Undead Origins

Voadam

Legend
Player's Option Heroes of Shadow

Player's Option Heroes of Shadow
4e
Volnath: Scholars on the subject claim the Far Realm touches creation from the outside, like a foul skin of stuff older than all knowing. The unwise seek its encompassing madness and alien nature in the depths of the night sky, especially in the dark between the stars. The Shadowfell's nighttime firmament is, as a vast void with few dim or flickering lights, the perfect place to seek the realm also called the Outside.
Volnath, a wizard of old Nerath, sought such learning from Telkon, his observatory in the world. He discovered ancient texts on shadow and the Outside, and he invited dark beings into his ritual chambers to give him counsel. Living shadows whispered to him during his observations, speaking of the power of shadow magic and the nearness of the Far Realm in the Shadowfell's sky.
The wizard, his sanity on the brink, summoned a shadowfall to take Telkon and the nearby village of Hadder into the Shadowfell. There, from instructions on ancient tablets and through the toil of the enslaved folk of Hadder, he remade the village and Telkon into a monumental arcane focus. Yolnath slew any who intruded in the area of his great work. He sacrificed numerous innocents and ultimately his own life for undead immortality.
Vampire: One vampire is usually the spawn of another, but more than one vampire has awakened with no clue as to his or her origin.
You are a monster, fated and infected by a vile curse that transformed you into a creature of nightmare.
Most of those who become vampires are victims of monstrous attacks, created by a callous hunter who drained them dry of blood and life force, then cast them aside. Others seek out this path from their own fear of infirmity and death, discovering the arcane rites and alchemical formulas that promise dark power. In some cases, a character finds h is or her vampirism invoked by an ancient family curse, or that he or she is a member of an extended clan of vampires who pass their blood down to those they deem worthy- whether by choice or not.
Vrylokas take up the path of the vampire by undertaking a variant of the blood ritual given to their kind by the Red Witch long ago, modified with the help of Vistani mystics.
Undead: Dwarves of the Obsidian Cave rarely deal with other dwarves. preferring instead to wage a singular war against orcs, drow, and other threats to their people. When dwarves of the order die, their souls return to the Ebon Spire, where they linger as spiteful undead spirits.
Servitude in Death power.
Shackles of the Grave power.
Acererak's Apotheosis power.
Shadow Skeleton: A shadow skeleton, formed from shadows and the bones of the dead, is adept at hitting enemies that don't take it as a serious threat.
Shadow Wraith: ?
Undead Soldier: ?
Revenant: Resilient souls returned from death to do the work of Fate
Death usually represents the gateway to the afterlife or the end of a natural existence. Sometimes, however, death can be just the beginning. For some select individuals, the Raven Queen or another agency of death bars passage to the next stage of existence, turning a soul back toward the natural world. In such instances, fate has other plans.
A revenant arises not as an aimless corpse but as the embodiment of a lost soul given new purpose.
In all cases, a revenant purposefully returned to the natural world after succumbing to a cessation of lifc. Dead, but unable o find its way to whatever waits beyond death's dark gates, the once-living soul is reconstituted as a revenant
The gods of death and fate often require agents in the natural world, and they don't always have enough exarchs or aspects to deal with all the work they seek to accomplish. For this reason, revenants are called into existence. However, the rules governing the gods and how they can intrude upon the natural world are often mysterious and seemingly contradictory to mere mortals. For this reason, it seems that revenants enter the world without clear directions or even full memories of the life they once lived.
Revenants are souls of the dead returned to a semblance of life by the Raven Queen or some other agency of the afterlife.

Servitude in Death This prayer imbues its victims with deadly shadow magic, perverting their life force to your control when they are slain. Good clerics are circumspect in employing this prayer, since many faiths consider its use to be heresy.
Servitude in Death Cleric Attack 5
A dark wave of necrotic energy washes over your foe, draining its life and planting within it a seed of shadow magic that will seal its fate.
Daily + Divine, Implement, Necrotic, Shadow
Standard Action Ranged 5
Target: One enemy
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier necrotic damage.
Miss: Half damage.
Effect: The first time the target dies before the end of the encounter, it rises at the start of its next turn as an undead creature allied with you and your allies. Until it dies again, the creature is dominated by you. It has 1 hit point (the creature takes no damage from an attack that misses), cannot heal, and takes a -2 penalty to all defenses.

