a corpse or pile of bones, or dominates one existing un-dead creature up to 2 HD within 20’.
22-23 The caster creates a single zombie by touching a corpse, or dominates one un-dead existing creature up to 3 HD within 30’.
24-26 The caster creates a single shadow by touching a corpse or pile of bones, or dominates one existing un-dead creature up to 6 HD within 40’.
27-31 The caster creates 1d3x CL in total hit dice of un-dead creatures provided there is a sufficient quantity of corpses, or dominates the same number of existing un-dead creatures within 60’. The effected un-dead must be of 8 HD or less.
32-33 The caster creates 1d6x CL in total hit dice of un-dead creatures provided there is a sufficient quantity of corpses, or dominates the same number of existing un-dead creatures within 80’. The caster can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, the caster can revivify a dead ogre (4 HD) to make a 4 HD zombie. The effected un-dead must be of 10 HD or less. If the caster is controlling his or her maximum number of un-dead, a number of skeletons and zombies equal to the excess HD rise from the earth and attack the nearest living creature.
34-35 The caster creates 1d12x CL in total hit dice of un-dead creatures provided there is a sufficient quantity of corpses, or dominates the same number of existing un-dead creatures within 200’. The caster can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, the caster can revivify a dead ogre (4 HD) to make a 4 HD zombie. The effected un-dead must be of 12 HD or less. If the caster is controlling his or her maximum number of un-dead, a number of skeletons and zombies equal to the excess HD rise from the earth and attack the nearest living creature.
36+ The moon blots out the sun to create 24 hours of night. The ground cracks open and a black lacquered palanquin with gossamer purple drapes is thrust up from the bowels of the earth by a giant skeletal hand. A throne built from bleached bones sits squarely upon the platform. The dead rise from the earth in a 1 mile radius: 2d10x CL skeletons, 1d10x CL zombies, plus 1d20 x CL in total hit dice of un-dead creatures of the caster’s choosing. To maintain control over an un-dead creature with more than 12 HD, the caster must make a Will save vs the number of HD every hour. Failure causes summoned creatures to disintegrate and dominated creatures to attack the caster. If the caster is controlling his or her maximum number of un-dead, an additional number of skeletons and zombies equal to the excess HD rise from the earth and attack the nearest living creature.
The Crown of the Zombie King sits upon the throne. Donning the crown immediately causes the wearer to take on a greater corruption. While wearing the crown, zombies (3 HD or less) will obey the caster without counting against the maximum number of controlled un-dead. The un-dead will not attack anyone sitting in the throne with the crown on, or those who bear the zombie king’s litter.
After the 24 hours have elapsed, the dead return to their resting places as the zombie king’s palanquin and crown fade away.
 

Voadam

Legend
Dungeon Crawl Classics #82: Bride of the Black Manse
Dungeon Crawl Classics
Jost, Ghost: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.
Kethe, Ghost: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.
Joseph, Ghost: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.
These phantoms are the spirits of Josef and Matias sacrificed by Lady Ilse on the night of the great summoning.
Sabian, Ghost: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.
Lady Ursula, Ghost: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.
Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere.
Demut, Ghost: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.
Ilse, Ghost: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.
Matias, Ghost: Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.
On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.
These phantoms are the spirits of Josef and Matias sacrificed by Lady Ilse on the night of the great summoning.
The Seneschal: The strange, withered man is the embodied spirit of the manse – the psychic torment of the house made manifest in the flesh. Though appearing real for all intents, this is the spectral manifestation of the manse’s wicked past: the Seneschal.
The Gruesome Lover: Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere.
Man-at-Arms: Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere.
Blue Phantasm Ghost: ?
Spectral Chorister Ghost: ?
Burned Heretic, Flaming Skeleton: [E]nemies of House Liis that were burned alive at the stake.
Lady Baethor Liis: Driven by the love of her children, the matriarch of house Liis is returning to life.
Zombie: Lady Baethor travels primarily along the walls and ceiling. On a successful attack she hoists her target from the floor, and presses her foul lips to theirs, exhaling a gout of diseased miasma into the target’s lungs; the PC must attempt a DC 15 Fort save. On a successful save the PC is left stunned, coughing the miasma from his lungs for 1d3 rounds. However on a failed save, the character collapses to the ground, only to rise 1d3 rounds later – a zombie under the matriarch’s command.
Headless Lady: The ladies-in-waiting were once attendants of Lady Ilse. The Mad Prince had them beheaded and their heads secreted away.
Flying Head: The ladies-in-waiting were once attendants of Lady Ilse. The Mad Prince had them beheaded and their heads secreted away.
Skeleton: The water conceals hundreds of skeletons – victims of the Mad Prince. Careful prodding reveals the thousands of bones; nearly all were once humans, though the skeletons of war dogs and horses also lie amidst the carnage.
All of the skeletons are the remnants of a single mass sacrifice – the Mad Prince’s attempt to stave off her devil’s bargain. The offering failed and their souls remain trapped within the vile manse.
Thing of the Undercroft, Bone Golem: Slain or turned skeletons collapse into the water. However, their spirits retain much of their power. Track the skeletons as they are destroyed: once ten are slain, they rise up as towering thing of bone, lashing out in fury at the PCs with spiked limbs formed of shattered bones. The more skeletons the PCs destroy, the more powerful the Thing becomes.
Lesser Charm Spirit: ?
Greater Charm Spirit: ?
Prejudged Soul: The prejudged souls are recently deceased followers of the Ascended God, many still bearing the visible wounds of their demise. They are technically dead mortals on their way to their afterlife.
 


Voadam

Legend
Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)
Dungeon Crawl Classics
Undead: Dead tissue exposed to the spoil’s power animates, becoming a bizarre and unique form of undead creature.
Spoil Effect on Living Subjects.
Ghost: ?
Phantom: ?
Hant: Transparent spirits that emit a frigid aura of air, the “Hants” in the Deep Hollows are the un-dead spirits of the original inhabitants of the valleys. Slain in the lunar catastrophe that destroyed Luhsaal and decimated their civilization, some still cling to their homeland in the afterlife, attempting to drive away those who would settle in their wake.
Non-Corporeal Undead, Incorporeal Undead: ?
Animated Corn Husk Doll: Once the PCs acquire Shuyr Rilla’s holy symbol from the well and begin moving through the corn field (area 1-8), each doll becomes possessed by a fragment of Hobb undead energy and they attack the party.
Spoil Dwarf: This cave is a spoil, one of the residual deposits of Hsaalian magic that survived the destruction of the Luhsaal (see The Chained Coffin Companion p. 2). The decaying lunar sorcery has strange effects on persons and objects exposed to its radiance, and the dwarves here are no exception.
Originally a band of prospectors, these six dwarves found the gold vein in area 1-8, but were discovered in turn by Shange before they could make much progress mining it. Shange, still seeking to understand the spoil’s power, killed the dwarves but restrained himself from drinking their blood. Instead he left their corpses inside the spoil and was amused when they arose with a semblance of life.
Haggard-seeming dwarves with ebon eyes and gaunt appearance, spoiled dwarves bear the wounds that killed them. Animated in a grim semblance of life by the spoil, these undead miners can strike with their tools to break the limbs of opponents.
The spoil’s magic maintains the un-dead dwarves’ animated state and they cannot move more than 50’ away from area 1-9.
Skeleton of Unknown Origin: Birthed from the bones of a dead something from long ago, the skeletal creature is intent on destroying all life it encounters. Perhaps if it is defeated, clues to what the creature was and where it came from can be discovered amongst its old bones.
Hobb Phantom: The uneasy spirits of the Hobb clan are trapped in Sour Spring Hollow, hungry and hateful.
Ghost of Moonricket Bridge: ?
Ancient Zombie: A handful of miners perished while dumping spoil, falling into the pit and being crushed by the rocks. The Hsaal cared little for their minions and the bodies of the unfortunates were left to rot among the stones, buried beneath impromptu cairns of added debris. There, in the darkness, their spirits have lingered, growing ever hateful. Anyone meddling in their domain attracts the spirits who reanimate their desiccated remains.
Pansy Roane, Ghost: In time, the serpent-men’s demands grew and ultimately Pansy and her unborn child paid the price for Wade’s pride and avarice.
When Wade Roane killed his wife, he concealed her body in this root cellar, walling up the corpse behind the old stone walls. Interred in this crude grave, Pansy’s ghost has been unable to rest and only the discovery of its body and subsequent burial in a churchyard will end its un-dead existence.
Back in my Granny’s time, there t’was a couple that ran the grist mill on Pigsaw Creek. They t’were Pansy and Wade Roane, happy a pair as you ken. Pansy t’was kindling a young ‘en, tis said, and ol’ Wade t’was happy as a hog in slop at the thought of being a proud poppa. But tragedy, as it t’will do here in the hills, well it paid a visit to ‘em.
The spring thaw swelled the creeks and rivers that year, and the Pigsaw overflowed its banks. Pansy t’was coming back to the mill from temple and it’s said she misstepped along the creek banks and fell into the swollen waters. No one saw Pansy go in, but they a’heard her screams all the way back in town. That t’was the last time anyone heard from Pansy … alive anyway.
Breath. Breath. At long last, I have breath to speak. Breath to tell my tale and utter the secrets my husband wished hidden. Breath to declare his shame and his blasphemy. Breath to warn the living of a horror that lurks among them unnoticed.
Wade was a petty man, a cowardly man. He concerned himself more with what strangers thought of his fortunes than what I, his own wife, did. When the mill began to fail, Wade grew frantic, fearful he’d be seen as a failure by the people of Holler Hollow. That is what doomed him … and me.
Something met with Wade in the old caves under our lands. A creature from another, older time. A thing that should have crawled, yet walked like a man. That creature promised Wade a fortune in return for unspeakable service. My craven husband agreed all too readily, sealing the fate of both his wife and unborn child. He murdered me at the behest of that creature and sealed my bones in the root cellar’s wall.
Soul Owl: These owls are soul fragments of Shange’s victims, trapped between life and death by the mixed power of the blooddrinker’s curse and the lingering magic of the spoil in area 1-9.
Zugun: Although triumphant, Boak paid a heavy toll for his victory. The mighty forces unleashed during the battle destroyed the site, foiling Boak’s transformation. Furious at being thwarted yet again (albeit indirectly) by Justicia, Boak enacted a horrific revenge on Zugun. Boak imprisoned the cleric in a coffin of orichalcum and bound the casket with chains of adamantine. The coffin, empowered by Chaos, preserved the dying cleric in a state that was not life, death or un-death, but a weird mixture of all three.
“Once a man, but now I do not know. I should have died long ago, but this coffin is now my prison and my preserver. I hope that I’m whatever goodness remains of a man, once his mortal clay is no more.”
Ox-Headed Barrow Bones: ?
Human/Serpent Hybrid Barrow Bones: ?
Squire Grady, Lingering Spirit: This cabin was the home of Squire Grady, a stubborn Shudfolk farmer who, despite the warnings of others, laid claim to a cursed plot of land in the Deep Hollows. Squire Grady, cantankerous and unyielding as the mountains themselves, refused to be driven off by the ghosts who haunt the land and even in death refuses to relinquish his claim.