Shackles of the Grave The Raven Queen claims dominion over death, but all clerics of shadow can exercise her power. In battle, this prayer allows you to demand atonement from every enemy that: falls before you. With heresy washed away by death's cleansing hand, your former foe becomes a docile servant.
Shackles of the Grave Cleric Attack 19
A blast of black energy washes over nearby creatures, marking their souls as your divine property.
Daily + Divine, Implement, Necrotic, Shadow, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 5d6 + Wisdom modifier necrotic damage.
Miss: Half damage.
Effect: The blast creates a zone that lasts until the end of the encounter. The first time any enemy dies in the zone before the end of the encounter, it rises at the start of its next turn as an undead creature allied with you and your allies. Until it dies again, the creature is dominated by you. It has 1 hit point (the creature takes no damage from an attack that misses), no healing surges, and a -1 penalty to all defenses.

Acererak's Apotheosis Acererak is the most famous of those wizards whose long focus on death culminated in immortality as a lich. Few wizards have the courage to complete similar unholy rituals, but necromancers have learned the value that such a transformation provides, even if it lasts only minutes at a time.
Acererak's Apotheosis Wizard Utility 22
You become a vision of death as you infuse your body with shadow-your flesh draws back to the bone, and fiery blue pinpricks burn in your now-empty eye sockets.
Daily + Arcane, Necromancy, Shadow
Minor Action Personal
Requirement: You must have at least one healing surge.
Effect: You lose a healing surge and gain temporary hit points equal to your healing surge value. Until the end of the encounter, you are undead, and you gain the following benefits.
  • Darkvision
  • Immunity to disease and poison
  • Necrotic resistance equal to 1 0 + one-half your level
 
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Voadam

Legend
Revenge of the Giants

Revenge of the Giants
4e
Argent Haunt Ghost: ?
Champion Wight: ?
Ghost Worg Packmate: ?
Boneclaw: ?
Skeltal Arcane Guardian: ?
Bone Naga: ?
Demonic Flameskull: ?
Sword Wraith: Any humanoid killed by a sword wraith rises as a free willed sword wraith at the start of its creator's next turn. Appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Spectral Servant: ?
Frost Giant Boneclaw: ?
Frost Giant Sword Wraith: ?
Frost Giant Abyssal Ghoul: ?
Frost Giant Bodak Reaver: When the giants first landed on the Frost Spire, they looted many of the tombs they found here. They left this cave alone. Jarl Hargaad rests here, though the looting of his vassals' burial grounds has awoken him from his eternal slumber. He has risen as a bodak.
Bone Naga Arcanist: ?
Slaughter Wight: ?
Haunted Armor Animus: ?
 