Spoil Effect on Living Subjects
1d10 Spoil’s Effect
1 Imparts a random form of corruption. Roll 1d6: 1-3) use Table 5-3: Minor Corruption (DCC RPG p. 116) to determine effect; 4-5) use Table 5-4: Major Corruption (DCC RPG p. 118) to determine effect; 6) use Table 5-5: Greater Corruption (DCC RPG p. 119) to determine effect.
2 Causes a sorcerous wasting disease similar to mummy rot.
3 Imparts the ability to cast a random 1st-level spell once per day. Subject uses a d16 to determine the spellcheck of this incantation.
4 Drains magical power, turning enchanted objects mundane or stealing spells from a caster’s mind.
5 Permanently transforms the subject into a monster, either one chosen randomly from the DCC RPG rulebook or other source, or a unique creature of the judge’s creation.
6 Drives the subject insane, warping his mind with malicious thoughts to commit unspeakable crimes.
7 Creates a communication conduit between the subject and an entity outside the physical world. The party at the other end of this conduit may be pleased to speak with the subject, perhaps even agreeing to act as the affected soul’s patron or be angered by such brazen contact and seek the individual’s destruction.
8 Cloaks the subject in a permanent mystical field that amplifies his prowess or protects him from harm. Subject gains a +1 bonus to a randomly determined ability, spell, saving throw, natural armor class, or other characteristic of the judge’s choosing.
9 Slays the subject outright then revives him as an un-dead creature 1d4 days later unless the body is destroyed.
10 Sends the subject to another time and/or place. Possible destinations include the dim past during the height of either the Hsaal or serpent-men’s dominance, the Court of Chaos, the time pad in the Vault of Zepes Null-Eleven, or a certain purple planet…
 
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Voadam

Legend
Dungeon Crawl Classics #85: The Making of the Ghost Ring
Dungeon Crawl Classics
Lifthrasir the Enchantress, Ghost: Lifthrasir the Enchantress, like most of her spellcasting
ilk, spent her life in the pursuit of power, pillaging forgotten ruins for ancient incantations and delving into forbidden vaults to pry grimoires from their previous owners’ long-dead hands. But unlike many of her brethren, Lifthrasir was driven by the urge to create rather than destroy, and pursued arcane lore so she might inscribe her legend in the annals of history. She dreamed of crafting an object of magical power that would persist after her death and carry her name down the long roads of history.
Unfortunately for Lifthrasir, dreams do not always come true and the required knowledge to create such an artifact long escaped her. As is wont to occur with wizards, her goal became a drive, and her drive became an obsession, leading her to take measures best avoided by rational beings.
Calling up a potent infernal power, Maalbrilmorg the Hell Smith, Lifthrasir bargained with the evil crafter to acquire the incantations she required. Lifthrasir was not completely overwhelmed by her obsession, however, and succeeded in inserting a loophole in her contract with the Hell Smith: If she accomplished her goal before a year and a day passed, Maalbrilmorg could lay no claim upon the sorceress. Unbeknownst to Lifthrasir—but known by the demon-smith who sensed the illness growing—Lifthrasir was dying, the victim of a subtle, but highly malignant magical cancer the sorceress had unwittingly acquired as spell corruption. Maalbrilmorg easily agreed to the condition, knowing the sickness would claim Lifthrasir before she could finish her task.
What Maalbrilmorg could not predict was Lifthrasir’s tenacity. The cancer killed the enchantress eleven months from the day of their agreement and the Hell Smith arrived to claim his due. The demon was nonplussed to discover Lifthrasir’s soul still determined to complete her work. Now lingering as a ghost, Lifthrasir cannot be reaped by Maalbrilmorg until the time limit of their bargain expires.
Lifthrasir’s dedication to the goal was so strong she persisted as a ghost after her death.
Bronze-Handed Pharaoh: The last scene shows the Pharaoh being mummified and interred. His bronze arms, serpent-headed staff, and the Eye of the Sun are all visible amongst the linen wrappings. The Pharaoh is placed in his sarcophagus and born away by a large congregation of weeping mourners.
The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun.
The Pharaoh’s spirit occupies all four items equally.
Pharaoh's Skull: The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun.
The Pharaoh’s spirit occupies all four items equally.
Bronzed Arm: The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun.
The Pharaoh’s spirit occupies all four items equally.
Staff: The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun.
The Pharaoh’s spirit occupies all four items equally.
 

Voadam

Legend
Dungeon Crawl Classics #88.5: Curse of the Kingspire
Dungeon Crawl Classics
Zombie: In the course of his ritual sacrifices, Arkos sinks the corpses into the swamp. Some of the corpses, animated by the unholy power of the Kingspire, have awakened from the dead.
Ghost: If unconscious PCs are left behind, the ghosts converge on them. The PC must immediately begin to make a DC 10 Fort save each round. On a failed save, the PC perishes and rises in 1d4 rounds as a ghost.
 


Voadam

Legend
DCC RPG Annual
Dungeon Crawl Classics
Un-Dead, Undead: Requiem of the Sundered Flesh spell.
Zombie: ?
Ghoul: ?
Mummy: ?
Ghost: ?
Phantasm: ?
Banshee: ?
Shadow: ?
Specter: ?
Vampire: ?
Crystalline Un-Dead: Crymstalla magic sword.