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Voadam

Legend
Seekers of the Ashen Crown

Seekers of the Ashen Crown
4e
Deathgaunt: Xoriat's insanity lives on through the ages in the bodies of those the daelkyr slew long ago. Such are the deathgaunts.
On the great battlefields of the Daelkyr War, countless goblins and orcs perished. In some such places, the taint of Xoriat and the shadow of Mabar seeped into the blood and bones of the fallen , raising them as creatures of death and madness.
Deathgaunt Madcaster: ?
Deathgaunt Lasher: ?
Deathgaunt Spiner: ?
Deathgaunt Drover: ?
Deathgaunt Hordeling: ?
Dreadclaw: Karrnathi traditions and those of the Skull born of Aerenal have mixed under the purview of the Emerald Claw. Claw necromancers raise dread claws by treating living humanoids with a toxin that reacts to a necromantic catalyst. The toxin kills the humanoid and prepares it for a dark ritual.
Dreadclaw Darkliege: ?
Dreadcalw Reaver: ?
Ancient Tomb Mote: ?
Sodden Corruption Corpse: ?
Grave Drake: ?
Bloodblade Hobgoblin Skeleton: ?
Hobgoblin Specter: ?
Hobgoblin Wight: ?
Bonepile Hobgoblin Skeleton: ?
Ashurta, Hobgoblin Wight: ?
Chainfighter Wight: ?
Hobgoblin Soldier Zombie: ?
Skullborn Deathlok Wight: ?
Skullborn Rotwing Zombie: ?
Skullborn Zombie: ?
Hobgoblin Shadow Skeleton: ?
Hobgoblin Skeleton: ?
Decrepit Goblin Skeleton: ?
Force Specter: ?
Wraith: Any humanoid killed by a wraith rises as a free-willed wraith at the start of its creator's next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Goblin Phantom: Ghostly goblins, the spirits of warriors slain here millennia before, protect this area.
Goblin Ghost Boss: Ghostly goblins, the spirits of warriors slain here millennia before, protect this area.
Goblin Flame Vent Haunt: A trio of ghostly goblins, killed by the flame vent trap long ago, protects this chamber.
Goblin Fire Phantom: A trio of ghostly goblins, killed by the flame vent trap long ago, protects this chamber.
Chib Naresaar, Bladebearer Zombie: ?
Hobgoblin Zombie: ?
Goblin Zombie Archer: ?
Zombie Rotter: ?
Filching Wraith: ?
Yeraa, Dreadclaw Darkliege: ?
Goblin Dreadclaw Reaver: ?
Kruthik Young Zombie: ?
Weak Kruthik Zombie: ?
Shadowskull: ?
Gydd Nephret, Dreadclaw Soulbound: ?
Skullborn Ghoul: ?
Skullborn Zombie Husk: ?
 
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Voadam

Legend
The Book of Vile Darkness

The Book of Vile Darkness
4e
Decrepit Skeleton: Melting Fury disease.
Death Mold Zombie: A Small or Medium target dropped below 1 hit point by a death mold's attack dies and immediately becomes a death mold zombie.
Rot Grub Zombie: ?
Moilian Dead: The citizens of Moil did not survive their eternal slumber, yet the sinister energies suffusing the dark lands have infused their corpses with terrible power. Now all sorts of undead roam the city, including zombies, ghouls, wraiths, and specters. The city’s heritage combined with the intense unholy atmosphere gives these undead unusual and deadly capabilities.
The Moilian dead theme is available only to undead creatures and benefits creatures of any role.
Fallen Angel of Death: Nerull’s angels carried plagues and death to the natural world. It was their task to harvest souls and bring them to their master. After the Raven Queen defeated the god and stole his power, the fallen angels of death fled to the Shadowfell’s darkest corners, and over the centuries the constant exposure to necrotic energies perverted their life force.
Skeletal Warrior: Girdle of Skulls magic item.

Melting Fury
This fearsome disease is quite rare since it spreads by handling undead flesh, an act few have occasion or inclination to perform. The disease, infused as it is with shadow energy, causes flesh to rot and organs to melt until only stained bones remain. The exposed skeleton soon animates and wanders about until destroyed.
Not all undead flesh carries this disease, but it is common to creatures associated with Kyuss, the Worm that Walks. When a creature touches or ingests the flesh, the disease attacks the creature: disease’s level +3 vs. Fortitude. On a hit, the creature contracts melting fury (stage 1).
Melting Fury Variable Level Disease
As the disease progresses, your flesh becomes wet and slimy. Any pressure at all causes your flesh to tear and blood and filth to spill forth.
Stage 0: The target recovers from the disease.
Stage 1: While affected by stage 1, the target has vulnerable 5 to all damage.
Stage 2: While affected by stage 2, the target has vulnerable 10 to all damage, and when the target takes damage from an attack that lacks a damage type, each creature adjacent to the target is exposed to the disease. At the end of the encounter, an exposed creature must make a saving throw. On a failed saving throw, the target contracts melting fury (stage 1).
Stage 3: The target dies as the flesh melts away into a fetid pool. After 24 hours, the remains animate to become a decrepit skeleton.
Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2.
Lower than Easy DC: The stage of the disease increases by 1.
Easy DC: No change.
Moderate DC: The stage of the disease decreases by 1.