REQUIEM OF THE SURRENDERED FLESH
At level 5 the cleric gains access to a complex chant whereby her body is transformed, temporarily or permanently, into undead flesh. The thousand names of the Crow Mistress are sung, and runes, sigils, and inscriptions appear on the failing flesh of the caster. While hideous and terrifying to behold, the results of this canticle provide the cleric with damage resistance and protection against turning and/or purifying magics. At the highest result, this canticle allows followers of Malotoch to rise as un-dead creatures, if killed. The results of the spell makes the cleric unsuitable for the company of most normal beings, who will react with fear and, potentially, violent hostility to her changed form. On a successful casting, the cleric or worshiper may choose to take a lower but potentially more desirable result from the table.
Spell check Result
1 Failure and worse! A misstep in the ritual has caused it to backfire. Roll 1d4: (1) take CL damage which cannot be healed except by natural healing; (2) the cleric’s flesh is so weakened that the next successful attack counts as a critical hit on the appropriate table; (3) the cleric’s flesh begins to rot and she will take 1d8+CL damage per day until a lay on hands from another worshiper of Malotoch results in 3 or more dice of healing; (4) the cleric’s flesh withers as she ages 1d10 years per caster level, and permanently loses 1d3 points of Strength, Agility, or Stamina, plus 1 additional point per 10 years aged (spread evenly across the attributes).
2-19 Failure.
20-21 The cleric’s flesh withers to mummy-like consistency for 1d10+CL turns. She need not eat or drink, and non-magical weapons do half damage to her. She also receives +2 to any saving throw against magical effects, or reduces the damage dice for magical damage from spells one step on the die chain (d8 becomes d7, d6 becomes d5, etc.).
22-27 The cleric’s flesh begins to seethe with corruption. For the next CL hours, the cleric enjoys the following benefits: Any damaging attack only does half damage. She adds CL/2 (rounded down) additional HD beyond her own when determining results of turn unholy attempts made against her. Any normal human or demi-human attempting to approach her must make a DC 8+CL Fort save or be driven back retching with nausea from the reek of her rotting flesh.
28-29 The cleric’s flesh begins to weep blood and corruption and her eyes blaze with unholy fires. For the next CL+6 hours, she may ignore damage from any attacks made with mundane weapons, and the damage dice for magical weapons or spells are reduced two steps on the die chain (d8 becomes d6, d6 becomes d4, etc.). She also gains a ranged gaze attack against anyone at whom she looks directly (even if only in reflection). The target must make a DC 10+CL Willpower save or flee in unreasoning fear, until a successful Willpower save is made.
30+ The cleric’s body appears as normal except that it is covered in thousands of lines of tiny script, like a full-body tattoo the color of old blood. For the next CL+1 days, the cleric’s saving throws against magical attacks receive +CL bonus. Additionally, if she is slain, she will rise as an un-dead creature with a number hit points equal to normal, plus CL. The cleric acquires the normal un-dead traits (does not eat, drink, or breathe; is immune to critical hits, disease, and poison, as well as to the sleep, charm, and paralysis spells, other mental effects, and cold damage). The cleric also rolls critical hits on Crit Table U: Un-dead (see DCC RPG rulebook, p. 390).

THE CRYMSTALLA
This short sword is made of living vermillion crystal from deep beneath Áereth. It glows with an unquenchable sanguine light equal to torchlight – even fully sheathed or wrapped, it gives off radiance equal to a candle.
This sword has a brooding, alien intelligence which sprang into existence before the first fish crawled from the sea. A shard from a greater crystal-based mind, it was first fashioned into a weapon by ancient reptilian pre-humans, and has been a weapon in one form or another ever since.
The Crymstalla is a +3 short sword, which increases the critical range of its wielder by 1 (i.e., a level 5 warrior armed with the Crymstalla rolls a critical hit on any successful attack of 17-20.) It is neutral, not caring about the eternal conflict between Law and Chaos.
When a creature is reduced to 0 hit points by the weapon, it becomes infected by minute shards left in the wounds (unless its body is completely destroyed by fire, acid, or magic). These shards grow at an astounding rate, converting the creature to crystalline un-dead over a period of 2d3 days. The creature then pursues its slayer with unceasing bloodlust. When the sword’s owner is killed, all existing crystalline un-dead are reduced into fine crimson powder within the next 1d5 rounds.
Crystalline un-dead use the same statistics as their base creature, with the following changes:
• AC is increased by +3.
• Hit Dice become d12s, with hit points rerolled.
• All physical damage (bite, claw, etc.) is increased by +1d on the dice chain.
• Gain un-dead immunities, but can be turned by lawful and neutral clerics.
• Cannot be harmed by the Crymstalla.
• Retain special abilities of the base creature on a case-by-case basis, as determined by the judge. Physical abilities are retained, while supernatural ones may or may not be.
 

Voadam

Legend
Dungeon Crawl Classics Horror #1: They Served Brandolyn Red
Dungeon Crawl Classics
Gage Vintner, Spirit: About 150 years ago, the elven artisan Lotrin Whitegrass, despite being betrothed to elven nobility, fell in love with the young, beautiful, and also-married human Brandolyn Vintner. Brandolyn, wife of the successful vigneron and wine maker Gage Vintner, attempted to keep the affair a secret but was eventually discovered by her husband. Enraged at her deception—and appalled at the thought of his wife coupling with an elf—Gage overpowered Brandolyn, and crushed her to death in his wine press.
The decades passed and Gage Vintner eventually died with his murderous secret intact, but forbidden love, murder, and treachery have a strange way of resurfacing, demanding their malfeasance not be forgotten. Over a century after his death, Gage’s crypt was violated by Samhain the Corpse Harvester, a semi-sentient subterranean parasite that burrows into coffins and crypts and agglutinates limbs from corpses to form its own mass. Disturbing Gage’s evil bones ignited a spiritual conflagration, tearing the ethereal fabric that separates the living and the dead.
Brandolyn Vintner, Ghost: About 150 years ago, the elven artisan Lotrin Whitegrass, despite being betrothed to elven nobility, fell in love with the young, beautiful, and also-married human Brandolyn Vintner. Brandolyn, wife of the successful vigneron and wine maker Gage Vintner, attempted to keep the affair a secret but was eventually discovered by her husband. Enraged at her deception—and appalled at the thought of his wife coupling with an elf—Gage overpowered Brandolyn, and crushed her to death in his wine press.
The decades passed and Gage Vintner eventually died with his murderous secret intact, but forbidden love, murder, and treachery have a strange way of resurfacing, demanding their malfeasance not be forgotten. Over a century after his death, Gage’s crypt was violated by Samhain the Corpse Harvester, a semi-sentient subterranean parasite that burrows into coffins and crypts and agglutinates limbs from corpses to form its own mass. Disturbing Gage’s evil bones ignited a spiritual conflagration, tearing the ethereal fabric that separates the living and the dead. Gage’s spirit began manipulating Samhain to inflict more spiteful destruction, thereby awakening Brandolyn’s soul, somehow still trapped in the device where her life was snuffed out.
Zombigator: ?
Living Stain: However, searching this area puts the PCs in range of the Living Stain, a sentient mixture of wine sediment and malevolent spirit spawned from the recent hauntings.
Margrite Vintner, Gourd Puppet: ?
Gage Vintner, Gourd Puppet: To defend itself, Samhain will animate a gourd puppet out of the bones of Gage (and potentially others) using bodies harvested from the crypts above.
Gourd Puppet: To defend itself, Samhain will animate a gourd puppet out of the bones of Gage (and potentially others) using bodies harvested from the crypts above.
 


Drazen

Arch-Villain
I'm a huge fan of anything undead related. My character strives to create new forms, and i'm interested to see what this has to offer....
 

Voadam

Legend
Interesting......
Are New undead types in this too?
I am documenting undead origin information from existing sources, including irregular things like Deathless and ambiguous things like Thouls, but generally not things that specifically say they are not undead. So most Dhampir and such that have some undead traits but are specifically called out as alive are not included and Shadows depend on the edition for whether they are undead or specifically not.

Many sources have unique and new undead, For example I do not believe I saw Gourd Puppets anywhere besides in the Dungeon Crawl Classics Horror #1 module I posted above this morning.

I'm a huge fan of anything undead related. My character strives to create new forms, and i'm interested to see what this has to offer....
As a player interested in having your character create undead I'd suggest going to page 75 and checking out the entries for your system of choice to see what I've got there for official methods of creation if there are any. Specific spell or magic item descriptions would be in the full source entry, though the cumulative entries will have a reference identifying the source parenthetically.
 

Voadam

Legend
Goodman Games 2019 Yearbook: Riders on the Phlogiston
Dungeon Crawl Classics
Silver Ghoul: The third pool shimmers with a silver light. Any living creature touching the placid waters recovers 1d20 [10] hit points and gains +1 point of Luck. (This effect can take place but once per character.)
If a slain creature comes into contact with the waters, it immediately animates into a hellish, silvery ghoul that lunges to attack.
Worse, due to the spray of the cascading spoil, any creature slain in the chamber animates the following round and lunges to the attack.
Skin Horror Medium Skeleton: ?
Skin Horror Small Skeleton: ?
Large Skeleton: ?
Medium Skeleton: ?
Small Skeleton: ?
Ghost: ?
Shadder: The creatures are shadders: former men cursed to be deformed and changed into abominable grotesques that can only be seen as dark outlines among the narrow cracks and crevices of the tunnel.
Gribb-Kith Mummy: ?
 

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