Girdle of Skulls
The skulls adorning this belt can create undead servants to protect you in battle.
Girdle of Skulls Level 12 Rare
By plucking a skull from the belt, you can call forth a skeleton to do your bidding.
Waist Slot 17,000 gp
Property
The girdle starts with four charges. When you take an extended rest, the item regains one charge.
Utility Power 􀀩 Daily (No Action)
Trigger: You reduce a creature to 0 hit points or fewer.
Effect: The girdle gains a charge (maximum of four).
Utility Power (Summoning) 􀀩 Encounter (Minor Action)
Requirement: The girdle must have at least one charge.
Effect: Expend a charge. You summon a skeletal warrior in an unoccupied space within 5 squares of you. The skeletal warrior is an ally to you but not to your allies, and it lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in its description. You must have line of effect to the skeletal warrior to command it. You and it share knowledge but not senses.
When the skeletal warrior makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
The skeletal warrior lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.
 
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Voadam

Legend
The Plane Above: Secrets of the Astral Sea

The Plane Above: Secrets of the Astral Sea
4e
Wraith: A number of devils dwell on the Shores of Sorrow island, as do a small number of undead creatures such as wraiths, specters, and ghosts—folk wasted away by the pervasive despair.
Specter: A number of devils dwell on the Shores of Sorrow island, as do a small number of undead creatures such as wraiths, specters, and ghosts—folk wasted away by the pervasive despair.
Ghost: A number of devils dwell on the Shores of Sorrow island, as do a small number of undead creatures such as wraiths, specters, and ghosts—folk wasted away by the pervasive despair.
Lich Vestige: ?
Dread Wraith: Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Illyram Brackz: ?
Abomination Malediction: The primordials originally created maledictions in the Dawn War by mixing the mental agonies of gods felled by psychic assault with elemental fury.
Vlaakith: Long ago, Vlaakith performed a ritual to transform herself into a lich, giving her an extended life span and making her the longest-reigning Vlaakith in the githyanki’s history.
 
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Voadam

Legend
The Plane Below: Secrets of the Elemental Chaos

The Plane Below: Secrets of the Elemental Chaos
4e
Oblivion Wraith: Any humanoid killed by the oblivion wraith rises as a free-willed oblivion wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain humanoid (using the Raise Dead ritual) does not destroy the spawned wraith.
Spirit Ooze: ?
Torhana, Spirit Vampire: ?
Undead: No demon lord claims this layer, the Plains of Rust, and the only inhabitants are mindlessly destructive. The essence of slain devils and demons became infused with the necrotic and acidic power of the buried swamp. This mixture gave rise to baleful corrupting undead.
 
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Voadam

Legend
The Shadowfell: Gloomwrought and Beyond

The Shadowfell: Gloomwrought and Beyond
4e
Undead: Many evil mortals consider the Shadowfell an ideal place to create undead servants. Over the centuries, clerics of dark gods, cultists of Orcus, foul wizards, and greedy necromancers have created thousands upon thousands of undead monsters using heinous rituals.
Ghosts: Locals believe the ghosts on the Shattered Isles to be phantoms of those killed during the Sever, but no one is certain exactly where the creatures came from or why they remain. Those who speculate on their nature agree that hundreds of undead live on or around the islands.
Like other places in the Ghost Quarter, the Isle of Lost Thoughts has undead and monsters inhabiting its ruins. Ghosts here have the look of scholars, clothed in robes and sandals rather than in fine coats and footwear. These phantoms might be apparitions of teachers, or they could be psychic reflections of their environment.
Algagor, Undead Beholder Eye Tyrant: ?
Lord Nill, Nightwalker: ?
Nikolai, Charnel Brother: Taking up the corpse, Nikolai voyaged to the Shadowfell, where he ritually raised Grigori as a vampire. The moment Grigori awoke, he tore his fangs into Nikolai’s throat, turning his younger brother into an undead creature like himself.
Grigori, Charnel Brother: Taking up the corpse, Nikolai voyaged to the Shadowfell, where he ritually raised Grigori as a vampire.
Shadow Stalker Vampire: ?
Feral Vampire: ?
Widow of the Walk: ?
Watchful Ghost: Decades ago a brutal rivalry reached its crescendo when House Treyvan attacked the company headquarters of House Sulist, destroying the building with its enemy's soldiers inside. When the city consumed the structure. the soldiers went with it- body and soul. The corpses have long since turned to dust, but the soldiers' spirits remain on duty.
Malicious Ghost: Decades ago a brutal rivalry reached its crescendo when House Treyvan attacked the company headquarters of House Sulist, destroying the building with its enemy's soldiers inside. When the city consumed the structure. the soldiers went with it- body and soul. The corpses have long since turned to dust, but the soldiers' spirits remain on duty.
Oblivion Wraith: When the wraith kills a humanoid. that humanoid becomes a wraith at the start of this wraith's next turn. The new wraith appears In the space where the humanoid died or In the nearest unoccupied square. and it rolls a new initiative check. The new wraith acts under the Dungeon Master's control.
Bodak Death Drinker: ?
 
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Voadam

Legend
Tomb of Horrors

Tomb of Horrors
4e
Acererak: Eventually. his undead body wasted away. leaving him as a demilich-an animated skull-and still he prepared.
Undead: Due to Acererak's magic and influence, all the living fey from the Garden of Graves, including those that have traveled to the world, have the Acererak's Slave power.
Years ago, when Acererak set out to seize control of undeath, the fell energy of Moil made it the perfect base for his dark plans. Much of the city and its undead host fell under the demilich's control, and his experiments created new varieties of undead unknown outside the City that Waits.
The barrier between the world and the Shadowfell is thin around Skull City (part of the reason Acererak chose this location for his tomb). A creature slain within the city has a 50 percent chance of rising in 1d6 hours as an undead of the same level under your control. The undead must be destroyed before the slain creature can be raised.(The creature can be raised normally before it rises as an undead.)
Acererak's slave power.
Boneclaw Daggerhand: ?
Shadowguard Sentry: ?
Firbolg Shell: The firbolg shell-the leathery skin of a firbolg with nothing contained within.
Dread Zombie Knight: ?
Tortured Vestige: The Tortured Vestige is an undead horror created from the tortured spirits of the folk of Moil as they rotted away, body and soul.
This creature is the Tortured Vestige-a legendary undead entity born from the destruction of Moil. After the city was hurled into the Shadowfell, its residents rotted away in both body and soul. Their spirits became the Tortured Vestige, which haunts Moil's shattered spires in search of new creatures to add to its unliving body.
Moilian Zombie: A character who dies anywhere in the city of Moil rises on his or her next turn as a Moilian zombie. Moilian zombies are all that remain of the common folk of Moil, because their souls were poisoned by the eternal darkness into which their city was cast.
The three bodies are Moilian zombies, risen from shadar-kai slain by the original guardians here.
Undead guarding this portal killed these shadar-kai, which then rose as Moilian zombies to attack their former allies.
Winter Wight: Acererak created the first winter Wights.
Wailing Ghost, Banshee: ?
Moilian Barrow: When one of Moil's towers collapsed into this neighboring spire, rubble crushed a number of Moilian undead. Their remains have assembled into a Moilian barrow-a mass that hungers for living prey.
Sword Wraith: Any humanoid killed by the sword wraith rises as a free-willed sword wraith at the start of its creator's next turn, appearing in the space where it died. or in the nearest unoccupied space if that space is occupied. Raising the slain creature (using a Raise Dead ritual) does not destroy the spawned wraith.
Nighthaunt Shrine: ?
Nighthaunt Whisperer: ?
Bodak Reaver: ?
Eldritch Phantom: ?
Ghost Tormentor: ?
Acererak Construct: ?
Skeleton Deathguard: ?
Zombie Ranger: ?
Dark Flameskull: ?
Slaughter Wight: ?
Wrath Spirit: ?
Shambling Mummy: ?
Moghadam: ?
Deathdrinker Skeleton: ?
Dread Skeletal Swarm: ?
Dread Zombie Slayer: ?
Zombie Mangler: ?
Vampire Lord Berserker: ?
Ancient Ghost: ?
Aspect of Vecna: ?
Undead Vecna Cultist: ?
Bone Collector: ?
Aspect of Nerull: ?
Acererak God-Golem: ?
Acererak and Eye of Vecna: ?

Acererak's Slave
Trigger: The fey creature drops to 0 hit points and is killed.
Effect (Immediate Reaction): The fey creature remains standing, and it gains the undead keyword and continues to fight until the end of its next turn.
 
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Voadam

Legend
Underdark

Underdark
4e
Undead: Even the most faithful divine servant who dies in one of these places dies unnoticed. The souls of the fallen linger forever in the godless realms, becoming ghosts, wraiths, or similar undead without ever traveling to the Shadowfell, where the Raven Queen would judge their final disposition.
Occasional supernatural storms drag surface ships down into the Deeps. slaying all aboard and trapping the crew in eternal unlife. These ghostly vessels haunt the Spire Sea, crewed by undead of all varieties.
When conditions are right on the oceans of the surface world, a supernatural storm known as a ghost gale materializes as if from nowhere. A ghost gale creates a whirlpool that can sweep a ship through a vortex down into the sunless seas of the Deeps. Frightened sailors taken by such storms frantically ply those black waters in search of a way home, but the time they spend raiding and fishing belies the fact that they no longer require sustenance or sleep. The ghost gale slays those it carries down to the Deeps, and these lightless seas become the site of a ghost crew's afterlife.
Few mortal creatures swim such strange currents, but undead abound. The waters contain the bodies and spirits of creatures of the Underdark connected to water in life and chained to it in death. The stygian waters claim any waterborne beings that died with bitter words on their lips, dark thoughts in their minds, or whose heart's last beat echoed cold.
The Unveiling is the prosaic name that incunabula give to their interrogation process. It is "final" because living creatures subject to the process die, while dead souls and undead are destroyed (but see below). The victim gives up every piece of information he or she possesses, no matter how minor or petty. The process involves a ritual not unlike the one used by incunabula to pass inherited wrappings to young incunabula. However, unlike in that ritual. the victims of the Unveiling have their organs drawn out and placed in jars. even as their bodies are shrouded in funerary wrappings. The brain is the final organ to be extracted; instead of being stored in a jar, it is eaten by the questioner. who gains the complete knowledge possessed by the victim. The questioner has 11 hours to choose among all knowledge so gained and record it on parchment before it all fades.
In some cases, creatures subject to the Unveiling rise as a variety of undead, depending on the skill and intent of the questioner.
As agents of Vecna, incunabula rely on a dark ritual called the Unveiling to scour the memory of a recently slain corpse. Corpses corrupted by this ritual animate as skeletal undead wrapped in strands of linen.
Ghost: Even the most faithful divine servant who dies in one of these places dies unnoticed. The souls of the fallen linger forever in the godless realms, becoming ghosts, wraiths, or similar undead without ever traveling to the Shadowfell, where the Raven Queen would judge their final disposition.
Wraith: Even the most faithful divine servant who dies in one of these places dies unnoticed. The souls of the fallen linger forever in the godless realms, becoming ghosts, wraiths, or similar undead without ever traveling to the Shadowfell, where the Raven Queen would judge their final disposition.
Bodak: Nightwalkers lurk in the Shadowdark. as do the bodaks they create.
Battle Wight: ?
Zombie Hulk: ?
Incunabulum Agent: Incunabula use the Unveiling ritual to draw out all vestiges of knowledge and secrets within a creature's memory, and also to create loyal undead servants or allies.
Demon of Esarham: When the Abyss brought itself into being. it created the first demons by corrupting primordials. Thus did Orcus, Demogorgon. and Baphomet come into existence. In turn, these early demon princes replicated their own corruption, fashioning their first demonic servants from mortal creatures. They would later master the crafting of more durable servants from the tumult of the Abyss, ensuring that the demons' essence would return to that realm upon their deaths. In the earliest days, that art was beyond their skill. Consequently, the first demons were mortal, with souls that existed after the death of their physical forms. These souls passed into the ShadowfeIl, but without any god to claim them, their numbers began to accumulate beyond control. Horrific battles occurred. and the entire plane risked becoming an extension of the Abyss.
Ugalga, King of Esharm: In life, Ugalga was perhaps the most destructive and evil of all the mortal demons.
Worm Bridge: The bridge is crafted from the corpse of a purple worm whose long body forms a tunnel through the water to reach the other side.
 
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